Strategy Guide - Guide for Resident Evil: Revelations
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G U I D E
Authored by: Berserker
Version: .65
Last update: 2/17/12
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My site:
www.berserkersblog.blogspot.com
Visit my youtube page:
www.youtube.com/BerserkerSTARS
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=-=-=-=-=-=-=-=-=-=- - T A B L E O F C O N T E N T S - -=-=-=-=-=-=-=-=-=-=-=
-- Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . [IN00]
-- Basics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . [BA00]
-- Campaign Walkthrough . . . . . . . . . . . . . . . . . . . . . . . . [WT00]
Prologue ---------------------------------------------------------------
- Prologue . . . . . . . . . . . . . . . . . . . . . . . . . . . [WT01]
Episode 01 - Into the Depths -------------------------------------------
- Scenario 1 . . . . . . . . . . . . . . . . . . . . . . . . . . [WT02]
- Scenario 2 . . . . . . . . . . . . . . . . . . . . . . . . . . [WT03]
Episode 02 - Double Mystery --------------------------------------------
- Scenario 1 . . . . . . . . . . . . . . . . . . . . . . . . . . [WT04]
- Scenario 2 . . . . . . . . . . . . . . . . . . . . . . . . . . [WT05]
Episode 03 - Ghost of Veltro -------------------------------------------
- Scenario 1 . . . . . . . . . . . . . . . . . . . . . . . . . . [WT06]
- Scenario 2 . . . . . . . . . . . . . . . . . . . . . . . . . . [WT07]
Episode 04 - A Nightmare Revisited -------------------------------------
- Scenario 1 . . . . . . . . . . . . . . . . . . . . . . . . . . [WT08]
Episode 05 - Secrets Uncovered -----------------------------------------
- Scenario 1 . . . . . . . . . . . . . . . . . . . . . . . . . . [WT09]
- Scenario 2 . . . . . . . . . . . . . . . . . . . . . . . . . . [WT10]
- Scenario 3 . . . . . . . . . . . . . . . . . . . . . . . . . . [WT11]
Episode 06 - Cat and Mouse ---------------------------------------------
- Scenario 1 . . . . . . . . . . . . . . . . . . . . . . . . . . [WT12]
- Scenario 2 . . . . . . . . . . . . . . . . . . . . . . . . . . [WT13]
Episode 07 - The Regia Solis -------------------------------------------
- Scenario 1 . . . . . . . . . . . . . . . . . . . . . . . . . . [WT14]
- Scenario 2 . . . . . . . . . . . . . . . . . . . . . . . . . . [WT15]
Episode 08 - All on the Line -------------------------------------------
- Scenario 1 . . . . . . . . . . . . . . . . . . . . . . . . . . [WT16]
- Scenario 2 . . . . . . . . . . . . . . . . . . . . . . . . . . [WT17]
- Scenario 3 . . . . . . . . . . . . . . . . . . . . . . . . . . [WT18]
Episode 09 - No Exit ---------------------------------------------------
- Scenario 1 . . . . . . . . . . . . . . . . . . . . . . . . . . [WT19]
- Scenario 2 . . . . . . . . . . . . . . . . . . . . . . . . . . [WT20]
Episode 10 - Tangled Webs ----------------------------------------------
- Scenario 1 . . . . . . . . . . . . . . . . . . . . . . . . . . [WT21]
- Scenario 2 . . . . . . . . . . . . . . . . . . . . . . . . . . [WT22]
Episode 11 - Revelations -----------------------------------------------
- Scenario 1 . . . . . . . . . . . . . . . . . . . . . . . . . . [WT23]
- Scenario 2 . . . . . . . . . . . . . . . . . . . . . . . . . . [WT24]
Episode 12 - The Queen is Dead -----------------------------------------
- Scenario 1 . . . . . . . . . . . . . . . . . . . . . . . . . . [WT25]
- Scenario 2 . . . . . . . . . . . . . . . . . . . . . . . . . . [WT26]
-- Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . [WE00]
- Handguns . . . . . . . . . . . . . . . . . . . . . . . . . . . [WE01]
- Machine Guns . . . . . . . . . . . . . . . . . . . . . . . . . [WE02]
- Shotguns . . . . . . . . . . . . . . . . . . . . . . . . . . . [WE03]
- Rifles . . . . . . . . . . . . . . . . . . . . . . . . . . . . [WE04]
- Magnums . . . . . . . . . . . . . . . . . . . . . . . . . . . [WE05]
- Other Equipment and Explosives . . . . . . . . . . . . . . . . [WE06]
- Part Upgrades (Campaign Mode) . . . . . . . . . . . . . . . . [WE07]
- Part Upgrades (Raid Mode) . . . . . . . . . . . . . . . . . . [WE08]
-- List . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . [LI00]
- Mission List . . . . . . . . . . . . . . . . . . . . . . . . . [LI01]
- Handprint List . . . . . . . . . . . . . . . . . . . . . . . . [LI02]
- Enemy Location List . . . . . . . . . . . . . . . . . . . . . [LI03]
- Unlockable List . . . . . . . . . . . . . . . . . . . . . . . [LI04]
-- Enemies . . . . . . . . . . . . . . . . . . . . . . . . . . . . COMING SOON
-- Raid Mode . . . . . . . . . . . . . . . . . . . . . . . . . . . COMING SOON
-- Everything Else . . . . . . . . . . . . . . . . . . . . . . . . . . . [EE00]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
[IN00]
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I N T R O D U C T I O N
===============================================================================
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= - I N T R O - =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Welcome to my Resident Evil: Revelations guide, fellow horror gamer!
- Berserker
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Chris Redfield has been dispatched to a location in the middle of the
Mediterranean sea in order to investigate. Upon losing contact with Chris, the
Bioterrism Security Assessment Allicance (BSAA) sent in Jill Valentine and her
new partner Parker Luciani to search for Chris. As the two characters follow
traces of a comm link in their tugboat while sailing across the stormy
Mediterranean, they find a massive black ship. The ship used to be a well
known cruise liner known as the "Queen Zenobia". Parker and Jill dock near the
ship then get on and that is where their journey starts.
Resident Evil: Revelations tells us the tale of Jill and Chris' adventures
aboard the Queen Zenobia before their fateful separation at the Spencer Estate
in Lost in Nightmares - the download content for Resident Evil 5. Revelations
is much like Lost in Nightmares overall - it has the same style of RE5 gameplay
along with a more horror-like atmosphere when compared to RE5. This guide
includes a walkthrough of the full game of Resident Evil Revelations. All
handprints and other secrets and unlockables are all fully covered in the
unlockables sections (or will be once I get around to them).
I have stuck with Resident Evil 5 for near three years, and have followed the
Resident Evil series from console to console ever since the original game on
PSone, so this guide comes from a very hardcore Resident Evil fan.
*******************************************************************************
NOTE: At the moment, this guide is still very much unfinished. This was all
literally done in a week and half and I normally spend a full month on my
guides. It will be better in time, I promise you. Several sections will be
added to this guide eventually.
*******************************************************************************
[BA00]
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B A S I C S
===============================================================================
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- - B A S I C S - -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
This section contains all the basic information to help a beginning player out
with the controls and other basic features of Resident Evil: Revelations.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
========
CONTROLS
========
-- Type A controls
Type A is much like the classic control setup from the older RE titles except
that a player does not have to hold a button and move the circle pad in order
to run. Press up on the circle pad all the way in order to run and press up
lightly to walk.
Circle pad foward - Walk/Run (Hold lightly to walk)
Circle pad left/right - Rotate
L + circle pad - Strafe
Circle pad down + B - Quick turn
Y - Interact/Examine/Open doors/Melee
A - Use herb
Hold R + circle pad - Ready/Aim weapon
Hold R + tap Y - Fire
Hold R + tap B - Reload
X - Use subweapon
Control pad right - Change weapons
Control pad left - Change subweapons
Start - Display pause menu
-- Type B controls
Type B controls changes the movement so that when a player presses to the right
or left on the circle pad, the character will automatically strafe in that
direction. In order to turn, a player must hold the B button then press to the
right or left on the circle pad. This control setup is much like RE5's Type D
controls except a player will have to hold the B button then rotate the circle
pad to the right or left in order to turn the character.
Circle pad forward - Walk/Run (Hold lightly to walk)
Hold B + Circle pad left/right - Rotate
Circle pad left/right - Strafe
Circle pad down + B - Quick turn
Y - Interact/Examine/Open doors/Melee
A - Use herb
Hold R + circle pad - Ready/Aim weapon
Hold R + tap Y - Fire
Hold R + tap B - Reload
X - Use subweapon
Control pad right - Change weapons
Control pad left - Change subweapons
Start - Display pause menu
-- Type C controls
Type C is a control type that is similar to a first person shooter. Rotate
your character with the face buttons (A/B/X/Y) to the side of the screen - A,
B, X and Y basically serve as a right analog. While aiming with the L button,
your character can move freely while in an aiming pose if the circle button is
tilted in a direction. This control type is much like the control type of
Syphon Filter: Dark Mirror and Logan's Shadow.
Circle pad forward - Walk/Run (Hold lightly to walk)
A/Y - Rotate/Adjust aiming
X/B - Control camera/Adjust aiming
Circle pad left/right - Strafe
Control pad up - Quick turn
Y - Interact/Examine/Open doors/Melee
Control pad right - Use herb
Hold L + A/B/X/Y - Ready/Aim weapon
Hold L + tap R - Fire
Control pad left - Reload
Control pad down - Use subweapon
Start - Display pause menu
NOTE: While aiming (holding L) with control type C, a player can use all face
buttons (A/B/X/Y) to control the camera movement. While standing still, a
player can only control the camera with X (Upwards) and B (Downwards). A and Y
only serve to rotate the camera when not aiming.
-- Type D controls
Type D is an exclusive control type for when the Circle Pad Pro is attached to
the 3DS. The Circle Pad Pro adds an extra right circle pad and two extra
buttons (ZL and ZR) to the top of the 3DS. Type D controls are much like Type
C controls except that the camera is controlled by the right circle pad instead
of the face buttons (A/B/X/Y). The subweapon button is switched to R and the
ZL and ZR buttons control aiming and firing respectively. A player can aim
with ZL and move while holding the left circle pad - the actual adjustment of
aim is controlled with the right circle pad. ZR is the new interaction button
instead of the Y button. The Y button becomes an instant reload button with
Type D controls.
Left circle pad - Walk/Run (Hold lightly to walk)
Right circle pad - Rotate/Adjust aiming
Left circle pad right/left - Strafe
Left circle pad down + B - Quick turn
ZR - Interact/Examine/Open doors/Melee
A - Use herb
Hold ZL - Ready/Aim weapon
Hold ZL + tap ZR - Fire
Y - Reload
R - Use subweapon
Control pad right - Change weapons
Control pad left - Change subweapons
Start - Display pause menu
NOTE: If control types are changed to another control type while the circle pad
pro is attached the Circle Pad Pro must be recalibrated. Pause the game then
enter the "Controls" menu and change Circle Pad Pro Settings to "Use" then
press and hold ZL + ZR when prompted to use the Circle Pad Pro controls (Type
D) once again. There is a time limit to press the buttons in, so select "Use"
again if the Circle Pad is not calibrated correctly.
__________________________
I N V E S T I G A T I N G \____________________________________________________
-------------------------------------------------------------------------------
=========
SEARCHING
=========
When the Y button appears while standing next to an object, press the Y button
to search the current area. Your character cannot search an area when talking
over radio - the Y button will appear with a slash over it and the search
action cannot be activated until the radio conversation is finished.
______________________________
T H E T O U C H S C R E E N \________________________________________________
-------------------------------------------------------------------------------
=================================
INVENTORY AND MAP (BOTTOM SCREEN)
=================================
-- Main Weapons
The top portion of the bottom screen displays your character's list of main
weapons. Touching the icon of an unequipped weapon will instantly equip that
weapon. Touching the icon of a currently equipped weapon will reload that
weapon.
-- Sub Weapons
Along the left portion of the touch screen below the main weapons list if the
list of your character's current subweapons. Touch a weapon on the list of sub
weapons to instantly equip that weapon.
Once the scanner is obtained, touch the scanner icon to equip the scanner then
touch it again to unequip the scanner.
-- Mini Map
The Mini map of the current area is displayed below the list of main weapons
and to the right of the list of subweapons. A glowing blue circles shows the
location of your current character on the map and the cone of vision in front
of the circle shows the way the character is facing.
The camera for the top screen can be controlled by touching the map screen and
sliding your finger across the map portion of the touch screen. Be sure to
hold your finger on the map, starting in the center, and then slowly drag your
finger across the touch screen. See the "Map Screen Camera Movement" section
below for more details on how to use the camera movement to your advantage.
-- Menu
Touch the "Menu" tab on the right side of the map screen to access a list of
tabs organized by Items, Ammo and Files. Use the L and R buttons to cycle
through the tabs then use the circle pad to select an item. Press the A button
to examine the item. All files collected throughout the game can be read again
by accessing the menu tab.
========================================================
MAP SCREEN CAMERA MOVEMENT (QUARTER TURN/QUICK AIM TURN)
========================================================
NOTE: Touching the bottom map screen can only turn the camera with Type A or B
controls. The camera will not turn while Type C or D controls are selected as
the current control type.
The bottom touch screen displays a mini map of the current stage. A player can
touch the middle of the mini map and hold their finger in the center then slide
their finger to any portion of the map in order to make the top screen camera
face that direction. By rotating the camera while touching the map, a player
can perform a quick turn in that direction if the aiming button is pressed
afterward. Your character will point their currently equipped weapon toward
the direction the camera faces. Basically, a player can perform RE4 and RE5's
"quick aim turn" or more commonly known as the "quarter turn" by touching the
map screen and aiming after the camera switches direction.
Touching the mini map to turn the camera in a direction is quite tricky at
first. If you just want to rotate the camera to the right or left, it's best
to place your finger in the middle of the screen then touch the map and drag
your finger to the outer portion of the screen - you can literally drag your
finger across the menu bar and subweapons and still have control of the camera.
Once the camera has been rotated, it will stay locked in on that angle. The
only way to switch the locked camera it is to
a) Move with your character (it will go back to default view)
b) Aim with weapon (the character will aim toward the center of the angle)
c) Use the map screen to rotate the camera again
You can literally touch the map screen and make the camera turn a full 360
degrees around your character just by touching and sliding your finger across
the bottom screen. A player can also rotate the camera while walking or
running, but remember that the camera will return to default position once you
let go of the touch screen while moving.
All of this takes practice obviously. The touch screen is literally your right
thumbstick/analog for adjusting the camera angle like in RE5. The most
important part to learn is to touch the center of screen and HOLD your finger
there. While standing still, the camera will stay locked into place depending
on where it was moved to. In order to adjust the camera back to default
display, move your character with the circle pad.
So, to recap, in order to quickly aim in a direction on the top screen, do the
following:
- Touch the middle of the bottom screen then drag your finger to one of the
sides of the bottom screen
- When the camera turns, press the aim button to make your character turn
==========================
CURRENT HEALTH AND HEALING
==========================
In Revelations, there is no health gauge to show what status Jill is in. As
Jill gets attacked, the screen will begin to show blood along the sides to show
how damaged she is.
-- Fine
No visible blood is on the screen.
-- Caution
Blood can be be seen on the sides of the screen. When Jill is hit only a few
times, blood is barely visible. As she is hit more, the blood on the screen
becomes more evident. If the blood on the screen is very heavy, the next hit
might kill Jill before she enter Danger status if the hit is powerful enough.
-- Danger
Blood can be seen clearly on all sides of the screen. Jill will also hold her
left hand over her stomach area much like the characters in any RE game. Be
sure to heal immediately when Jill enters this state since the next hit will
kill her.
==============
PUZZLE SOLVING
==============
There are three main types of puzzle in Revelations and each of them require a
player to use the touch screen in order to solve them.
-- Control Box Puzzles
Control Box Puzzle are found throughout the earlier episodes of the game. They
are easily the most common. A player will have to use the stylus to remove
screws from the control box by touching each of the four screws to take the
metal piece off.
Once the box is open, a set of plugs will be in view. The plugs have cables
linked to each of them. Some of the sockets are dark and some are lit up. A
player must place a plug over each lit up socket so that all the plugs are on
lit up sockets and all the cables attached to the plugs light up.
-- Fingerprint Scanners
Fingerprint Scanners are found much later in the game. These puzzles show off
a diagram to place a finger on the bottom touch screen. Touch the diagram on
the right side of the touch screen with your index finger then firmly hold your
finger in place as the scanner on the touch screen scans your fingerprint.
NOTE: If you keep getting a fail message, it's most likely because you're not
applying enough pressure to the screen while touching it with your index
finger. You might also be moving your index finger too much - hold it as still
as possible.
-- Door Welding
Toward the very end of the game, Jill will have to use a torch to weld doors in
order to open them. The touch screen will show the door and display a line
pattern. Simply use the stylus to trace the line on the screen in order to
weld the door and open it.
_____________________________________
S U R V I V A L T E C H N I Q U E S \_________________________________________
-------------------------------------------------------------------------------
==================
COMBAT KNIFE USAGE
==================
The combat knife is the default subweapon in your list of subweapons. It can
be used at any time by pressing the X button while it is equipped. Knife
attacks are very weak but there is no ammo to worry about while using the
knife. It can be good for close combat if you know enemy attack patterns well
or can forsee enemy attacks easily.
NOTE: Characters such as Keith and Parker (in episode 10) have a different
style of close range instead of the knife. Keith has dual machetes and Parker
has a hand axe.
=============
GROUND COMBAT
=============
Some enemies in the game can knock your character to the ground when they
perform a close range attack that hits your character. Once your character is
on the ground, that character will have limited attacks. Only one-armed
weapons can be used at that time such as a combat knife or handgun. The action
button prompt (Y) will appear at that time also. Tap the Y button in order to
get up off the ground quicker.
=============
MELEE ATTACKS
=============
Melee attacks are much harder to set up in Revelations when compared to other
RE games. They can only be performed on some enemies. The enemies must be
shot in a certain area to initiate a stun. Once the enemy is stunned, run up
to the stunned enemy and a button prompt command will appear. Press and hold
the button to charge the melee. The melee will eventually activate once it has
reached full charge. The button can be released early, but the melee will take
off less if it is not at full charge.
===============
DODGING ATTACKS
===============
Circle pad forward = forward dodge
Circle pad back + B = backward dodge
By inputting the commands mentioned above as an enemy attacks, your character
will quickly move behind the enemy or in front of the enemy to dodge its
attack. The command that is inputted will decide whether your character moves
behind the enemy or away from it. The command must be performed AS the enemy
attacks. It can't be done before or too long after the attack has been
initiated.
NOTE: Do not rely on the dodge command in Revelations that often. They must be
entered precisely or your character will suffer damage. It's best to find a
way to avoid the enemy or simply run away.
====================
INVINCIBILITY FRAMES
====================
An invincibility frame is a frame of animation when your character is
completely or partially (during a certain point) invincible to any type of
enemy attack. Your character cannot be controlled once these animations have
started up till the point that they stop; Some of these obviously cause your
character to lose health, but the character can't be hit with any other attack
during that time.
Here's the full list of invincibility animations:
- While jumping from a platform/vaulting over an object
- Performing a melee attack *
- While recovering from an attack
- While climbing a ladder
- While grounded
- While opening a door
* Your character is still vunerable while charging a melee with the Y button.
Once your character performs the actual melee, that character is invincible to
attacks.
========
SWIMMING
========
Swimming Controls:
Y - Dive
B - Swim
Left Circle Pad - Turn Jill while swimming
Eventually, Jill will have to swim through some rooms in the game. Jill has no
oxygen gauge. When she starts to run low on oxygen, the screen will turn black
and white and blood will start to appear on the sides of the screen as if Jill
is damaged. When Jill is attacked by enemies, her oxygen will lower faster.
She will need to surface in order to get oxygen. Jill cannot be damaged while
underwater, but any attacks that are done to her will deplete her oxygen level.
_______________________________
T H E G E N E S I S (SCANNER) \_______________________________________________
-------------------------------------------------------------------------------
The Genesis Scanner is first receive in Scenario 1 of Episode 1. With this
device, Jill can scan certain objects in her surroundings. The scanner can be
equipped at any time by pressing control pad up. To unequip the scanner, press
control pad up again or control pad right to requip the last equipped weapon.
Press the R button to raise the scanner. While in scanner view, hold down the
Y button to scan an object. Jill can only scan the objects listed below.
================
SCANNING ENEMIES
================
All enemies in the game can be scanned with the scanner whether dead or alive.
Simply equip the scanner and aim toward en enemy so that the scanner targets it
then begin scanning. Some enemies will take longer to scan than others. When
Jill scans any enemy for the first time, the scanner will take the longest
amount of time to complete a full scan.
Some enemies will decompose quickly after being defeated and some will crumple
into a blood puddle on the floor. All Ooze Mutants seem to crumple into a
blood puddle but most other enemies will decompose almost instantly after being
killed.
The meter on the top middle portion of the screen will display a percentage.
Once that percentage reaches 100%, Jill will receive a green herb. The
percentage will go back down to 0% after the green herb has been received. Jill
must raise the scanner after getting 100% in order to receive a green herb.
NOTE: If Jill already has the max amount of green herbs that she can carry (5
green herbs), when she raises the scanner after getting 100%, she will not
receive a green herb since her her amount is at max. Basically, the green herb
will be given to her when she has room for it.
=========================
SCANNING FOR HIDDEN ITEMS
=========================
The scanner can be used to find hidden items in Jill's surroundings. When a
hidden item is near Jill, the scanner will show a glowing yellow sphere on the
bottom right portion of the scanner screen while looking through it. Move the
scanner around the area to find the hidden item. The cursor will automatically
target the area where the item is hidden. Hold down the Y button to scan the
area and the item will be revealed to where Jill can walk over and pick it up.
=======================
SCANNING FOR HANDPRINTS
=======================
There are a total of 30 handprints that can be scanned in campaign mode. There
is a mission associated with finding all 30 handprints. In order to see a
handprint, Jill must look toward its location while in scanner view. The
handprints will only appear while looking through the scanner. They cannot be
seen otherwise. Then can be scanned just like a hidden item or enemy. Simply
target the handprint then hold the Y button to scan it.
NOTE: Unlike other scannable objects, once a handprint is scanned, the game
will save that scan to the current file. In other words, if you fully scan a
handprint then restart and try to look for the same handprint again on the same
save file, it will not be there. If you start a new save file, the handprints
will all be available during campaign while playing on that save file
regardless of what you have done on another save file.
______________________________________
W E A P O N S A N D U P G R A D E S \________________________________________
-------------------------------------------------------------------------------
================
WEAPON INVENTORY
================
Each character in Revelations can only hold three weapons at a time. Side
characters will often only have three weapons while Jill will eventually get
more. When a weapon is picked up once all three slots are already full, your
character will swap the currently equipped weapon with the weapon that is
picked up. The currently equipped weapon will be dropped. With Jill, the
dropped weapon will be placed back into a green weapon box once she leaves the
area where she dropped the weapon.
NOTE: With Jill, you must pick up a new weapon to get credit for finding it. If
Jill runs across a weapon and does not pick it up, it will not be placed into
the green weapon crate. If Jill finds a new weapon on a crate and exchanges it
for her current weapon then switches it once again to where the new weapon is
lying down on the crate once again, that new weapon will be placed in the green
weapon crate once Jill leaves the room. Long story short, Jill MUST pick up a
new weapon for it to be transferred to a weapon crate.
=============
UPGRADE PARTS
=============
Throughout the game, Jill will find Custom Parts and Illegal Custom Parts that
can be placed on her weapons once she finds a weapon crate. Jill must open a
weapon crate in order to find out what kind of upgrade part that she got from
either. She will get a message telling her the last few parts that were picked
up before she last visited the weapon crate.
Illegal Custom Parts are higher level custom parts (Damage 4 or 5). They are
often higher leveled parts than normal Custom Parts. Custom Parts are usually
low level upgrade parts (Damage 1 or 2). Custom Parts are the most common
upgrade parts that Jill will find.
=============
WEAPON CRATES
=============
Weapon crates are green crates that are used for switching weapons and for
placing upgrade parts on weapons. After opening the crate, Jill can switch
weapons between one of three of her weapon slots or place any upgrades on any
of her weapons.
NOTE 1: Be sure to take off any upgrade parts on weapons that are not in use.
NOTE 2: Only Jill can use weapon crates. Side characters cannot open weapon
crates.
__________________________________________
P O I N T O F V I E W (POV) C H A N G E \____________________________________
-------------------------------------------------------------------------------
[MC00]
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/ __\| |__ __ _ _ __ __ _ ___ | |_ ___ _ __ ___
/ / | '_ \ / _` || '__|/ _` | / __|| __|/ _ \| '__|/ __|
/ /___ | | | || (_| || | | (_| || (__ | |_| __/| | \__ \
\____/ |_| |_| \__,_||_| \__,_| \___| \__|\___||_| |___/
M E R C E N A R Y C H A R A C T E R S
===============================================================================
Dunno if I'll keep this section or not. More to come. -BK
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C H R I S R E D F I E L D
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J I L L V A L E N T I N E
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P A R K E R L U C I A N I
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J E S S I C A S H E R A W A T
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K E I T H L U M L E Y
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Q U I N T C E T C H A M
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C L I V E R. O' B R I A N
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R A Y M O N D V E S T E R
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R A C H E L
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M O R G A N L A N S D A L E
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V E L T R O
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[MW00]
===============================================================================
__ __ _ _ _ _ _
/ / /\ \ \ __ _ | || | __| |_ | |__ _ __ ___ _ _ __ _ | |__
\ \/ \/ // _` || || |/ /| __|| '_ \ | '__|/ _ \ | | | | / _` || '_ \
\ /\ /| (_| || || < | |_ | | | || | | (_) || |_| || (_| || | | |
\/ \/ \__,_||_||_|\_\ \__||_| |_||_| \___/ \__,_| \__, ||_| |_|
|___/
C A M P A I G N W A L K T H R O U G H
===============================================================================
=-=-=-=-=-=-=-=-=-=-=-=-= - W A L K T H R O U G H - =-=-=-=-=-=-=-=-=-=-=-=-=-=
The walkthrough portion of this guide includes a full walkthrough for each
Episode in the campaign of Resident Evil: Relations. All 30 collectible
handprints found in the campaign are listed in this walkthrough.
NOTE: Most ammo found through scanning is random. I have specific ammo listed
for each scan, but actual gun ammo is mostly random. I will change all of that
later.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
TIPS TO REMEMBER:
- Jill only has three slots to hold weapons. Keep the following with Jill at
all times for the most part when Jill has them:
a) Handgun or Machine Gun
b) Rifle or Magnum
c) Shotgun
- The rifle is very useful for the amount of power it deals per shot while
still early in the game. Use the rifle as a quick high damaging shot against
normal enemies. It can be used quite often since Jill will constantly find
rifle ammo.
- Constantly switch between weapon types in order to conserve ammo for some of
your weapons. For instance, swap the machine gun for the handgun, or carry
both of them at times. If you start to use one weapon too much, especially
in the case of the machine gun, Jill will start to run out of ammo for it.
- If you want to get more ammo for a gun through random pickups (scan pickups),
keep that gun with Jill and the pickups will be for that weapon. Like... if
you wanted to get more machine gun ammo, keep the MP5 with Jill and many
random ammo pickups through scans will be machine gun ammo.
- Conserve magnum ammo as much as possible. It is only found in certain areas
and it can be used up quickly. Substitute a rifle shot or rapid machine gun
or handgun fire for a magnum shot when possible.
- Scan percentage carries over per episode and stays the same no matter what
character you switch to. A player can scan several enemies with Chris and
get a 60% scan rate then where the game returns to Jill, she will maintain
that save 60% scan rate. If one character has a green herb from scanning
that hasn't been awarded yet, the scanner will stay at 100% until a character
from any episode raise the scanner and collects it.
-------------------------------------------------------------------------------
[WT01]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
P R O L O G U E
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Time: 6:08 PM
Location: Mediterranean Sea
Characters: Jill and Parker
== Docking Area ==
Objective: Search for Chris
Jill starts out with the following items in her inventory:
- M92F handgun 10/15
- Combat Knife
- Play Manual (under Key Items)*
- Touch Control Manual (under Key Items)*
* To pull up the Manuals touch the "Menu" tab on the right side of the touch
screen then select the Key icon (Key Items).
Walk forward and move up the stairs. A yell can be heard as Jill moves up the
stairs. Do you have headphones on? Go and grab them really quick and I'll
wait on you below. It's a tragegy to play this game without headphones.
While moving around the side of the stairs the boat will rock a bit and a bell
can be heard around the corner. If you move around the side of the crates to
the left there is a bell up ahead. Jill can walk over to the bell an examine
it. It does nothing though.
Walk over to the door with the padlock and chain on it. Examine it and Jill
will mention that she might be able to shoot it off. Hoho! This Jill has the
mindset from RE4 and RE5 where we waste ammo and gain it back later from enemy
drops when we're low. Not in Revelations, missy! Here, we use combat knives
to conserve ammo since all ammo pickups are environmental once again.
Move toward the padlock and tap the X button to slash it with Jill's combat
knife and remove it from the door. Open the door and enter the room on the
other side.
== Storage Room ==
Jill will turn on her light upon entering the room since it is so dark inside.
Good god, is this horror atmosphere that I see in an RE game once again!?
Would you look at all the puddles of rotting flesh on the floor. Wow!
Jill can examine both bodies in the storage room (there is one hanging from a
vent). It's kind of funny how she mentions the smell of rotting flesh while
examining the second body after she steps through a whole pile of bloody flesh
on the floor. Anyway, open the blue door on the other side of the Storage
Room.
== Dark Hallway 1 ==
Follow the hall around the corner up ahead then open the next door at the end
of the hall - the one with blood stains in front of it. Parker will make
comments as Jill moves down the hall.
== Mini Storage ==
As Jill steps into the room, some sort of creature will be on the other side of
the shelves. It will quickly crawl into a vent above some crates on the other
side. Move to the other side of the shelves then open the next door. Jill can
examine the slimy substance on the vent and she will make a comment about it.
== Elevator Hallway ==
As Jill moves down the hall to the side, something will start to move in the
vent above her. It will nearly split the vent walls as it moves forward while
inside. Run down the stairs. Examine the blood trail that drips out of the
vent across from the stairs. A body will fall out of the vent. Jill can
examine the body.
Whatever is in the vent will move down the corridor to the west. The elevator
with the blue doors to the east cannot be used since the power is off. Run
down the west corridor. The west elevator is... not working. Well, actually
the elevator is freaking missing from the shaft.
Continue around the west corridor and follow it around the back of the west
elevator shaft. Whatever is in the vents will continue to move and split them
up a bit then move into the wall at the end. Be sure to open the right locker
at the end of the hall and collect the green herb from inside. Tap the B
button with default controls to use a green herb. Open the door to the side.
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - Inside the right locker on the northeast end of the Elevator
Hallway.
-------------------------------------------------------------------------------
== Lounge ==
As Jill walks forward, the circuit board panel on the wall to the left will
fall and a few rats will fall out of it and scurry away. No, you can't shoot
them for money! This Resident Evil tries to be more realistic than that...
Jill can examine the circuit board, but it's shorted out. The only device that
has power in this room is the soda machine with "Trish" wrote across it.
Walk around the side of the crates and pass by the shelves in the back of the
lounge then be sure to open the locker down the corridor off to the left once
Jill reaches the next door. Open the next door afterwards.
--------------------------------------------------------------------- ITEM LIST
[ ] Handgun Ammo (+10) - Inside the right locker on the other side of the
lounge.
-------------------------------------------------------------------------------
== Kitchen ==
The door on the other side of the Kitchen is locked. Jill can examine the body
on the table off to the left after entering. There is something shiny up under
the grating in the middle of the kitchen floor. I do declare that it requires
searching from the master of unlocking, so get to it, Ms. Valentine!
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - Inside the right locker on the northeast end of the Elevator
Hallway.
-------------------------------------------------------------------------------
-- SAVE POINT! --
Step away from the slimy creature with spiky hand appendages. He looks like he
could hurt Jill badly! Parker will help out by shooting at the new enemy, but
Jill will be the main character that will have to attack. Read below for info
on how to deal with this enemy.
.------------------------- NEW ENEMY - OOZE MUTANT ---------------------------.
| WEAK AREAS: |
| - Head (shoot for greater damage) |
| - Arms (shoot both to set up melee stun) |
| - Legs (shoot to make it fall) |
| |
| Ooze mutants are the most common enemies found in Revelations, but they can |
| be quite a threat, especially in groups. They attack by striking at your |
| character with their spiky hand arm appendages. Be sure to keep your |
| distance from them while one is in the area. They can move forward kind of |
| fast at times so it's easy for them to hit your character quickly from |
| close range! |
| |
| Shooting this enemy in the head will take off the most damage, but it's |
| best to cripple it first. Shooting it in the legs a few times will make it |
| fall to the floor and stand still a bit more than when it walks around - a |
| player can easily shoot the head at that time for major damage. |
| |
| Ooze mutants can also be shot in the arms to stun them. Shoot both of |
| their arms to cripple them and then they will stand in place and be set up |
| for a melee attack. Move forward and press (and hold) the button that |
| appears to perform a powerful melee attack that will often kill off the |
| enemy. |
| |
| NOTE: The number of times you must shoot the legs for a fall or the arms |
| for a stun depends on how big the Ooze mutant is. They vary in size |
| throughout the game. |
'-----------------------------------------------------------------------------'
Basically, shoot it in the legs to make it fall then shoot it in the head to
damage it badly or shoot it in the arms to make each one go limp then wait for
it to stun and then run up and perform a melee attack by pressing and holding
the displayed button! This particular Ooze mutant will take three arm shots to
each arm in order to stun.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
E P I S O D E 1 - I N T O T H E D E P T H S
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- - -
Through me the way is to the city dolent;
Through me the is to the eternal dole;
Through me the way among the people lost.
La Divina Commedia Inferno, Canto III
- - -
___________________
S C E N A R I O 1 \___________________________________________________________
-------------------------------------------------------------------------------
[WT02]
Time: 3:50pm
Location: Mediterranean Sea Coast
Characters: Jill and Parker
== Sea Coast ==
Objective: Investigate corpse
Jill will receive the --GENESIS MANUAL VERSION,. 1.0.9 FILE-- at the start of
this episode. Go ahead and fall off the stairs after gaining control of Jill.
There are no items or anything of use on the walkway back up the stairs.
Walk forward and examine the lump of flesh near the man on the beach. The man
(O' Brian) will tell Jill to scan the flesh. Press up on the control pad to
equip the Genesis scanner. Hold R to aim the scanner then target the lump of
flesh and hold the Y button to scan it. O'Brian will ask Jill to scan the rest
of the carcasses on the beach.
Objective: Get a 100% analysis
Scanning is a big part of Revelations. Jill can scan enemies and any strange
objects. Your main goal is to reach 100% scan. Once the Genesis scanner is at
100% scan, Jill will receive a green herb. The scanner will reset back to 0%
after a green herb is awarded. The scanner can be used to find hidden items
and handprints as well. When an item that can be scanned is in range, a yellow
dot will appear on the bottom right side of the scanner as Jill aims it. Scan
the area that it targets to reveal hidden items!
Scan the nearest carcass on the ground then Jill will get a reading that it has
some metal object inside of it. Examine the carcass to trigger a cutscene.
It's so hilarious how Jill examines biohazardous material with fingerless
gloves.
After the cutscene, find all the rest of the carcasses in the current area and
scan them with the Genesis scanner.
--------------------------------------------------------------------- ITEM LIST
[ ] Handgun Ammo (+10) - On top of a yellow gas canister in some rubble along
the east side of the beach.
[ ] Handgun Ammo (+10) - Lying on top of a boat on the east side of the beach
(near the water).
[ ] Handgun Ammo (+15) - On a gas canister near the building in the west.
-------------------------------------------------------------------------------
------------------------------------------------------------------------- SCANS
[ ] Carcass - On the east side of the beach near O'Brian from the start.
[ ] Carcass - On the east side of the beach near the first carcass.
[ ] Carcass - On a wooden pole on the east side of the beach.
[ ] Carcass - Hanging on the end of the boat in the middle of the beach.
[ ] Carcass - On top of some rocks near the middle of the beach (back toward
the stairs).
[ ] Carcass - In front of the doors to the building in the west (this one is
alive!).
-------------------------------------------------------------------------------
When Jill moves near the carcass in front of the building, it will start to
move! This is an actual creature - a Globster! Shoot it in the mouth as it
moves toward Jill and exposes the mouth on its bottom side. Just spam the
mouth with handgun fire and it will die shortly afterwards. Shooting the mouth
will stagger it and make it expose its mouth even more!
.--------------------------- NEW ENEMY - GLOBSTER ----------------------------.
| WEAK AREAS: |
| - Mouth (shoot for greater damage and stagger) |
| |
| There enemies are nothing more than just lumps of flesh with a mouth on the |
| underside. The mouth is the weak point and you should always try to shoot |
| these enemies in their mouths as they slowly drag their bodies toward your |
| character. Shooting them in the mouth will stagger them enough to where |
| they will raise their mouth into the air a bit and allow your character to |
| shoot the mouth even more! |
| |
| These enemies attack by biting from close range so just constantly back up |
| if one gets too close. They are quite easy if you just keep your distance |
| and shoot them in the mouth. |
'-----------------------------------------------------------------------------'
The building to the side cannot be opened since something is jamming it from
inside. Pick up the green herb then walk through the tunnel. Be sure to scan
the small carcass in the tunnel.
While on the other side of the tunnel, begin to scan the carcasses around the
west side of the beach. The carcass in front of the tunnel will rupture after
Jill scans it. It can be scanned again afterwards.
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - On the left side of the tunnel entrance in front of the
building.
[ ] Hand Grenade - On top of an oil drum near the carcass that ruptures.
[ ] Handgun Ammo (+15) - On the ground near the front of the dock.
[ ] Hand Grenade - Lying on a boat on the beach across from the dock.
-------------------------------------------------------------------------------
------------------------------------------------------------------------- SCANS
[ ] Carcass - Inside the tunnel. Very small piece of flesh.
[ ] Carcass - In front of the west side of the tunnel. This one will rupture
after it is scanned. Scan it again after it ruptures!
[ ] Carcass - Below the water near the shore of the carcass that rupture.
[ ] Carcass - In between some rocks across the dock. There is an overturned
oil drum near this carcass.
[ ] Carcass - At the far end of the dock. Run to the very end.
[ ] Carcass - Under the dock - can be seen from the far west side of the beach.
[ ] Handgun Ammo (+10) - Stand on the west side of the beach and scan the
middle of the log near the dock to reveal this item.
[ ] Carcass - Find the strip of the beach on the west side and follow it into
the area behind the rocks and this carcass will be off to the right once Jill
moves to the back of the path.
[ ] Green Herb - Scan the far end of the hidden path - on the ground.
-------------------------------------------------------------------------------
*******************************************************************************
Handprint (1/30) - After moving through the tunnel on the sea coast, scan the
right side of the green FBC crate across from the rock near the beginning of
the dock. There is a boat propped up against the wall beside this green crate.
*******************************************************************************
100% scanning will be reached before Jill has scanned all the carcasses but be
sure to check the rest of the area over for items. Jill will receive a green
herb once she has reached 100% and O'Brian will contact her and tell her to
meet up with him.
Objective: Join up with O'Brian
Go back through the cave tunnel after finding all the items in the area and
getting a 100% scan. Along the way, a Globster will bust out of the building
on the other side of the tunnel and attack. Arm the handgun and shoot it in
the mouth as it moves toward Jill and Parker.
------------------------------------------------------------------------- SCANS
[ ] Carcass - On the way back through the tunnel, after getting 100% scan, a
carcass will bust out of the nearby building and attack. Kill it by shooting
it in the mouth then scan it afterwards.
-------------------------------------------------------------------------------
Walk toward O'Brian after killing the Globster to trigger a cutscene.
___________________
S C E N A R I O 2 \___________________________________________________________
-------------------------------------------------------------------------------
[WT03]
Time: 6:20pm
Location: Queen Zenobia
Characters: Jill and Parker
== Kitchen ==
Objective: Search for Chris
We rejoin Jill and Parker aboard the Queen Zenobia after that horrific battle
with the Ooze Mutant. Jill can now scan objects, enemies and whatever else
with her trusty Genesis scanner. Scan the objects below and return to the
previous rooms that Jill went through and scan for the items in those rooms as
well! There are no enemies in the rooms that Jill previously came from. The
rooms below will take you back through all the rooms.
------------------------------------------------------------------------- SCANS
[ ] Ooze Mutant - scan the Ooze Mutant on the floor.
[ ] Handgun Ammo (+15) - Scan the grating in front of the overturned pot on the
floor next to the Ooze Mutant corpse.
[ ] Handgun Ammo (+5) - In the row of the three pots in the kitchen, scan the
right pot.
[ ] Handgun Ammo (+5) - Scan the area below the human corpse on the table.
[ ] Handgun Ammo (+5) - Scan the stack of pans on the shelves near the next
door.
-------------------------------------------------------------------------------
== Lounge ==
------------------------------------------------------------------------- SCANS
[ ] Handgun Ammo (+5) - Scan the tray near the pans by the door on the other
side of the room.
-------------------------------------------------------------------------------
*******************************************************************************
Handprint (2/30) - After regaining control of Jill while she is aboard the
Queen Zenobia, backtrack to the lounge with the lit up vending machine. The
handprint is on the snack machine next to the Trish vending machine.
*******************************************************************************
== Mini Storage ==
------------------------------------------------------------------------- SCANS
[ ] Handgun Ammo (+5) - Scan the top of the second crate from the left on the
northwest side of the room.
-------------------------------------------------------------------------------
== Dark Hallway ==
*******************************************************************************
Handprint (3/30) - After regaining control of Jill while she is aboard the
Queen Zenobia, backtrack the to the hallway right after stepping through the
Mini Storage Room area. Look on the bottom side of the south wall while
standing right near the door to the storage room and this handprint is on the
bottom section of the wall with two bloody handprints.
*******************************************************************************
== Storage Room ==
------------------------------------------------------------------------- SCANS
[ ] Handgun Ammo (+5) - Scan the puddle of flesh below the shelves on the
northwest side of the room.
[ ] Lump of Flesh - Scan the lump of flesh in the blood flesh on the east side
of the room near the door to the outside area.
-------------------------------------------------------------------------------
== Docking Area ==
------------------------------------------------------------------------- SCANS
[ ] Handgun Ammo (+5) - Scan the floor by the stack of boxes behind the metal
crates right outside the door to the Storage Room.
-------------------------------------------------------------------------------
== Kitchen ==
After scanning all previous rooms, return to the kitchen. Open the door on the
other side.
== Passage ==
Move down the hall and examine the orange door of the Detention Room at the end
of the corridor. Jill will look through the opening and see Chris strapped to
a chair inside the room. She will receive a new objective after contacting
Parker.
Objective: Search for key
Jill needs to find the key for the room that Chris is in. Open the blue door
down the side corridor.
== Stairway Area ==
Be sure to move down the first set of stairs and scan the floor for a green
herb pickup. Move up the stairs and open the door at the top.
------------------------------------------------------------------------- SCANS
[ ] Green Herb - After entering, move down the stairs and scan the floor at the
bottom of the stairs.
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - At the top of the stairs, this lies on the floor to the right
of the door.
-------------------------------------------------------------------------------
== Hallway with Broken Windows ==
Follow the corridor ahead and open the door down the hall to the left. A stack
of yellow containers block the middle portion of the hall and we all know very
well that Jill cannot hop over them without a "jump" button prompt command
and... there is not one when I step near them.
------------------------------------------------------------------------- SCANS
[ ] Handgun Ammo (+5) - Scan the floor near the wooden pallete that is propped
against the wall to the left after stepping out of the first corridor.
[ ] Handgun Ammo (+5) - Scan the box on the floor that blocks the hall along
the stack of yellow containers.
-------------------------------------------------------------------------------
== Bunks and Restroom ==
Scan for the items in the bunk bed room then enter the restroom area. As Jill
walks down the area with stalls, an Ooze Mutant will move out of the fourth
stall, so be prepared to shoot him. Shoot him in the arms to set him up for a
melee or just shoot him in the legs then blast his head when he falls. Don't
let him get too close!
------------------------------------------------------------------------- SCANS
[ ] Green Herb - Scan the files on the ground in between the right set of bunk
beds.
[ ] Handgun Ammo (+5) - Scan the floor beside the yellow stack of crates on the
other side of the restroom.
[ ] Handgun Ammo (+5) - In the second bunk room, scan the files on the middle
shelf to the side.
-------------------------------------------------------------------------------
Enter the bunk room on the other side of the restroom area then step back out
into the hall. There is nothing in the lockers.
== Hallway with Broken Windows ==
There is a locked door with an anchor mark up ahead, but Jill doesn't have the
key for this door yet. She will have to backtrack to unlock it later. The
door directly ahead is blocked by containers, boxes and a pallete, so move
around the corner.
The door to the right down the hall ahead is locked. Open the door at the very
end of the hall.
== Corridor to Examination Room ==
A woman's yell can be heard in the distance. Move down the stairs and a woman
can be seen through a window in the room below. An Ooze Mutant will hit her
with the side of his spiky hand then knock her down then two Ooze Mutants will
chow down on her.
Move down the stairs and work your way toward the room while searching for
items. Open the door to the Examination Room that the woman is in.
--------------------------------------------------------------------- ITEM LIST
[ ] Handgun Ammo (+10) - While standing in front of the window, open the locker
down the hall to the right.
------------------------------------------------------------------------- SCANS
[ ] Green Herb - Scan the files on the ground to the left before making a right
to the door of the Examination Room down the hall. The files are next to an
iron shutter that can't be interacted with.
-------------------------------------------------------------------------------
-- SAVE POINT --
== Examination Room ==
Walk toward the Ooze Mutants that stand over the woman's body and prepare to
shoot them. Since there are two, it would be best to kill one with gunshots
very quickly, so shoot one in the legs to make it fall then blast its head.
It's up to you how you kill the second one. Parker will contact Jill once the
Ooze Mutants are defeated.
NOTE: Jill can shoot one Ooze Mutant from very far away and only one will
attack. This can help out for playing it safe in fighting them one by one.
------------------------------------------------------------------------- SCANS
[ ] Handgun Ammo (+5) - Scan the counter behind the box off to the left after
stepping into the room.
[ ] Handgun Ammo (+5) - Scan the counter next to the shelves near the window.
[ ] CREW QUARTERS AREA KEY - Scan the blood beside the body of the woman.
--------------------------------------------------------------------- ITEM LIST
[ ] Handgun Ammo (+15) - On the counter near the body of the woman.
-------------------------------------------------------------------------------
*******************************************************************************
Handprint (4/30) - After reaching the point where Jill witnesses a woman
(Rachel) being killed on the other side of a glass window, move down the stairs
and enter the Examination Room where she is and fight off the two Ooze Mutants.
Scan the white board with the three X-rays on it directly across from the body
of Rachel.
*******************************************************************************
Walk over to the dead woman's body then scan the blood on the floor to the left
of her. Pick up the **CREW QUARTERS KEY** from the blood next to her body.
Parker will contact Jill afterwards.
Objective: Go to room Chris was in
Now that Jill has the Crew Quarters Key, it's time to backtrack to the room
where Chris was tied up and save him. Leave the Examination room.
== Corridor to Examination Room ==
As Jill moves back up the stairs an Ooze Mutant will crawl out of a vent and
fall then attack her. Be ready to gun him down. Reenter the Passage with
Broken Windows.
-- SAVE POINT! --
== Hallway with Broken Windows ==
The locked door to the left can now be opened with the Crew Quarters Key.
Unlock the door then step into the room.
== Laundry Room ==
As Jill steps into the back of the room, an Ooze Mutant will fall out of one of
the washers in the back and attack her. Defeat the creature then grab all the
items in the room. There is quite a bit of scanning to be done in here. Leave
the room afterwards.
--------------------------------------------------------------------- ITEM LIST
[ ] Handgun Ammo (+15) - Lying on the center table.
[ ] Hand Grenade - Lying on the center table.
------------------------------------------------------------------------- SCANS
[ ] Handgun Ammo (+5) - Scan the right box on the shelf.
[ ] Handgun Ammo (+5) - Scan the top portion of the fourth dryer - it's open.
[ ] Handgun Ammo (+5) - Scan the stack of yellow containers near the washers.
[ ] Hand Grenade - Scan the inside of the fallen washer that blocks a door.
-------------------------------------------------------------------------------
== Hallway with Broken Windows ==
Enter the Bunk area down the hall once again.
== Bunks and Restroom ==
An Ooze Mutant will be to Jill's immediate right as she enters the room. Be
prepared to shoot him quickly! Floor him by shooting him in the legs or just
shoot any portion of him quick to stagger him.
Another Ooze Mutant will crawl through a vent in the restroom area and yet
another Ooze Mutant will be waiting by the door in the next bunk room. These
guys know what happens when former S.T.A.R.S. partners regroup!
== Passage with Broken Windows ==
Move down the stairs then reenter the Stairway Area.
== Stairway Area ==
No enemies in here! Run down the stairs and open the door to the Passage
below.
== Passage ==
Parker will regroup with Jill in the passage. Unlock the door of the Detention
Room where Chris is held to trigger a cutscene.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
E P I S O D E 2 - D O U B L E M Y S T E R Y
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- - -
Through every city shall Veltro hunt her,
Until he hath driven her back to Hell,
There from whence envy first released her.
La Divina Commedia Inferno, Canto I
- - -
___________________
S C E N A R I O 1 \___________________________________________________________
-------------------------------------------------------------------------------
[WT04]
Time: 6:42pm
Location: Mountains in Europe
Characters: Chris and Jessica
== Mountain Trail ==
Chris starts with the following items in his inventory:
- Shotgun M3 6/7
- Handgun M92F 10/40
- Combat Knife
- Genesis Scanner
- 2 Green Herbs
Chris and Jessica will start at the top of a hill in a snowy mountain in
Europe. Chris starts with the Genesis scanner, so he can scan items and
enemies just like Jill. Turn around and run to the top of the hill for a quick
scan as shown below.
------------------------------------------------------------------------- SCANS
Shotgun Shells (+3) - In the starting area, run to the far north portion of the
map and scan the area in between the rocks.
-------------------------------------------------------------------------------
Run to the south. A plane will pass overhead and crash eventually. Chris and
Jessica will speak to each other and a new objective will be received.
Objective: Head for the crash site
Follow the mountain trail until a some plane wreckage can be seen in the
distance. Jessica will speak once Chris tops the hill and the plane wreckage
is in view. Fall off the hill.
== Crash Site ==
Objective: Search the crash site
Move toward the front of the plane in the wreckage up ahead. Make sure to scan
the areas listed below.
--------------------------------------------------------------------- ITEM LIST
[ ] Handgun Ammo (+10) - After stepping past the black trail, this will be on
the debris off to the right, near the first metal container with biohazardous
material listed below.
------------------------------------------------------------------------- SCANS
[ ] Handgun Ammo (+10) - Scan the right side of the metal container near the
burning wreckage.
[ ] Lump of Flesh - After stepping near the black trail near the metal cage,
open the metal container and scan the biohazardous material inside of the
container.
[ ] Shotgun Shells (+3) - After stepping past the black trail and heading
toward the plane, scan the area on the ground behind the plane.
[ ] Handgun Ammo (+10) - Scan the ground beside the metal container in between
the torn apart plane.
[ ] Lump of Flesh - Find the metal container in between the torn apart plane
then examine it to make Chris open it. Scan the biohazardous material inside
of the container.
-------------------------------------------------------------------------------
The control inside the plane needs a key to be activated. Open the door inside
the plane and a body will fall out from the cockpit. Scan the top portion of
the body then pick up the **FLIGHT PLAN** from the body. Chris will talk to
Jessica some more and a new objective will be received.
------------------------------------------------------------------------- SCANS
[ ] **FLIGHT PLAN** - Scan the top portion of the body that falls out of the
cockpit after opening the door.
-------------------------------------------------------------------------------
*******************************************************************************
Handprint (5/30) - This handprint is found while playing as Chris on the snowy
mountain in Europe. While inside the wreckage of the plane, open the cockpit
door and a body will fall out. The hand print is on the plane controls in
front of the right seat in the plane cockpit area.
*******************************************************************************
Objective: Go through the mine
Step out the other end of the plane. There are three breakable crates in front
of the entrance to the mine. Walk toward each of the crates and slash them
with Chris' knife by pressing the X button while the knife is equipped as a
second weapon. Tap left on the control pad to switch between secondary
weapons. Chris will not have a secondary weapon at the moment besides the
knife anyway.
Walk toward the gate to the mine and tap the action button (Y) to have both
characters lift the gate.
------------------------------------------------------------- BREAKABLE OBJECTS
[ ] Small Crate - In front of the mine entrance
[ ] Small Crate - In front of the mine entrance
[ ] Large Crate - On top of a metal crate in front of the mine entrance
(Shotgun Shells +3)
-------------------------------------------------------------------------------
== Mine Tunnel ==
Follow the snowy trail and fall off the ledges up ahead. Wolves can be heard
howling in the distance as the two characters fall. Walk toward the cave area
ahead. A new enemy will appear once Chris and Jessica step into the cave.
.--------------------------- NEW ENEMY - FENRIR ------------------------------.
| WEAK AREAS: |
| - Head (shoot for greater damage) |
| |
| Fenrirs are wolf enemies that have their rib cages protruding from their |
| sides. They attack much like any four-legged wolf or dog enemy in |
| previous RE titles. They will run and perform a jumping bite attack. |
| |
| Fenrirs attacks in packs most of the time, so it's best to spread fire over |
| the whole group to keep them from attacking. Fire at them while they run |
| to make them fall to the ground then shoot them while they are grounded. |
| A handgun will work fine from a distance, but as they get in closer, use a |
| heavier weapon such as a shotgun or machine gun. |
| |
| NOTE: Like Ooze Mutants, some Fenrirs are bigger than others and take more |
| shots to stagger or knock down. |
'-----------------------------------------------------------------------------'
== Mine Cave ==
Three Fenrir enemies will attack. Keep your distance from them and shoot them
with the handgun as they run toward the characters. If they are shot while
they run, they will fall over and allow your character to damage them further.
Make sure to spread fire on all of them as they get closer. Don't ever focus
on only one while other Fenrirs are running toward your character. The handgun
will work fine from a distance, but blast them with the shotgun if they ever
get too close.
------------------------------------------------------------------------- SCANS
[ ] Shotgun Shells (+3) - Scan the ground near the stacked sandbags on the
southeast side of the cave.
------------------------------------------------------------- BREAKABLE OBJECTS
[ ] Small Crate - Outside the tunnel in the north while in the cave.
-------------------------------------------------------------------------------
It doesn't matter which tunnel that the characters go through up ahead. Both
tunnels lead to a bridge area. A pack of Fenrirs will attack near the bridge.
Shoot them with the handgun from a distance but be sure to take out the shotgun
and begin to fire once they get close. One of the Fenrirs is bigger than the
others.
NOTE: If Chris and Jessica move down the left tunnel, the bigger Fenrir can be
seen in the distance well before he sees the characters. Shoot him from a
distance with the handgun and kill him and he will not be able to call on the
other Fenrirs - they will not appear.
--------------------------------------------------------------------- ITEM LIST
[ ] Shotgun Shells (+3) - On top of the wooden crate near the bridge.
[ ] Handgun Ammo (+10) - On top of the wooden table near the bridge.
------------------------------------------------------------------------- SCANS
[ ] Green Herb - Scan the ground near the sandbag between the wooden crate and
wooden table near the bridge.
-------------------------------------------------------------------------------
== Mine Bridge ==
Run across the bridge. Once Chris reaches the rock platform on the other side,
three Fenrirs will hop across the gap in the bridge up ahead. Don't even try
to hit them with the handgun since they start out so close. Take out the
shotgun and blast them when they get close.
Hop across the gap up ahead. Take the items from the crates. Chris will
receive some B.O.W. decoys. These will make a sound that attracts enemies
after they are thrown then they will blow up after a few seconds. They are
basically grenades that lure enemies! Fall off the ledge up ahead to land in
the snowy cave area up ahead.
--------------------------------------------------------------------- ITEM LIST
[ ] B.O.W. Decoy - On top of the wooden crate on the other side of the gap.
[ ] B.O.W. Decoy - On top of the wooden crate on the other side of the gap.
[ ] Handgun Ammo (+10) - On top of the wooden crate on the other side of the
gap.
-------------------------------------------------------------------------------
== Mine Storage ==
After Chris falls from the ledge, stay right below the ledge with your back to
the wall. Arm the shotgun since Fenrirs will attack in a big group. One of
them is bigger than the others, but it won't matter much if Chris uses the
shotgun here. If you decide to use a B.O.W. Decoy, toss it right when they
begin to move toward Chris and Jessica. A B.O.W. Decoy is not required here
though - the shotgun works just fine at keeping away the Fenrirs.
Collect all the items in the cave then run to the south and follow the trail on
the south side of the cave.
--------------------------------------------------------------------- ITEM LIST
[ ] B.O.W. Decoy - On top of the boards in the middle of the cave.
[ ] Handgun Ammo (+10) - On top of the left side of the stack of boards in the
middle of the cave.
[ ] Shotgun Shells (+3) - On top of a wooden crate on the south side of the
cave.
[ ] Green Herb - On top of the wooden crate on the west side of the cave.
------------------------------------------------------------------------- SCANS
[ ] B.O.W. Decoy - Scan the ground in between the boards on the right side of
the stack of boards.
[ ] Handgun Ammo (+15) - Scan the ground near the sand bags by the west wooden
crate.
[ ] B.O.W. Decoy - Scan the ground in between the two boulders on the south
side of the cave.
-------------------------------------------------------------------------------
Jessica will begin to ask about Jill as Chris moves along the trail up ahead.
Be sure to scan the handprint on the stalagmite mentioned below. Drop off the
ledge further ahead.
*******************************************************************************
Handprint (6/30) - While in the Mines with Chris and Jessica, they will fight
several Fenrirs in area with many stacked boards in the center. After fighting
the Fenrirs, move to the south. The handprint is on the right stalagmite in
the set of stalagmites off to the left before dropping off the ledge ahead.
Jessica will start to ask about Jill as Chris enters this area.
*******************************************************************************
Jessica will run up ahead once Chris moves toward the crates further to the
east. Break the crates then move outside. Break the single crate outside then
move along the snowy trail to the left.
------------------------------------------------------------- BREAKABLE OBJECTS
[ ] Small Crate - After falling off the ledge after fighting several wolves in
an area with stacked boards, this will be off to the right.
[ ] Small Crate - After falling off the ledge after fighting several wolves in
an area with stacked boards, this will be off to the right.
[ ] Small Crate - After falling off the ledge after fighting several wolves in
an area with stacked boards, this will be off to the right.
[ ] Small Crate - After falling off the ledge after fighting several wolves in
an area with stacked boards, this will be off to the left.
[ ] Small Crate - After falling off the ledge after fighting several wolves in
an area with stacked boards, this will be off to the right outside the area
with the other crates.
-------------------------------------------------------------------------------
-- SAVE POINT! --
== Mine Cliffs ==
Try to hop over the gap to join up with Jessica and a cutscene will activate as
Chris slips from the ledge.
Chris will fall into the pit below the ledges. He cannot move from the area he
lands in. While Chris is on the ground, he can only fire his handgun.
Objective: Wait for Jessica
NOTE: Equip your B.O.W. decoys after you regain control of Chris - press
control pad left to equip them.
Eventually Fenrirs will start to attack Chris. They will hop off the ledge
above and rush at him from the sides. Try to fight them off with the handgun
as best you can (shoot one to ground it then shoot another to ground it as
well), but toss a B.O.W. decoy grenade if too many of them attack at once.
Chris should have a great deal of B.O.W. decoys by now, so don't worry about
using them all up. Use them all if you have to! It really doesn't matter
since this is the final area with enemies while playing as Chris for this
portion of the episode.
Constantly turn to the left and right to watch for Fenrirs. The Fenrirs will
attack in several waves. The main objective with the handgun is to shoot them
just to knock each one over then shoot another. Don't just focus on one! They
can group up easily, so always be ready to toss a B.O.W. decoy if needed. Try
to only load when Fenrirs are at a great distance or no Fenrirs are in the
area. Press the A button to heal with a green herb if needed. Chris can still
heal while on the ground just like while he's standing.
Jessica will be shooting some of the Fenrirs with her rifle. Eventually
Jessica will move down the ledge and join up with Chris. Chris is not in the
clear once Jessica falls however! Continue to blast the Fenrirs and toss
B.O.W. decoys even after Jessica falls. Once Jessica moves toward Chris, the
Fenrirs will stop their attack. Jessica will walk toward Chris and help him
up.
Objective: Go through the mine
It seems that Jessica has that special touch that keeps Chris moving since he
can once again walk after she helps him up. Although wounded a bit, I think
Chris will make it... so long as Jessica is around to look at- I mean... help
him out when needed. Jessica will begin to ask about Jill again.
Climb the yellow ladder on the west side of the pit. Follow the trail past the
small dropoff then have both characters lift the gate at the end. Move toward
the destination point up ahead to trigger a cutscene.
___________________
S C E N A R I O 2 \___________________________________________________________
-------------------------------------------------------------------------------
[WT05]
Time: 8:32pm
Location: Guest Cabin
Characters: Jill and Parker
== Guest Room ==
Jill is now trapped in a room while still aboard the Queen Zenobia. Parker
will contact Jill over radio shortly.
Objective: Escape the room
All of Jill's items and weapons have been taken. She cannot fight back against
enemies or scan for items at the moment. The only option that she has left is
to search the room and hope that her perpetrators have left her with some sort
of means of escape on accident... sort of like what happens in all games.
If Jill examines the front door it is locked. There is a circuit board beside
the door. The panel on the circuit board is screwed in. Walk over to the
bathroom door beside the bed and push the cabinet out of the way so that Jill
can open the door.
Step inside the bathroom and pick up the green herb from near the door. Check
the toilet lid. Jill will lift up the lid. There is a screwdriver taped to
the bottom of the lid. Take the **SCREWDRIVER** from off the bottom of the
lid. There will be a sound in the guest room behind Jill after she snatches
the screwdriver.
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - On the floor in the corner closest to the door.
-------------------------------------------------------------------------------
Jill can also drain the tub of its dirty water but there is nothing inside the
tub. There are no small keys or zombies in the water. Leave the room and step
back into the Guest Room.
Move toward the entrance door. An Ooze Mutant will bust out of the large
closet to the right. Jill has no weapons, so now the game will force a player
to learn how to dodge enemy attacks! Press the circle pad upward or press
circle pad down + B in order to dodge an enemy attack. Wait for the Ooze
Mutant to move close to Jill then input either dodge command to dodge it's
attack - press the command as soon as it holds one of its arms back. If Jill
dodges the attack, the Ooze Mutant will miss with its attacks and bang its head
into the nearby TV. It will be stunned for a while.
Walk over to the panel near the door and examine it. A touch screen panel
puzzle will appear on the bottom screen of your 3DS. Use your stylus to tap
each of the screws on the bottom screen to remove them from the panel. Jill
will have to line up plugs along glowing lights on the circuit board inside.
The object here is to line up each plug along a glowing light so that the wires
that are attached to the plugs all glow as well. They should create some sort
of shape once they are all lined up.
.-------------------.
| 1 |2| 3 |
| |
| 4 5 |6| |
| |
| |7| |8| 9 |
'-------------------'
2 to 4
8 to 2
7 to 8
.-------------------.
| 1 |2| 3 |
| |
| |4| 5 |6| |
| |
| 7 |8| 9 |
'-------------------'
O
/ \
/ \
O O
\ /
\ /
O
The second after Jill solves the puzzle, the door will unlock and the Ooze
Mutant will recover and start to move toward Jill. Quickly open the door and
step outside.
== Guest Hallway ==
The door down the hall directly ahead has a padlock on it and Jill doesn't have
the key or any type of weapon, so she will have to move down the right hall and
open the door at that end. Parker will contact Jill before she opens the door.
NOTE: If Jill runs to fetch the handgun ammo, an Ooze Mutant will block her
path down the right hall. It's really best to just leave it with how hard
dodging can be at times.
--------------------------------------------------------------------- ITEM LIST
[ ] Handgun Ammo (+10) - On the second cabinet in the outside hall in front of
guest room door.
-------------------------------------------------------------------------------
== Library (Second Floor) ==
Objective: Join up with Parker
Open the door to the room directly across from Jill. She will enter a
restroom.
== Restroom ==
It's good to grab the green herb in this room just in case Jill needs to heal.
Once Jill runs to the other side of the stalls and tries to work her way back
to the entrance door, an Ooze Mutant will bust out the last stall on the left
on her way back. Run over to the green herb and pick it up then leave
immediately before the Ooze Mutant has a chance to attack.
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - On floor on the far side of the restroom stalls.
-------------------------------------------------------------------------------
== Library (Second Floor) ==
Run over to the door on the north side of the area and open it.
== Hallway with Paintings ==
Follow the corridor ahead. Examine the painting at the end of the corrior.
The painting will slide upwards and reveal a safe that requires a keycard.
It's good to go ahead and expose this hidden safe so you'll remember it later.
Jill will find the keycard much later!
Walk down the corridor to the right. An Ooze Mutant will quickly dash to the
right at the intersection up ahead. Quickly run toward the intersection and
make a left then open the door down the left end. There will be two Ooze
Mutants the other way, so Jill doesn't want to go that way - oh no!
== Guest Room 2 ==
There is a shotgun strapped to a plaque near the bed in this room. Below the
shotgun there is a wooden pedestal with a circular indention to place
something. Sadly, Jill doesn't have whatever that object may be. Grab both
handgun bullet pickups then exit the room through the entrance door.
--------------------------------------------------------------------- ITEM LIST
Handgun Ammo (+15) - On the cabinet beside the bed.
Handgun Ammo (+15) - On the larger cabinet beside the closet.
-------------------------------------------------------------------------------
== Hallway with Paintings ==
When Jill opens the door, the Ooze Mutants will not be at the other end of the
hall anymore! One of them is actually down the right hall now, so quickly dash
toward the door at the opposite end of the hall across from Guest Room 2 then
open that door.
As Jill moves toward the other door, an Ooze Mutant will open the top to one of
the wooden containers to the left and crawl out. Run toward the next door,
Jill! Haul ass, Ms. Valentine!
== Hallway To Exhibit Room ==
Move around the left corner then run to the door at the end of the hall and
step into the next room. The sound of Ooze Mutants can be heard on the other
side of the door.
== Exhibit Room ==
An Ooze Mutant is chowing down on something that was very bloody over to the
left side of the long cabinets in the room. Run along the right side of the
cabinets then quickly push the small cabinet away from the door on the other
side of room. Immediately after two pushes, open the door on the other side
before the Ooze Mutant has a chance to attack Jill.
== Dining Room ==
Move along whichever side of the top floor of the Dining Room then go down
either set of stairs. The metal door in the middle of the stairs is locked.
It has a symbol of an anchor on the door. The door on the east side of the
room has an iron fence covering it and it has a helmet mark on the fence.
--------------------------------------------------------------------- ITEM LIST
[ ] Handgun Ammo (+15) - Lying on a chair near a table on the east side of the
Dining Room.
[ ] Handgun Ammo (+15) - On the wooden cabinet on the north side of the room.
-------------------------------------------------------------------------------
As Jill runs toward the door on the west side of the bottom floor, Parker will
open the door and regroup with Jill. Follow Parker as he steps back into the
hall behind the door on the west side of the Dining Room.
-- SAVE POINT! --
== Outside the Library ==
Objective: Retrieve weapons
Parker will be waiting near the double door room in the next area. The door on
the south side of this room is locked and requires a keycard to open it.
Parker will hand over three B.O.W. decoys to Jill. These can be used in the
next room to kill some of the Ooze Mutants inside. Open the double doors and
step into the next room.
--------------------------------------------------------------------- ITEM LIST
[ ] B.O.W. Decoy (+3) - Parker will give these to Jill.
-------------------------------------------------------------------------------
== Library ==
Step around the left side of the long bookcase. There is an Ooze Mutant on the
right side of the back of the long bookcase and there will be an Ooze Mutant
behind the left side of the first left bookcase once Jill steps behind the long
bookcase. Run in between the two smaller bookcases and rush to the door to
quickly avoid the Ooze Mutants and exit the room.
== Second Library ==
There is an Ooze Mutant immediately around the right side of the long bookcase
to the right but he will stand still and not attack unless Jill moves toward
him. Another Ooze Mutant will be shuffling down the corridor to the left.
Quickly toss a B.O.W. decoy at the Ooze Mutant to the left then wait as it goes
off and kills him then run down that left side.
Be prepared to immediately thrown another B.O.W. decoy as another Ooze Mutant
attacks once Jill rounds the corner at the end - toss the B.O.W. grenade before
Jill rounds the corner. Wait for it to go off then immediately run toward the
door on the west side of the room. Jill will have to move around the left side
of the back bookcase since the other side is blocked off.
== Storage Hallway ==
Parker will run ahead then run toward an iron door with bars on it. He will
mention that the weapons are in the nearby room. The room down the right
corridor is locked from the other side, so join up with Parker near the iron
door. Both characters will kick down the door!
--------------------------------------------------------------------- ITEM LIST
[ ] Handgun Ammo (+10) - On a cabinet near the locked door.
[ ] Custom Parts - On a cabinet near the door of the room with the weapons.
(Damage 1)
-------------------------------------------------------------------------------
Now, why can't characters in Resident Evil games simply kick down doors that
block their passage all the time...? Don't answer that since many video game
companies would be out of ideas for fetch and retrive missions then.
Pick up the **STOLEN EQUIPMENT** to get all of Jill and Parker's weapons once
again. There is a green crate in the room. This crate is a weapon crate that
can be used to install parts on a gun. Jill picked up the custom parts in the
hall just a few minutes ago, so open the crate and see what parts she got from
that pickup. Jill should have gotten the "Damage 1" part. Place that upgrade
on the M92F handgun to increase the damage of each shot a bit.
------------------------------------------------------------------------- SCANS
[ ] Handgun Ammo (+5) - Scan the floor to the right of the green crate near the
wooden crates.
-------------------------------------------------------------------------------
Step back out into the hall and a new objective will be received.
Objective: Head for the bridge
Scan the area mentioned below then step into the room to the north.
------------------------------------------------------------------------- SCANS
[ ] Handgun Ammo (+5) - Scan the top of the cabinet below the painting that
leans against the wall across from the locked door.
-------------------------------------------------------------------------------
== Guest Room 3 ==
Parker will mention that this is the room that he was stuck in. As you can
see, Parker solved a panel circuit puzzle to get out of his holding room as
well. He must have his own 3DS! I sure hope he waited for the price drop.
The only thing to do in this room is to scan the area below the bed. The
bathroom has nothing special inside of it. Step back out into the hall then
reenter the Second Library area.
------------------------------------------------------------------------- SCANS
[ ] Hand Grenade - Scan the floor on the right side of the bed.
-------------------------------------------------------------------------------
== Second Library ==
Two Ooze Mutants are in this room now. The first is in the middle of the
bookcases and the second is near the door on the other side of the room. When
moving around a corner be sure to watch for them. Open the door on the other
side of the Library to enter the first library area.
------------------------------------------------------------------------- SCANS
[ ] Handgun Ammo (+5) - Scan the inside of the clock on the north wall.
-------------------------------------------------------------------------------
== Library ==
Two Ooze Mutants are in this Library as well. Be sure to watch for them while
moving around the book shelves. The --BOTANY PLANTS WITH MEDICINAL PROPERTIES
- 3RD EDITION-- file can now be easily read on the other side of the Library -
it's right near the door on the other side. Open the door and continue back
into the Area outside the Library.
== Outside the Library ==
Step back out into the Dining Room.
------------------------------------------------------------------------- SCANS
[ ] Custom Parts - Across from the Library doors, scan the top of the cabinet
below the small wooden container that lies on it. (Fire Rate 1)
-------------------------------------------------------------------------------
== Dining Room ==
One Ooze Mutant will crawl out from under a table in the Dining Room and attack
as Jill steps into the room. Move up the stairs and open the door at the top.
*******************************************************************************
Handprint (7/30) - Once Jill and Parker get their weapons back, return to the
Dining Room. Move to the northeast side of the Dining Room and the handprint
is on the east side of the chicken on the nearby table.
*******************************************************************************
------------------------------------------------------------------------- SCANS
[ ] Handgun Ammo (+5) - Scan the floor below the covered shelf near the fenced
door on the east side of the bottom floor.
[ ] Hand Grenade - On the second floor of the Dining Room, scan the small
bookshelf across from the door.
-------------------------------------------------------------------------------
== Exhibit Room ==
The first Ooze Mutant in the room will move toward Jill from the right as she
steps inside. Be ready to blast him or back up as he comes toward her. The
second Ooze Mutant will not attack unless Jill steps around the left side of
the cabinet. He will fall through the ceiling. A player can avoid him by not
moving to that side. Either way, open the door on the other side of the room.
------------------------------------------------------------------------- SCANS
[ ] Handgun Ammo (+5) - Scan the blood on the floor where the Ooze Mutant is
standing upon entering the room.
-------------------------------------------------------------------------------
== Hallway to Exhibit Room ==
There are no enemies in this hall, so move down the corridor and enter the next
room.
------------------------------------------------------------------------- SCANS
[ ] Handgun Ammo (+5) - Scan the left side of the large cabinet near the door
on the other side of the room.
-------------------------------------------------------------------------------
== Hallway with Paintings ==
There are no Ooze Mutants in this hall either. There is no reason to reenter
Guest Room 2 since Jill does not have the circular object to release the
shotgun and there is nothing to scan in that room. Move down the hall to the
left then open the door at the end.
== Library (Second Floor) ==
It's a good idea to use a grenade here. Once Jill enters this room, a new Ooze
Claw Mutant will be moving toward her from directly ahead and a normal Ooze
Mutant will be shuffling toward her from the other side of the walkway. The
new claw mutant will slice twice while in close range - they are very deadly
from up close. Toss a grenade at the Ooze Claw Mutant to kill it or damage it
badly then shoot the remaining enemies with the handgun.
There is no reason to enter the restroom unless you want to fight the Ooze
Mutant inside, so open the door on the right side of the second floor to
continue.
== Guest Hallway ==
Reenter the Guest Room that Jill was held captive in.
== Guest Room ==
There is a hand print in the bathroom. Read below.
*******************************************************************************
Handprint (8/30) - Once Jill and Parker get their weapons back, return to the
guest room where Jill was held captive then enter the bathroom. The handprint
is on the wall below the shower head above the tub.
*******************************************************************************
== Guest Hallway ==
Walk toward the door with the padlock and chain on it and use the knife to
slash off the padlock then open the door.
== Elevator Hallway ==
The metal door the corridor to the left is locked and has the marking of a helm
on the door. Run down the hall to the right and open the elevator doors then
move inside. Press the button on the side then choose to go to the Bridge.
--------------------------------------------------------------------- ITEM LIST
[ ] Handgun Ammo (+10) - Lying on the table across from the entrance door.
-------------------------------------------------------------------------------
== Hallway to Bridge ==
At the end of the hall, open the door. Jill can examine the broken padlock
below the door. Someone has been here!
== Locker Room ==
Open the door on the other side of the room.
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - Open the locker to the right on the left side of the room
after entering.
[ ] Shotgun Shells (+8) - Open the locker to the left on the left side of the
room after entering.
------------------------------------------------------------------------- SCANS
[ ] Handgun Ammo (+5) - Scan the stack of yellow boxes on the bottom shelf on
the left side of the room.
-------------------------------------------------------------------------------
== Passage to Bridge ==
Open the door to the Bridge.
== Bridge ==
Ah, the controls have been fried! Take the handgun ammo case from the long set
Bridge controls. This allows Jill to hold more handgun ammo at at time.
Examine the middle portion of the long set of bridge controls to trigger a
cutscene.
------------------------------------------------------------------------- SCANS
[ ] Hand Grenade - Scan the floor below the small pipes on the left (southeast)
side of the room.
--------------------------------------------------------------------- ITEM LIST
[ ] Handgun Ammo Case - On the left side of the long set of controls.
-------------------------------------------------------------------------------
*******************************************************************************
Handprint (9/30) - Once Jill gains access to the Bridge, while facing the long
set of controls in the Bridge control room, this hand print is on the far right
window behind the long set of controls.
*******************************************************************************
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
E P I S O D E 3 - G H O S T O F V E L T R O
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- - -
Be silent, thou accursed wolf;
Consume within thyself with thine own rage.
Not causeless is this journey to the abyss.
La Divina Commedia Inferno, Canto VII
- - -
___________________
S C E N A R I O 1 \___________________________________________________________
-------------------------------------------------------------------------------
[WT06]
Time: One Year Ago
Location: Terragrigia
Characters: Parker and Jessica
NOTE: Parker does not have a Genesis scanner and he will not receive one, so
there are no scans to be made for this portion of the episode.
== Command Room ==
Parker will start out in the meeting room in Terragrigia. Lansdale will be on
the phone up up ahead. Walk around to the desks and take all the ammo that is
in view.
--------------------------------------------------------------------- ITEM LIST
[ ] Machine Gun Ammo (+30) - On one of the desk on the right side of the room.
[ ] Handgun Ammo (+10) - On one of the desk on the right side of the room.
[ ] Machine Gun Ammo (+30) - On one of the desk on the right side of the room.
[ ] Machine Gun Ammo (+30) - On one of the desk on the left side of the room.
[ ] Machine Gun Ammo (+30) - On one of the desk on the left side of the room.
[ ] Handgun Ammo (+10) - On one of the desk on the left side of the room.
[ ] Hand Grenade - On one of the desk on the left side of the room.
[ ] Green Herb - On the back table on the left side of the room.
-------------------------------------------------------------------------------
Lansdale will give the order to evacuate to Parker, Jessica and Raymond.
Eventually O'Brian will walk toward Lansdale and speak to him a bit. Leave the
room after the conversation by stepping out the double doors in the back.
-- SAVE POINT! --
== Front Hall ==
Objective: Kill all enemies in hall
Jessica will rush down the stairs and step toward the middle of the bottom
floor in the main hall. Follow her.
--------------------------------------------------------------------- ITEM LIST
NOTE: Most of these direction are as if Parker is coming down the stairs into
the main hall and facing the front doors.
[ ] Green Herb - Near a sign on the left side of the upper floor. After
exiting the conference room, follow the walkway to the left to find this at the
end.
[ ] Green Herb - Under the stairs, in the back portion of the bottom floor near
a sofa.
[ ] Handgun Ammo (+10) - Under the stairs, in the back portion of the bottom
floor on a sofa.
[ ] Machine Gun Ammo (+30) - On the bottom floor to the right side of the
middle stairs.
[ ] Machine Gun Ammo (+30) - On the bottom floor to the right side of the
middle stairs.
[ ] Machine Gun Ammo (+30) - On the bottom floor to the side of the right set
of stairs.
[ ] Hand Grenade - On the right set of stairs, near a barricade, by the front
desk.
[ ] Green Herb - On the left side of the front counter (while facing it).
[ ] Green Herb - On the far right side of the main hall in a corner.
[ ] Hand Grenade - On top of a set of boxes on the left side of the room up
under the left set of stairs.
[ ] Machine Gun Ammo (+30) - On top of a set of boxes on the left side of the
room up under the left set of stairs.
[ ] Handgun Ammo (+10) - Near the top of the left set of stairs.
-------------------------------------------------------------------------------
As you can see above, there are several ammo and herb pickups in the main hall.
A new enemy will attack in several groups shortly.
.--------------------------- NEW ENEMY - HUNTER ------------------------------.
| WEAK AREAS: |
| - Head (shoot for greater damage) |
| - While dashing forward (shoot to stun) |
| - Any portion of body (shoot to ground) |
| |
| The Hunter is a very familiar enemy to any Resident Evil fan that has stuck |
| with the series from the beginning. The Hunter in Revelations is much like |
| the Beta Hunters found in Resident Evil 3: Nemesis. They often attack in |
| groups and they hop and jump around a character quite a bit. They can |
| slash while jumping and they have ground slash attacks as well. |
| |
| A Hunter's main weak point is its head. Any shot to the head will take off |
| the greatest amount of damage. Shots to other portions of the body can be |
| just as good however since it can be knocked down very easily. After |
| receiving shots to any portion of the body, a Hunter will eventually fall |
| to the ground and be open to attack until it gets up. A player can use |
| that time to aim at its head and shoot for greater damage or continue to |
| spam it with ammo. |
| |
| A Hunter can be set up for a melee attack if it is shot while it dashes |
| forward. The forward dashing is quite random and a player most likely |
| won't be setting up a stun intentionally on a Hunter. Most of the time the |
| Hunters will be in a group, so charging a melee will be difficult since |
| your character will be left open to attack at that time. Gunfire is really |
| the best way to kill a Hunter. A machine gun or a shotgun are really the |
| best weapons to use. |
'-----------------------------------------------------------------------------'
If you've been playing the Resident Evil series for a while then you'll be very
familiar with the Hunter enemies that will attack. They attack in groups of
three and there will be three waves of Hunter enemies. Blast them with the
machine gun and try to keep all of them on the screen at one time. A Hunter
group is really only hard if one manages to get behind your character. Keeping
them all one side is the main difficulty in fighting them. Jessica will help
out a bit, but Parker will be the main one fighting this battle.
Objective: Head for the elevator
Move up the right set of stairs and run to the back hall. Jessica will wait by
the entrance to the hall on the upper floor.
== Stairway to Elevator ==
Parker will pass by a bloody elevator that is blocked off. Move up the stairs
and follow Jessica. Hunters will start to climb the walls of the building
outside.
Open the doors to the elevator. Don't just rush into the elevator however,
since there is Hunter inside the elevator. Quickly step away from the doors
then shoot him. Move into the elevator and take it up to the top floor.
Parker and Jessica will talk some then the elevator will stop working and stop
on a lower floor. The two characters will have to get out of the elevator and
run to another elevator.
== Elevator Area ==
Objective: Head for the other elevator
Run down the hall to the side then open the door around the corner.
== Storage Room ==
A Hunter will bust through the window to the right and attack after the two
characters move past the shelf. Kill the Hunter then open the door on the
other side of the room.
--------------------------------------------------------------------- ITEM LIST
[ ] Machine Gun Ammo (+30) - Lying on a table around the corner.
-------------------------------------------------------------------------------
== Office Hallway 1 ==
A Hunter can be seen up ahead as Parker steps into the hall. It will hop over
a barricade up ahead. Ignore the room to the left for now and hop over the
barricade then take the items on the floor behind it. A Hunter will leap out
from behind the stacked boxes as Parker moves toward the shotgun ammo, so just
be ready to blast him. As Parker runs back to the barricade, two more Hunters
will attack from behind the stack of boxes - either kill them or run.
Backtrack to the door to the nearby room then step inside - you can already see
a Hunter inside.
NOTE: Wait for the Hunter in the Conference Room to step away from the door
before entering or he will be close enough to slash Parker right after
entering.
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - On the floor past the barricade.
[ ] Machine Gun Ammo (+30) - On the bloody floor past the barricade.
[ ] Handgun Ammo (+10) - On the bloody floor past the barricade.
[ ] Shotgun Ammo (+8) - On some stacked boxes past the barricade.
-------------------------------------------------------------------------------
== Conference Room ==
One Hunter is walking around in this room, so blast him then step out the other
end of the room.
--------------------------------------------------------------------- ITEM LIST
[ ] Machine Gun Ammo (+30) - On a chair near the center table.
-------------------------------------------------------------------------------
== Office Hallway 2 ==
Run down the left side of the hall and enter the room at the end.
== Storage Room 2 ==
Collect all the items then leave the room.
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - Lying on a box across from the door.
[ ] Shotgun Ammo (+8) - On a shelf in the back of the room.
[ ] Shotgun Ammo (+8) - On a box in the back of the room.
[ ] Hand Grenade - On a shelf in the back of the room.
[ ] Hand Grenade - On a shelf in the back of the room.
-------------------------------------------------------------------------------
== Office Hallway 2 ==
Once Parker opens the door and steps back out into the hall, a Hunter will be
to his right, so prepare to blast it. Run down the hall and pick up the
++SHOTGUN M3++. The shotgun works very well for knocking back Hunters when
they get in close range. Use the machine gun from close range then take out
the shotgun and blast them once Hunters get too close from now on.
--------------------------------------------------------------------- ITEM LIST
[ ] ++SHOTGUN M3++ - Lying near some boxes right outside the Meeting Room.
-------------------------------------------------------------------------------
As Parker moves further down the hall, some Hunters will leap out from behind
the boxes behind him and attack. Turn around and blast the three Hunters that
group. Follow the hall to the next room.
== Locker Room ==
Check the lockers for ammo and items then exit the room via the door on the
other side.
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - On the floor across from the entrance door.
[ ] Hand Grenade - Check the right set of lockers (first locker)
[ ] Handgun Ammo (+10) - Check the right set of lockers (left locker)
[ ] Machine Gun Ammo (+30) - Check the left set of lockers (left locker)
-------------------------------------------------------------------------------
== Office Hallway 3 ==
Parker and Jessica will talk a bit about O'Brian once the two characters step
into this hall. Step toward the barricade in the side corridor. A Hunter will
hop over the barricade and attack so be prepared to shoot him. Hop over the
barricade and move down the hall to the left. Two Hunters will attack from the
other side of the corner as Parker rounds the corner at the end of the hall.
Open the door to the stairway at the end after killing the Hunters.
== Stairway ==
Start to move up the stairs. Jessica will mention that the elevator is on the
sixth floor. Parker can't open the door to any other floor, so keep moving up
the stairs until he reaches the sixth floor door then opens the door. The
fifth floor door will shake a bit as Hunters hit at it from the other side, but
they can't get through.
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - In a corner on the floor up the first set of stairs.
-------------------------------------------------------------------------------
== Outside the Stairway ==
Collect the ammo from the table down the right corridor then open the double
doors.
--------------------------------------------------------------------- ITEM LIST
[ ] Hand Grenade - On a table down the right corridor.
[ ] Machine Gun Ammo (+30) - On a table down the right corridor.
-------------------------------------------------------------------------------
== Main Office ==
There are no items in the locker to the left. Hop over the barricade in
between the cubicles up ahead. A Hunter will attack from off to the left.
Follow the path to the left. Go ahead and blast any Hunters that are at a
distance. They are most likely still searching for prey, but they will see
Parker and Jessica shortly, so why not surprise them?
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - After hopping over the first barricade, this will be in the
last cubicle on the right.
[ ] Machine Gun Ammo (+30) - Open the locker at the far end of the next
corridor after hopping over the barricade.
-------------------------------------------------------------------------------
Follow the corridors in between the cubicles and collect the ammo along the way
then open the door on the other side of the room.
--------------------------------------------------------------------- ITEM LIST
[ ] Handgun Ammo (+10) - On the floor near some blood along the right path with
cubicles.
[ ] Handgun Ammo (+10) - Inside the lockers across from the exit door.
[ ] Shotgun Ammo (+8) - Inside the lockers across from the exit door.
-------------------------------------------------------------------------------
== Hallway Outside Main Office ==
Run to the shutter down the right corridor then try to lift it by pressing the
action button and Jessica will help out in lifting it up.
== Outside the Other Elevator ==
Follow the hall ahead then step into the area in front of the elevator. There
are plenty of machine gun and shotgun ammo pickups along the way, so be sure to
stock up.
--------------------------------------------------------------------- ITEM LIST
[ ] Machine Gun Ammo (+30) - On a box near a barricade before stepping into the
area in front of the elevator.
[ ] Hand Grenade - On a box near the barricade mentioned above.
[ ] Shotgun Shells (+8) - Near a sign in the area with the elevator.
[ ] Shotgun Shells (+8) - Near a sign in the area with the elevator.
[ ] Machine Gun Ammo (+30) - On a sofa in the area with the elevator.
[ ] Machine Gun Ammo (+30) - On a sofa in the area with the elevator.
[ ] Handgun Ammo (+10) - On a sofa in the area with the elevator.
[ ] Machine Gun Ammo (+30) - On a box in the area with the elevator (close to
the elevator doors)
[ ] Green Herb - Near a sofa in the area with the elevator (close to the
elevator doors).
-------------------------------------------------------------------------------
Walk over to the elevator and press the button to call the elevator to the
current floor. As you might have guess, the Hunters are on their way, and the
elevator won't make it fast enough before they get to the characters, so guess
what? The game ends here! No.
Parker and Jessica will have to fight through many waves of Hunters as the
elevator makes its way to the current floor. Find a corner to stand in and
stand there so that the Hunters cannot surround Parker. It's very important
that you do not let the Hunters surround Parker. Use the machine gun from a
distance and switch to the shotgun for close range combat. Don't be afraid to
use hand grenades at this part. Spam them if necessary since Parker won't need
them after this battle. Parker should have plenty of hand grenades!
The characters will fight through several waves of Hunter groups. The doors to
the elevator will eventually open and Parker can step inside and press the
button to end the battle instantly when they do. Parker can stay behind and
kill all waves of Hunters however. Once the elevator arrives, only one wave is
left, so there aren't that many more to go. Don't get massacred while trying
to make a break for the elevator. Just stay and fight if you have to.
Take the elevator to the top floor. Jessica and Parker will have a
conversation on the way to the top floor.
== Hallway to Heliport ==
Objective: Head for the heliport
Step out of the elevator and follow the corridor ahead. Move up the stairs
then open the door at the top.
== Heliport ==
Run toward the helicopters on the helipad to trigger a cutscene.
___________________
S C E N A R I O 2 \___________________________________________________________
-------------------------------------------------------------------------------
[WT07]
Time: 9:00pm
Location: Queen Zenobia/Bridge
Characters: Jill and Parker
== Bridge ==
Objective: Search the bridge
The story now rejoins Parker and Jill back on the bridge of the Queen Zenobia.
If Jill has scanned all scannable areas and collected all items on the Bridge
there will be nothing left to do in here. Walk toward the stairs that Raymond
was standing next to and move down them then open the door in the corridor
below.
== Bridge Hallway ==
The elevator directly ahead is out of power, so it cannot be used at the
moment. Find the items to the side of the elevator then move down the other
corridor.
--------------------------------------------------------------------- ITEM LIST
[ ] Handgun Ammo (+10) - On the table to the left near the elevator doors.
[ ] Green Herb - On the table to the left near the elevator doors.
-------------------------------------------------------------------------------
At the intersection, an Ooze Mutant will be waiting down the left corridor.
Move back down the hall then shoot as he steps into view. The iron door down
the left corridor is locked and has a helm mark on it. Open the door down the
right corridor at the intersection.
== Conference Room ==
Collect the **HELM KEY** from off the railing near the windows directly ahead
on the left side of the room. Be sure to scan the room over for the many
pickups inside. There is a --SHIP LAYOUT-- file on the back of the table that
can be read. The safe in the back of the room is locked. Jill will need a
keycard to unlock it later. Leave the room once Jill has collected everything.
--------------------------------------------------------------------- ITEM LIST
[ ] **HELM KEY** - On the railing near the windows on the left side of the
room.
[ ] Shotgun Shells (+5) - Lying on the table.
[ ] Handgun Ammo (+10) - On the floor behind the table.
[ ] B.O.W. Decoy - On the shelf in the back of the room.
[ ] B.O.W. Decoy - On the shelf in the back of the room.
[ ] Custom Parts - Lying on the table. (Damage 2)
-------------------------------------------------------------------------------
== Bridge Hallway ==
Run to the other side of the hall and use the Helm Key to unlock the iron door
with the Helm mark on it.
== The Study ==
Check the room over for items. Jill can examine the --DISCARDED MESSAGE-- file
on the small table at the front of the room. Take the --UPPER INTERIOR MAP--
from the plaque behind the small table. Grab the **CREST** from the bookcase
near the desk in the back of the room. This can be placed back on the
indention below the shotgun once Jill works her way back to Guest Room 2.
--------------------------------------------------------------------- ITEM LIST
[ ] Handgun Ammo (+15) - On the cabinet below the deer head near the entrance
door.
[ ] Upper Interior Map - On the plaque on the wall behind the small table.
[ ] **CREST** - On a bookcase near the desk in the back of the room.
------------------------------------------------------------------------- SCANS
[ ] Shotgun Shells (+3) - Scan the gut of the body once Jill turns the chair in
the back of the room toward her - examine the chair first.
-------------------------------------------------------------------------------
There is a --HISTORY OF THE QUEEN ZENOBIA-- file on the back desk that can be
read. Examine the chair with the body in it and Jill will turn the chair
around to reveal a partially decomposed body. Scan the body with the Genesis
scanner and take the shotgun shells from its gut... with maggots crawling all
over it... Just leave the room afterward. Ugh...
== Bridge Hallway ==
Jill needs to backtrack to some rooms now. Parker will mention that they
should go to the Emergency Communication Room and try to contact HQ.
Objective: Go to Communication Room
Return to the Bridge.
== Bridge ==
Parker will mention that him and Jill should find Raymond (red-haired guy).
Leave the room by stepping back into the passage through the other door and
then go back into the Locker Room.
== Locker Room ==
An Ooze Mutant will be in the room now. Quickly shoot him in the legs to make
him fall then blast his head while he is on the ground. He can get to Jill
quick from his starting area, so ground him fast! Step back into the hallway
then get on the elevator and take it to the "Upper Cabins".
NOTE: At this point, go ahead and go to the "Lower Cabins" then unlock the door
at the end of the hall. An Ooze Mutant will attack in that hall - he'll crawl
out of a container. You'll find a green herb in the hall and be able to access
the weapons crate also. Beware the second Ooze Mutant in the hall with the
weapon crate however. Return to the elevator and take it up to the Upper
Cabins.
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - On a cabinet down the hall outside the elevator door in the
Lower Cabins.
-------------------------------------------------------------------------------
== Elevator Hallway ==
Run to the end of the hall and use the Helm key to unlock the iron door with
the Helm mark on it.
== Guest Room 4 ==
Walk over to the small table and take a look at the --NOTE FOUND IN ROOM 303--
file. The only thing left in this room are some gun parts that can be found by
scanning the floor below the bed. Exit the room after scanning them then open
the next door in the hall outside.
------------------------------------------------------------------------- SCANS
[ ] Illegal Custom Parts - Scan the floor below the right end of the bed.
(Burst 1)
-------------------------------------------------------------------------------
== Guest Hallway ==
Jill needs to get to the Dining Room from her current position. Go through the
door down the southwest corridor then the door on the south side of the second
floor of the Library.
== Hallway with Paintings ==
There is a locked safe ahead of Jill once again. Move down the hall to the
right then make a left and step into Guest Room 2.
== Guest Room 2 ==
Place the crest on the circular indention on the pedestal below the plaque with
the shotgun to receive the ++SHOTGUN WINDHAM++ weapon. As soon as Jill gets
this item, an Ooze Mutant will bust out of the closet to her right and attack.
Use the shotgun to blast it since it starts so close to Jill or quickly run
back to the entrance door and blast it with the handgun. Exit the room and
step back out into the hall.
--------------------------------------------------------------------- ITEM LIST
[ ] ++SHOTGUN WINDHAM++ - Place the crest on the circular indention below the
shotgun on the plaque to remove the metal pieces that hold the shotgun in place
and receive it as a weapon.
-------------------------------------------------------------------------------
== Hallway with Paintings ==
Open the door down the hall directly ahead. Jill will be in the Hallway to the
Exhibit Room after stepping into the next room. Run to the end of the hall
then move through the Exhibit Room to once again enter the Dining Room!
== Dining Room ==
The characters will run into a new type of Ooze Mutant in the Dining Room. An
Ooze Mutant that fires bones will attack on the upper floor walkways. There
are two of these. They hold up a big bone hand and fire bones at their
targets.
The best way to deal with the new Bone Shooter Ooze Mutants are to shoot their
bone hand when they hold it up. They're weak point is their head, but shooting
at the bone hand will stagger them and make them drop their hand to keep them
from firing. They are the weakest type of Ooze Mutant, so it's not really
worth shooting them in the head since a few shots to about any portion of their
body will kill them quickly.
Kill them both then move to the bottom floor. Approach the door that has a
fence over it and use the Helm key to make the fence slide upward. Open the
door then open the next door behind it.
-- SAVE POINT! --
== Grand Hall ==
Wow! What a spectacular room to show off what the 3DS can do in terms of
graphics! Jill will enter a big hall.
Run to the opposite side of the current floor and try to open the door on that
side. A fence blocks the door an it has a Lifebuoy mark on it. Read the
--NOTE LEFT IN FRONT OF THE EMERGENCY COMMUNICATIONS ROOM-- file to the left of
the door. You've got to love these file names!
*******************************************************************************
Handprint (10/30) - On the second floor of the Grand Hall, While in front of
the locked shutter that blocks the door to the Communications Room, turn around
and this handprint is on the wall across from that shutter. Aim up a bit.
Handprint (11/30) - On the first floor of the Grand Hall, find the shutter that
blocks the door to the Casino on the east side. Move to the northeast a bit
and this print is on the glass display on the northeast wall. It's above some
steps.
*******************************************************************************
Objective: Find Comm. Room Key
The Promenade Deck is through the door on the bottom floor of the Grand Hall on
the other side. Be sure to take note of the green weapon crate near the
Communication Room door nearby. Place your most powerful upgrades on the
shotgun.
Before going to the Promenade Deck entrance, move up the stairs through the
door on the west side of the second floor of the Grand Hall. Step out to the
third floor on top. Find the door with the hall behind it on the southeast
side and enter that hall then open the two doors at the other end to enter the
Solarium.
== Solarium ==
Move toward the pool in the center of the area. Some sort of mutant growth
with spikes all over it is covering the pool in the Solarim. Solve the puzzle
on the control box to gain access to the Solarium Pump Room on the south side
then step inside the Pump Room.
.-------------------.
| |1| |2| |3| |
| |
| 4 5 6 |
| |
| |7| |8| |9| |
'-------------------'
3 to 4
2 to 3
1 to 2
4 to 1
7 to 4
8 to 7
5 to 6
2 to 8
6 to 2
.-------------------.
| |1|----|2|----|3| |
| | | |
| 4 5 6 |
| | | |
| |7|----|8|----|9| |
'-------------------'
O------- O -------O
| |
| |
O O
| |
| |
O------- O -------O
--------------------------------------------------------------------- ITEM LIST
[ ] Handgun Ammo (+10) - Inside the first closed locker to the left.
[ ] Green Herb - Inside the second closed locker to the left.
------------------------------------------------------------------------- SCANS
[ ] Lump of Flesh (x3) - There are three lumps of flesh on the growth covering
the pool that can be scanned.
-------------------------------------------------------------------------------
== Solarium Pump Room ==
Move around the side of the pipes and use the controls to activate the pumps
for the pool outside in order to purify the water. Step back into the
Solarium.
*******************************************************************************
Handprint (12/30) - While in the Solarium Pump Room on the upper floor of the
Grand Hall, a handprint is on the panel of the control box on the south wall
beside the three tanks.
*******************************************************************************
--------------------------------------------------------------------- ITEM LIST
Custom Parts - On the table beside the controls for the pump.
-------------------------------------------------------------------------------
== Solarium ==
The pool will not be fully purified until the next episode. Leave this area
for now. Step back out into the Grand Hall.
== Grand Hall ==
Move down to the bottom floor then open the door to the Promenade Deck area on
the west side of the bottom floor.
--------------------------------------------------------------------- ITEM LIST
[ ] Custom Parts - This is lying on a stand inside of a wall indention to the
right of the door to the Promenade Deck. (Long Magazine 1)
-------------------------------------------------------------------------------
== Promenade Deck Stairs ==
Dear god. What in the world is that voice in the distance? MayDAAAAAY!
Move down the stairs up ahead then break the crate below for an item. Move
back up the stairs then open the door off to the side.
------------------------------------------------------------- BREAKABLE OBJECTS
[ ] Small Crate - Below the stairs next to the closed shutter.
-------------------------------------------------------------------------------
== Storage Hallway ==
Pick up the ++RIFLE M40A1++ weapon that is propped against the shelf on the
west side of the hall. There is a weapon crate by the shelf at the end of the
hall. Open the door to the side of the hall when ready.
I'm honestly not a rifle user at all, so it's really up to your preferences if
you want to place upgrades on the rifle or not. I don't really even bother
with rifles ever since RE4 since sniping with a handgun or any other weapon
works just fine. They are great for quick heavy damage when you don't have a
magnum though and the rifle is great to have right now to keep from wasting too
much handgun and shotgun ammo. I often keep the rifle to shoot normal enemies
to keep from wasting other ammo in Revelations.
--------------------------------------------------------------------- ITEM LIST
[ ] ++RIFLE M40A1++ - Propped against the shelf on the west side of the hall.
[ ] Rifle Ammo (+6) - On one of shelves near the weapon crate.
[ ] Handgun Ammo (+15) - On one of the shelves near the weapon crate.
-------------------------------------------------------------------------------
== Promenade ==
Look off to the right and there is an Ooze Mutant Bone Shooter near the railing
of the walkway on the other side. Take out the rifle and shoot him. A normal
Ooze Mutant will move along the walkway shortly. Try to kill them both with
rifle shots. Follow the walkway and step out onto the walkway that the Bone
Shooter was on.
--------------------------------------------------------------------- ITEM LIST
[ ] Rifle Ammo (+6) - On the table right after exiting from the Storage
Hallway.
[ ] Green Herb - On the table in the room after moving across the first
walkway.
-------------------------------------------------------------------------------
At the end of the walkway, to the left is a shutter that both characters can
lift, but don't worry about that shutter just yet. Move down the stairs to the
right for now and collect the items down there first. The iron door in the
small room is locked for now. Go back and lift the shutter after collecting
all of the items.
--------------------------------------------------------------------- ITEM LIST
[ ] Custom Parts - On the table below the stairs before lifting the shutter in
the Promenade area. (Fire Rate 2)
------------------------------------------------------------------------- SCANS
[ ] Shotgun Ammo Case - Scan the boxes on the middle shelf in the small room
below the stairs before lifting the shuter in the Promenade area.
-------------------------------------------------------------------------------
-- SAVE POINT! --
The disturbing voices are coming from the room up ahead. There is a door with
a padlock inside that holds something on the other side of the door. Whatever
it is, it is banging on the other side of the door and yelling.
A boss fight will start as soon as the padlock is removed. It's best to scope
out the current area and grab all items and take a look at the area before Jill
removes the padlock.
*******************************************************************************
Handprint (13/30) - After entering the Promenade, this can be found on the
east set of top cabinets in the Café. After lifting the shutter, ignore the
room with the trapped Scagdead enemy and move down the walkway to the left.
Run down the stairs and the Café will be right in front of Jill. Move forward
and to the right then look up and the handprint will be on those cabinets.
*******************************************************************************
--------------------------------------------------------------------- ITEM LIST
[ ] Rifle Ammo (+7) - On the table cabinet right across from the door with the
padlock.
[ ] Shotgun Shells (+7) - On a table that is out on a balcony on the south side
of the top floor.
[ ] Green Herb - On a table next to the stairs that lead to the bottom floor.
[ ] Shotgun Shells (+6) - On a table on the bottom floor.
[ ] Handgun Ammo (+15) - On a counter near a shutter on the bottom floor.
[ ] Rifle Ammo (+6) - Near some sinks on the bottom floor (Café).
[ ] Shotgun Shells (+7) - On a table on the bottom floor (Café).
[ ] Handgun Ammo (+15) - On a table on the bottom floor (Café).
[ ] Handgun ammo (+15) - Onn the bottom floor, lying on the floor near the iron
double doors.
-------------------------------------------------------------------------------
There are several red explosive canisters around the area. Be sure that you
take a look at where all the explosive canisters are located.
Top Floor
1) In the actual room that is padlocked.
2) Right outside the room with the padlocked door.
3) Through the doorway on the south side near the stair railing.
Bottom Floor
4) Near the middle pillar in the Café.
5) Near the bottom of the stairs.
Take note of the two dropoff areas on the top floor also. Jill can use these
dropoffs to instantly drop to the first floor and avoid attacks:
1) Down the dead end walkway outside the room with the padlock.
2) Along the middle walkway.
Take an extra special note of the area in the Café where Jill can hop over the
counter. This area holds great significance for the upcoming battle.
BOSS: Scagdead
Attacks:
Grab - He will grab forward with his monster head. If this hits Jill, she is
dead. This is an instant kill grab where he will slice her with his saw blade
arm while holding her in the air with his creature mouth.
Dashing Saw Attack - He will race forward and stick out his saw blade arm then
hit Jill with the saw blade. This leaves Jill in danger status. Heal directly
after this hits Jill.
Mouth Traps - He will fire out small creature mouths with teeth that will lie
on the floor and grapple Jill and hold her in place if she steps over them.
These can be shot with a handgun to get rid of them.
Weak Areas:
- the head of the human body on his left shoulder (major damage)
Run toward the door with the padlock and hit it with the knife when you're
ready to fight. Be sure to move away from the door. The officer that is now
an Ooze Mutant (Scagdead) will knock down the door and start to attack. Ooze
Mutants will now begin to spawn around the area from various portions of the
outside area as well. Normal Ooze Mutants, Ooze Mutants with claw hands and
Ooze Mutant Bone Shooters will start to spawn in the area outside.
To defeat the Scagdead, Jill will have to damage him VERY heavily. Start
damaging him by leading him toward an explosive barrel then shoot the explosive
barrel. Once the explosion goes off, he will be stunned. Run up to him while
he is stunned then press and hold the displayed button and let the melee fully
charge then allow the melee to hit him once it is fully charged. This will
take off some great damage from him. Lead him around to all the explosive
canisters and shoot each one with Jill's handgun then run up and melee attack
him afterwards.
Toss any hand grenades that Jill has at the Scagdead. Don't spare any grenades
if Jill has any - use them all! Once all the explosive canisters are gone, he
will have to be weakened with gunfire. His weak point is the head of the
remaining half of the actual Officer's body that sticks out of his left
shoulder. Shoot that area and he will eventually be stunned and ready for
another melee.
NOTE: There is a very helpful trick to beating this boss. Lead him toward the
Café on the bottom floor then constantly hop back and forth over the counter
and shoot at him from the other side. He will constantly move back and forth
by the railing to try to hit Jill, so just keep hopping back and forth over the
railing to avoid him. Jill can shoot him with the rifle while hopping back and
forth. Don't get too close to the counter or he can hit Jill through the
counter.
He will drop the **LIFEBUOY KEY** once he dies. Go back up to the room that
the Scagdead was in to find some extra pickups. Be sure to check out the
--COMMUNICATIONS OFFICER'S JOURNAL-- file on the shelf in the room as well.
*******************************************************************************
Handprint (14/30) - After killing the Scagdead enemy (Mutant Communications
Officer), run back up to the second floor and enter the room he was held in.
This handprint is on the top stacked crate, on the side that faces the door.
*******************************************************************************
--------------------------------------------------------------------- ITEM LIST
[ ] Random Ammo - On the shelf in the room that the Scagdead was in.
------------------------------------------------------------------------- SCANS
[ ] Rifle Ammo (+3) - Scan the floor near the stacked boxes in the room that
the Scagdead was in.
-------------------------------------------------------------------------------
Objective: Go to Communication Room
Open the iron double door on the west side of the bottom floor. Solve the
puzzle on the control box in order to activate the elevator.
.-------------------.
| |1| 2 |3| |
| |
| 4 5 6 |
| |
| |7| 8 |9| |
'-------------------'
1 to 8
3 to 5
9 to 3
7 to 1
.-------------------.
| |1| 2 |3| |
| |
| 4 |5| 6 |
| |
| 7 |8| 9 |
'-------------------'
O O
\\ //
\ \ / /
\ O /
\ /
O
Take the elevator up to the Deck.
== Guest Cabin ==
Scan the handprint listed below in this room, then step back into the elevator
and take it to the Promenade once again.
*******************************************************************************
Handprint (15/30) - Activate the elevator by solving the puzzle on the control
box in the hall on the west side of the Promenade then take the elevator up to
the Deck. While in the Guest Cabin up above, scan the table on the left
(south) side of the room. The table has some blood on it and the handprint is
right near that blood.
*******************************************************************************
NOTE: Do not take the ammo or any of the items in the Guest Cabin. Leave it
all there. You're basically entering this room early through my advice. Jill
will need all of that ammo much later. Leave it for now.
== Promenade ==
Use the Lifebuoy Key to unlock the single iron door across from the Café to
unlock the door. Move back up the stairs and backtrack through the hall past
the walkway. Go back to the Grand Hall.
== Grand Hall ==
Run up the stairs and use the Lifebuoy Key to raise the fence in front of the
door to the Control Room Area then open the door and the next door afterwards
to trigger a cutscene.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
E P I S O D E 4 - A N I G H T M A R E R E V I S I T E D
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- - -
Solve for me that knot,
Which has entangled my conceptions here.
It seems you can see, if I hear rightly,
Beforehand whatsoe'er time brings with it.
La Divina Commedia Inferno, Canto X
- - -
___________________
S C E N A R I O 1 \___________________________________________________________
-------------------------------------------------------------------------------
[WT08]
Time: 9:28pm
Location: Emergency Communication Room/Queen Zenobia
Characters: Jill and Parker
== Emergency Communication Room ==
We once again join Jill and Parker back on the Queen Zenobia. They have just
met with Raymond and seen that the control room controls have been destroyed.
Take a look at the --SAFETY PROCEDURES-- file on the left set of controls. Be
sure to collect all the items. There is nothing left to do in the control
room, so step back out into the Grand Hall.
--------------------------------------------------------------------- ITEM LIST
[ ] Shotgun Shells (+4) - On the front controls.
[ ] Rifle Ammo (+4) - On the counter to the right.
[ ] Hand Grenade - On the counter near the door.
------------------------------------------------------------------------- SCANS
[ ] Rifle Ammo (+3) - Scan the left set of controls on the left end.
-------------------------------------------------------------------------------
== Grand Hall ==
Raymond will be waiting out in the Grand Hall as Jill steps outside. Take the
**IRON ANCHOR KEY** from his hand when he offers it to Jill. Jill needs to head
for the bilge, which can be accessed through the Casino.
--------------------------------------------------------------------- ITEM LIST
[ ] **IRON ANCHOR KEY** - Raymond will hand this over to Jill in the Grand Hall
after exiting the Emergency Communications Room.
-------------------------------------------------------------------------------
Objective: Head for the bilge
Before going to the Bilge, make a stop back by the Solarium if you used the
pump to purify the water in the pool during the last episode. Move up the
stairs through the doors on the west side of the Grand Hall then open the door
on the southeast side of the third floor and follow the hall to the Solarium.
== Solarium ==
The pool water is now purified, but the mutant growth is still covering the
pool. Jill can now swim through the water in the pool however. Move toward
the ladder and dive into the pool.
Swimming Controls:
Y - Dive
B - Swim
Left Circle Pad - Turn Jill while swimming
Swim into the tunnel area and make an immediate right then find the area with
the ladder and then surface and climb the ladder. Climb up to the diving board
off to the left.
*******************************************************************************
Handprint (16/30) - In the Solarium that is accessed through the Grand Hall,
use the pump controls to purify the pool in episode 3 then reenter the Solarium
in episode 4. Dive into the pool then swim into the tunnel and make an
immediate right then swim and find the ladder in the water and climb it. Climb
up to the diving board off to the left. Walk toward the end of the diving
board and look through the scanner and this handprint will be near the end of
the diving board.
*******************************************************************************
--------------------------------------------------------------------- ITEM LIST
[ ] Rifle Ammo (+12) - On top of the diving board.
[ ] Machine Gun Ammo Case - On top of the diving board.
------------------------------------------------------------------------- SCANS
[ ] Lump of Flesh - In the mutant growth to the right side of the diving board.
-------------------------------------------------------------------------------
Swim through the right tunnel and surface on the other side. There is an air
pocket in the middle of the pool but it's not really needed since the tunnel is
not that long to swim through. Climb the ladder on the other side of the pool.
--------------------------------------------------------------------- ITEM LIST
[ ] Magnum Ammo (+6) - Swim down the left corridor in the pool and it will be
on the floor.
-------------------------------------------------------------------------------
There are a BUNCH of items on the other side of the pool. Be sure to look over
them all and collect what Jill needs. Exit the Solarim after collecting all of
the items.
--------------------------------------------------------------------- ITEM LIST
[ ] Custom Parts - On a sunbathing chair.
[ ] Illegal Custom Parts - On the counter of the gazebo.
[ ] B.O.W. Decoy (x3) - On the back counter of the gazebo.
[ ] Hand Grenade (x3) - On the back counter of the gazebo.
[ ] Handgun Ammo (+15) - On the counter of the gazebo.
[ ] Handgun Ammo (+15) - On the counter of the gazebo.
[ ] Rifle Ammo (+4) - On a sunbathing chair.
[ ] Shotgun Shells (+7) - On a sunbathing chair.
[ ] Shotgun Shells (+4) - On a sunbathing chair.
------------------------------------------------------------------------- SCANS
[ ] Shotgun Shells (+10) - Scan the fallen lamp on the northeast side.
[ ] Lump of Flesh (x2) - Jill can scan two flesh pieces on the pool growth on
the other side.
-------------------------------------------------------------------------------
== Grand Hall ==
Jill needs to get to the Casino now. The door to the Casino is on the bottom
floor. It's directly underneath the door that leads to the Communication Room.
Walk over to the door then use the Iron Anchor Key on the fence that covers it
to raise it then open the door and the next door to enter the Casino.
== Casino ==
All the power is out in the Casino at the moment, so Jill will turn on her
light. Examine the pedestal on the fountain below the stairs and Jill will
look toward a coin that is in a hole in the pillar above the water. Move up
the small staircase on the northwest side of the Casino then pull the switch on
the control panel along the wall.
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - Below the stairs on the north side of the Casino.
[ ] Handgun Ammo Case - On the ticket booth counter on the south side of the
Casino.
------------------------------------------------------------------------- SCANS
[ ] Magnum Ammo (+1) - Scan in between the Casino girl's breasts - up the small
staircase in the back of the Casino. Hilarious.
-------------------------------------------------------------------------------
*******************************************************************************
Handprint (17/30) - Use the switch to turn on the light in the Casino. This
handprint is on one of the slot machines to the south of the set of stairs the
characters use to enter the Casino. Facing the row of five slot machines in
the back on the south side, this handprint is on the left side of the fourth
slot machine.
*******************************************************************************
Power will be restored back to the Casino and the water will begin to flow into
the fountain. The coin that was in the hole on the pillar will be knocked into
the water. Walk over to the front of the fountain and press the button on the
pedestal. The streams of water will release the T-Abyss virus into the
fountain and the fish inside the water will mutate. These mutated fish are
known as Ghiozzo.
.--------------------------- NEW ENEMY - GHIOZZO -----------------------------.
| WEAK AREAS: |
| - NONE |
| |
| Ghiozzo are fish that have been infected with the T-Abyss virus. They can |
| attack from water and on land. They are mainly found in the water in the |
| main story, but they are fought once while out of water in the Casino and a |
| few other areas. They attack by jumping and biting. |
| |
| Ghiozzo are very weak to any type of weapon. Just the standard handgun |
| will kill them in two shots. One shot will knock them over to where a |
| player can easily hit them once again. This works while they are in water |
| and out of water. They are not that big of a threat, but they are fought |
| in groups, which are usually more than two Ghiozzo at a time, so they can |
| easily outnumber a player. |
'-----------------------------------------------------------------------------'
The Ghiozzo will leap out of the water and attack. They move quite well on dry
land so run away from the group of them as they leap out of the water and shoot
them from a distance. The handgun will work fine in killing them quickly. It
should only take two shots to kill each one. The first shot will knock over
the Ghiozzo then the second shot will kill it. The final Ghiozzo will drop the
**COIN** that was in the water.
Jill needs to use the coin on the machine above the small staircase, but she
needs more than one coin. Find a slot machine that is turned on then walk over
to it then interact with it to play it. Jill will insert the coin and the game
usually always hit jackpot then Jill receive a **BUNDLE OF COINS** from the
machine. If the machine doesn't hit jackpot then she will get a coin back, so
try again.
Check the --CASINO STAFF'S REPORT-- file on the other side of the fountain. It
mentions the Casino girl machine next to the door up above the stairs. It says
that the precise weight of the machine must be equal to "107 grams". Move up
the stairs and check the Casino girl standup at the top.
In order to solve the puzzle, you need to bet the right amount of bronze,
silver and gold coins to make the weight of the coins equal 107 grams. Use the
touch screen to raise or lower your coin amount. Select the "BET" option to
bet your coins.
Bet the following:
.------------------------.
| Bronze Silver Gold |
| 3 2 4 |
'------------------------'
The door to the side of the Casino girl will unlock if Jill betted enough to
equal 107 grams. Open the door.
== VIP Room ==
Use the weapon crate near the table if needed. Walk to the back of the VIP
Room then climb down the ladder. Well, Jill elects to fall down the ladder
actually. That's a pretty big drop there!
--------------------------------------------------------------------- ITEM LIST
[ ] Shotgun Shells (+8) - On the sofa directly across from the entrance door.
[ ] Handgun Ammo (+15) - Below a chair near the table.
[ ] Rifle Ammo (+8) - On the table.
------------------------------------------------------------------------- SCANS
[ ] Custom Parts - Scan the area below the lamp on the cabinet. (Critical 1)
-------------------------------------------------------------------------------
== Ventilation Area ==
Jill will drop into an area with fans. Climb- no, drop down the next ladder as
well. Run over to the opposite side of the floor below and climb the ladder.
Move down the tunnel then drop into the next area.
== Lift Area ==
Parker will get on the lift in the middle of the room. Try to pull the switch
and there will be no response. Parker will examine the controls to the lift.
The key is missing! Parker will stay on the lift and Jill must search for the
key.
--------------------------------------------------------------------- ITEM LIST
[ ] Custom Parts - Below the metal control unit on the southwest side of the
room.
-------------------------------------------------------------------------------
Objective: Search for key to lift
Open the double door to the south.
== Hallway to Elevator ==
Walk over to the elevator. It needs power, so walk over to the control box on
the right side of the wall and solve the touch screen plug puzzle to restore
power. Line the plugs up as shown below.
.-------------------.
| |1| 2 |3| |
| |
| 4 |5| |6| |
| |
| 7 |8| 9 |
'-------------------'
5 to 2
6 to 7
1 to 4
8 to 9
.-------------------.
| 1 |2| |3| |
| |
| |4| 5 6 |
| |
| |7| 8 |9| |
'-------------------'
O ---- O
/ |
/ |
/ |
O |
| |
| |
| |
O ----------- O
Step into the elevator and take it to the floor above. It will automatically
take Jill to a floor. It will take her back to the beginning area of the Queen
Zenobia basically.
== Elevator Hallway ==
Parker will contact Jill and mention Rachel and the woman that was attacked
much earlier in the Queen Zenobia on the current floor. That might have just
been Rachel!
Run around the west corner of the area then move down the hall to the north. An
Ooze Mutant with claw arms will crawl out from a side corridor and attack.
Take out the shotgun and blast him or use the handgun to slowly kill him. It's
really best to use the shotgun for the bigger Ooze Mutants now. Open the door
down the north hall.
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - Open the locker on the right side at the end of the north
hall.
-------------------------------------------------------------------------------
== Lounge ==
Two Ooze Mutants will attack as Jill steps further into the Lounge area. If
Jill didn't take all of the handgun ammo in these areas her first time through,
it will still be there, so check around the area if Jill needs handgun ammo.
Open the door at the other end.
== Kitchen ==
Open the door on the other side of the Kitchen. Once again, all the scannable
ammo pickups will still be in the room if Jill didn't collect them all earlier.
== Passage ==
Walk toward the door of the Deterntion Room up ahead. Jill will peep through
the opening in the door. Something will scare her a bit. Open the door
afterwards.
== Detention Room ==
Take out the shotgun upon entering then blast the Ooze Mutant in the room.
Pick up the Custom Parts then check out the --MYSTERIOUS INSTRUCTIONS-- file on
the table to the side. There is nothing else to do in the room, so leave it
and step back out into the hall then open the next door to the side.
*******************************************************************************
Handprint (18/30) - In the Detention Room, where Jill and Parker found the
dummy of Chris in episode 1, this handprint is on the left side of the yellow
flag that is on the left wall.
*******************************************************************************
--------------------------------------------------------------------- ITEM LIST
[ ] Custom Parts - In the back of the Holding Room.
------------------------------------------------------------------------- SCANS
[ ] Rifle Ammo (+3) - Scan the floor where the Custom Parts were.
-------------------------------------------------------------------------------
== Stairway Area ==
Move up the stairs and open the door at the top.
== Hallway with Broken Windows ==
As Jill rounds the corner up ahead, an Ooze Mutant will attack, so have the
shotgun ready to blast him. Move further into the hall ahead then open the
door to the left.
== Bunks and Restroom ==
An Ooze Mutant with claw arms will fall right out of an overhead vent as Jill
moves down the restroom area. Shoot the bastard with an up close shotgun blast
as he lands for trying to scare Jill. Move into the other bunk room then exit
back out into the hall.
== Hallway with Broken Windows ==
Jill now has the Iron Anchor Key that can open the iron door down the hall, so
use the key to unlock the iron door then step inside.
== Bunk Room ==
Collect all the items then open the next door.
--------------------------------------------------------------------- ITEM LIST
Machine Gun Ammo (+75) - On a bunk bed.
Machine Gun Ammo (+75) - On a bunk bed.
Green Herb - On a bunk bed.
Hand Grenade - On a bunk bed.
-------------------------------------------------------------------------------
== Weapon Crate Room ==
Take the ++MACHINE GUN MP5++ from the counter to the left. If Jill is asked to
change weapons, keep in mind that it will swap her currently equipped weapon
for the weapon she is about to pick up. The exchanged weapon will be stored in
the weapon crate. It will still be where Jill leave it, but it will be in the
next crate she finds.
--------------------------------------------------------------------- ITEM LIST
[ ] ++MACHINE GUN MP5++ - On the counter to the left.
-------------------------------------------------------------------------------
There is a weapon crate directly in front of Jill! It's really up to you which
weapons that you want to store in the nearby weapon crate. The machine gun is
one of my personal favorite weapons, so I often exchange it for the handgun
when I can. There is a big battle coming up, so be sure to keep the machine
gun and the shotgun. It would really be best to keep the rifle as the third
weapon. Exit the room and step back out into the hall.
NOTE: Place your best upgrades on the MP5 Machine gun. Put a damage upgrade on
it for sure and equip it with a long magazine if you have one! Place your next
damage upgrade on the shotgun.
== Hallway with Broken Windows ==
A very creepy voice will be heard as Jill rounds the next corner. Wow. Horror
atmosphere! I love it in an RE game once again! There is really no reason to
enter the laundry room again, so open the door straight down the hall.
== Corridor to Examination Room ==
Walk forward and step toward the glass window that the woman was bashed against
in the Examination Room earlier. Jill will talk a bit. Move around the corner
of the room then step into the Examination Room.
== Examination Room ==
The body of the woman is not near the window anymore. Oh, but she left Jill
some notes, so go check out the --(NO CLUES AS TO WHO LEFT THIS NOTE)-- file.
I guess that's the file name?
The woman (Rachel) has mutated and she is outside the window as Jill raises up!
Parker will contact Jill as Rachel runs up the stairs. Parker lets loose a bit
of sarcasm about Rachel being a zombie when he contacts Jill. Parker, the RE
fanbase will kill you - they are not zombies... they are known as "Ooze".
Leave the Examination Room.
== Corridor to Examination Room ==
Objective: Get the key to lift
BOSS: Rachel
Attacks:
Claw Arm - Rachel will move forward and strike with her arm.
Grab - Rachel will move forward and grab then extend her mouth appendage. Tap
the Y button to escape this.
Weak Areas:
Head (major damage)
Rachel will attack as soon as Jill moves toward the stairs. She is down the
corridor at the top of the stairs and she will run toward Jill as Jill moves
near the stairs. Rachel is much like a normal Ooze Mutant in the way she will
attack. She will try to hit Jill with her arms or she will grab Jill and make
sweet love to her with her inner mouth thingie.
The main objective is to damage Rachel enough to where she will run off. Jill
must damage her in several upcoming rooms and make Rachel retreat. If Jill
simply runs from Rachel, she will stay in the current room. Jill must make her
retreat from damaing her for Rachel to move to another room. Rachel's weak
area is her head, but she moves very quickly, so hitting her in the head will
be a problem.
The best way to deal with Rachel in this first room is to move up the stairs
enough to trigger her boss music then move back down the stairs and equip the
machine gun then aim toward the top of the stairs. Once Rachel steps out in
view, blast her with rapid fire as she moves down the stairs toward Jill. Spam
her with gunfire and she will start to retreat before she reaches the bottom.
Don't specifically aim for the head, just shoot her anywhere so long as Jill
hits her.
NOTE: The main key to weakening Rachel in each room is to shoot her from a
distance with the machine gun (literally spam her) and then quickly switch over
to the shotgun or the rifle when she gets close and make one last shot with
that powered weapon.
NOTE 2: Jill can run all the way back to the Lounge and regroup with Parker and
bring him back to face Rachel along with Jill in all the rooms ahead. Parker's
gunshots are very weak and not worth the effort though.
Rachel will run away and crawl into a vent. Parker will contact Jill
afterwards and tell her that he is on his way to her. Leave the room by
stepping back into the hall up the stairs.
------------------------------------------------------------------------- SCANS
Custom Parts - Scan the floor off to the left before exiting the Corridor to
the Examination Room. This is to the left directly in front of the door that
leads back to the Hall with Broken Windows. (Long Magazine 2)
-------------------------------------------------------------------------------
== Hall with Broken Windows ==
An Ooze Mutant will drop out of the vent as Jill rounds the corner up ahead, so
be prepared to blast him. If Jill enters the Laundry Room to the side, an Ooze
Mutant with claw arms will be inside, so don't go in there. Reenter the Bunk
Room that was locked with the Anchor Key earlier and restock Jill with machine
gun ammo. Use the green weapon crate inside if needed - equip the machine gun
with the long magazine 2 upgrade. Enter the Bunks and Restroom area back
outside.
== Bunks and Restroom ==
Rachel will laugh as soon as Jill enters the room. Move around the side of the
lockers and enter the restroom. As Jill steps down the row of stalls and Ooze
Mutant will crawl out of the next bunk room. Stop and back up then kill him
from a distance.
When Jill moves further toward the next bunk room, Rachel will fall from a
ceiling vent behind Jill. Immediately turn and start to blast her with the
machine gun. Do not left up on blasting her. If she starts to charge Jill
rapidly, that might mean that she is retreating. The moment that Rachel starts
to frantically dash toward Jill and scream, she is retreating, so stop firing
at that moment. She will crawl into another vent and leave the room.
Run back to the Bunk Room with the anchor marking and restock Jill with machine
gun ammo if there is any left. Exit the Bunks and Restroom then step out into
the other side of the Hall with Broken Windows.
== Hall with Broken Windows ==
As Jill moves toward the stairs, an Ooze Mutant will crawl out of vent in the
alcove up ahead and the Rachel boss music will trigger. Quickly blast the Ooze
Mutant as it crawls out of the vent then run toward the stairs and wait for
Rachel to run out from the left corridor. Blast her the moment she steps into
view. She should retreat before getting to Jill if Jill blasts her right when
she first steps into view. Reenter the Stairway Area.
== Stairway Area ==
Move down the stairs then open the door at the bottom.
== Passage ==
Rachel will fall from a vent above the intersection in the hall as Jill enters.
Spam her with gunfire while she recovers from the fall and keep shooting her.
She should retreat before hitting Jill. Run down the hall to the left then
enter the Kitchen.
== Kitchen ==
Open the door to the Lounge then step inside.
== Lounge ==
When Jill steps toward the vending machines on the other side of the room,
three Ooze Mutants will fall into the room from overhead vents. One will fall
in front of Jill. Rachel will eventually fall from the vent near the vending
machine as well. Parker will rejoin with Jill right as the Ooze Mutants start
to attack. Run toward Parker then turn and toss a grenade at Rachel and the
Ooze Mutant group.
Find Rachel and fire at her with whatever ammo that Jill has left. Use a hand
grenade if Rachel and the Ooze Mutants stand together. Rachel has much more
health during this battle since this will be the final battle with her in this
area. She will likely hit Jill a few times, so be prepared to heal. Rachel
will single out Jill even with Parker near her and attack only Jill. Rachel
will drop the **LIFT KEY** when she finally falls. Pick up the Lift Key and
exit the room by stepping back out into the Elevator Hallway.
--------------------------------------------------------------------- ITEM LIST
[ ] **LIFT KEY** - Rachel will drop this after she is defeated in the Lounge.
-------------------------------------------------------------------------------
== Elevator Hallway ==
Objective: Head for the bilge
Run toward the elevator and take it back up to the Hallway up above. Rachel
can be heard in the distance as Jill gets near the elevator doors.
== Hallway with Elevator ==
Jill and Parker will start to talk about Veltro and the FBC as the elevator
reaches the upper floor. Run down the hall ahead then reenter the Lift Area.
== Lift Area ==
Use the key on the controls for the lift in the center of the room then pull
the switch on the lift to activate it.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
E P I S O D E 5 - S E C R E T S U N C O V E R E D
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- - -
O me, Agnello, how thou changest!
Behold, thou now art neither two nor one.
La Divina Commedia Inferno, Canto XXV
- - -
___________________
S C E N A R I O 1 \___________________________________________________________
-------------------------------------------------------------------------------
[WT09]
Time: 10:20pm
Location: Valkoinen Mokki
Characters: Keith and Quint
== Entrance Hall ==
Objective: Search the hideout
A player will now take control of Keith as both him and Quint search the
underground chamber in Valkoinen Mokki airport.
Keith starts with the following items and weapons:
Machine Gun G36 (30/60)
Shotgun M3 (6/18)
Handgun M92F (10/30)
Knives
Green Herb x 1
Genesis Scanner
Keith starts with a Genesis scanner, so scan the current area for items. As
Keith moves down the hall toward the next room, Quint will trip over a green
cylinder and make a loud racket. Be sure to scan the floor near the green
cylinder and shelves (after Keith trips) then pick up the **SCREWDRIVER**.
Keith will need this item later. The hall is blocked, so enter the bunk room.
------------------------------------------------------------------------- SCANS
[ ] Machine Gun Ammo (+30) - Scan the top of big crate near two smaller crates
off to the right from the start.
[ ] **SCREWDRIVER** - Scan the floor below the shelves with boxes down the
corridor. There is a small green cylinder on the floor near this spot. This
can only be found AFTER Quint trips over the green cylinder.
-------------------------------------------------------------------------------
== Bunks ==
The claw marks on the wall on the other side of the room can be examined to
make the characters chat a bit. Take the items inside then step back out into
the hall through the doorway on the other side.
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - On the floor across from the bunk beds.
[ ] Handgun Ammo (+10) - On the top portion of the bunk beds to the right as
Keith enters.
-------------------------------------------------------------------------------
== Entrance Hallway ==
Follow the hall to the next door. The door down the hall to the right is
locked for the moment. The door to the left is locked as well, but it has a
control box near it. Keith will need the screwdriver found on the other side
of the hall in order to take the screws out.
Use the touch screen to place the plugs like normal.
.-------------------.
| |1| 2 |3| |
| |
| |4| 5 |6| |
| |
| 7 |8| 9 |
'-------------------'
4 to 2
1 to 4
6 to 5
3 to 6
.-------------------.
| 1 |2| 3 |
| |
| |4| |5| |6| |
| |
| 7 |8| 9 |
'-------------------'
O
| \
| \
| \
| \
| \
| \
O-------O O
\ | /
\ | /
\ | /
\ | /
\ | /
\ | /
O
Step inside the room after the door unlocks.
--------------------------------------------------------------------- ITEM LIST
[ ] Handgun Ammo (+10) - On the top shelf of the set of shelves at the end of
the hall.
-------------------------------------------------------------------------------
== Monitor Room ==
Examine the controls to the left. Keith will unlock the door in the hall
outside and the two characters will watch a video on the monitor. The soldier
in the video drops some sort of item. The soldier was killed in the room right
across the hall. Leave the room after the two characters view the video then
step into the newly unlocked room across the hall.
--------------------------------------------------------------------- ITEM LIST
[ ] Hand Grenade - On top of the box near the shelf.
------------------------------------------------------------------------- SCANS
[ ] Machine Gun Ammo (+30) - Scan the right side of the middle shelf.
-------------------------------------------------------------------------------
== Projector Room ==
Objective: Search for lost item
Walk down the down the stairs to the right. Search the room for items. Keith
can search the dead body as well.
--------------------------------------------------------------------- ITEM LIST
[ ] Handgun Ammo (+10) - On a table in the center of the room.
[ ] Machine Gun Ammo (+30) - Inside the locker on the right.
[ ] Shotgun Shells (+8) - Inside the locker on the left.
[ ] Hand Grenade - On a shelf near the next door.
[ ] Hand Grenade - On a shelf near the next door.
-------------------------------------------------------------------------------
*******************************************************************************
Handprint (19/30) - While in control of Keith for the first time in Episode 5
while in Valkoinen Mokki airport, Keith and Quint will enter a Projector Room
shortly after viewing a video of a soldier getting killed. This handprint is
on the right side of the projector screen on the west side of the Projector
Room.
*******************************************************************************
Scan the room for more items and the key item in this room. Scan the portion
of the floor near the pillar in the middle of the room behind the projector and
pick up the **SECURITY TOKEN**.
------------------------------------------------------------------------- SCANS
[ ] Machine Gun Ammo (+30) - Scan the chair next to the projector.
[ ] Handgun Ammo (+10) - Scan the top of the middle shelf.
[ ] **SECURITY TOKEN** - Scan the floor near the pillar in the middle of the
room, behind the projector.
-------------------------------------------------------------------------------
___________________
S C E N A R I O 2 \___________________________________________________________
-------------------------------------------------------------------------------
[WT10]
Time: 10:25pm
Location: Bilge Passageway/Queen Zenobia
Characters: Jill and Parker
NOTE: Many items in this portion of the game can be seen from a distance (up
high or in some area that Jill cannot reach). These items can be retrieved in
a later episode. Telling a reader how they can be accessed right now is
basically spoiling the game.
== Bottom of Lift Area ==
Objective: Restore power
Be sure to check the area over for the handprint listed below. The door on the
south side of the current area is locked. Jill will need a keycard to open it.
Open the door on the northeast side of the area.
*******************************************************************************
Hand Print (20/30) - At the beginning of the Bilge Passageway Lift Area, after
playing with Keith, the game will switch back to Jill and Parker. This hand
print is on the notebook that is on top of a metal block on the northeast side
of the lift area.
*******************************************************************************
== Room with Ladder ==
Walk over to the ladder. Look on the pipes below the ladder and an item can be
seen. The item cannot be retrieved until later in the game however. Fall down
the ladder for now. Jill will land in the water below. Jill and Parker will
chat a bit about the water. Open the door down the left corridor.
== Water Passage ==
Move through the water then run up the stairs and open the next door.
== Control Room ==
Walk over to the controls on the left side of the current room and examine
them. The computer voice will mentione that power can be restored in the
Engine Room.
Objective: Search for the engine room
The switch to the side cannot be pulled at the moment since power is not yet
restored. Be sure to use the green weapon crate to the side if needed.
NOTE: Take the rifle weapon with Jill. Equip with your highest damage upgrade
to make it take off more damage per shot.
Open the door on the other side of the room.
------------------------------------------------------------------------- SCANS
[ ] Rifle Ammo (+3) - Scan the floor near the pipe in between the monitor and
the control boxes to the left of the monitors.
-------------------------------------------------------------------------------
== Floodgate Area ==
Move down the corridor ahead then step down the stairs and move into the water.
As Jill rounds the left corner up ahead, some sort of creature can be seen as
it raises up out of the water a bit.
------------------------------------------------------------- BREAKABLE OBJECTS
[ ] Small Crate - Below a window to the right as Jill exits the Control Room.
[ ] Small Crate - Below a window to the right as Jill exits the Control Room.
-------------------------------------------------------------------------------
A new enemy will attack Jill once she moves down the waterway and makes a
second left.
.------------------------- NEW ENEMY - SEA CREEPER ---------------------------.
| WEAK AREAS: |
| - |
| |
| A Sea Creeper is a female sea creature that silently moves under the water. |
| It cannot be seen until it surfaces unless a player pulls out the scanner |
| to find its current position. It will raise its head out of the water from |
| a distance at times - a player can quickly shoot it then, and that is one |
| of the best times to hit it! |
| |
| The Sea Creeper attacks by swimming close to a player and then hopping out |
| of the water and grabbing then squeezing the player. Press the Y button to |
| fight off its grab if it grabs your character. It can shot before the grab |
| to stop the grab, but the shot must hit it before it actually touches your |
| character. Aim slightly upwards to make sure that you hit it since it will |
| hop upwards before the grab. |
| |
| These enemies can be run from or fought. It really depends. If you fight |
| one make sure that you use a weapon that will kill it in about two shots. A |
| rifle works the best since it will take off tremendous damage per shot. |
'-----------------------------------------------------------------------------'
These Sea Creeper enemies can be a pain. Either run right by it and open the
door or prepare to shoot it with the rifle. These enemies have a close range
grab that they will do often. They hide under the water then suddenly hop out
of the water and grab. If you can get some distance between the creature and
Jill, it will lift its head out of the water - that is best time to shoot it.
It can be shot shortly before a grab, but you have to aim upward or aim
straight at it and hit it before the grab.
Use the rifle to shoot the Sea Creeper if you fight it. Make sure that the
first shot that Jill hits it with kills it or damages it badly. If you're
trying to hit it before it grabs, it might be best to use the shotgun. These
enemies can damage Jill quickly with their grabs, so just run if Jill keeps
getting hit by them.
Open the door to the next area.
------------------------------------------------------------------------- SCANS
[ ] Shotgun Shells (+3) - Scan the floor near the pipes on the right wall
before moving toward the door at the end of the hall.
-------------------------------------------------------------------------------
== Maintenance Room ==
Do not touch the steam that shoots out of the overhead pipe or Jill will get
damaged. She must find a way to shut off the steam from the pipe. Run to the
other side of the room and open the door.
== Maintenance Room Passage ==
Take the green herb below the walkway then open the next door.
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - Lying on the small platform below the walkway.
-------------------------------------------------------------------------------
== Engine Room Corridor ==
There are two Sea Creepers in the water in this area. Run to either end of the
room and equip the rifle then wait for the Sea Creepers to lift their head out
of the water and then blast them from a distance.
--------------------------------------------------------------------- ITEM LIST
[ ] Rifle Ammo (+5) - On a platform down the north end of the corridor.
[ ] Machine Gun Ammo (+30) - On a platform down the south end of the corridor.
------------------------------------------------------------------------- SCANS
[ ] Machine Gun Ammo (+30) - Scan the vent on the west wall after moving up the
stairs before opening the door down the north corridor.
-------------------------------------------------------------------------------
== Engine Room Upper Level ==
Don't mess with the controls at the moment while on the catwalk. Run to the
far right side of the catwalk and read the --STEAM PIPE MAINTENANCE REPORT--
file. It will mention three areas with steam pipes and three letters.
A: Maintenance Room
B: Engine room, upper level
C: Engine room, lower level
Each letter is basically a lever. So... when a lever is on "C" that will stop
the steam for the Engine Room, lower level
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - In the corner down the catwalk with the steam in the middle.
-------------------------------------------------------------------------------
Run back down the catwalk and pull the lever. It should switch to "C" on the
inside meter. This will stop the steam in the water area below the engine room
(lower level). There is no use to examine the controls nearby since Jill needs
a key to use the controls. Parker will stay in the Engine Room and ask Jill to
pull the lever on the panel on the other side of the room.
Objective: Investigate other panel
Leave the room and step back into the Engine Room Corridor then open the gate
door to the south in that corridor and follow it to end then open the next
door. This will lead Jill the lower level of the Engine Room.
== Engine Room (Lower Level) ==
Follow the water trail to the west side of the room and be sure to grab the
Lower Interior Map from the wall. Open the door on the other side. No
enemies!
--------------------------------------------------------------------- ITEM LIST
[ ] Custom Parts - On a platform down the waterway to the right as soon as Jill
enters the lower level of the Engine Room.
[ ] Lower Interior Map - Stuck on the wall before opening the door on the other
side of the room.
-------------------------------------------------------------------------------
== Water Corridor ==
Ghiozzo are in the water below. Some of them might move up the stairs and
attack Jill. The majority of them will wait until Jill gets into the water
before they attack though. There is a cluster of gears up ahead. The middle
gear is missing. Keep that in mind.
--------------------------------------------------------------------- ITEM LIST
[ ] Random Ammo - On the walkway across from the entrance door.
-------------------------------------------------------------------------------
Move down the stairs to the side and step into the water below. A few Ghiozzo
might attack Jill so keep a sharp eye to the right side of her. Open the first
door to the side.
== Tank Room ==
Run around the side of the tank in the middle of the room. There is an Ooze
Mutant in the water right in front of the table with the items. Move toward
the table then slowly back up as it rises out of the water. Take out the
shotgun and blast it. Exchange the ++MACHINE GUN AUG++ for the handgun or
other machine gun if Jill has either weapon then take the Custom Parts and exit
the room.
--------------------------------------------------------------------- ITEM LIST
[ ] Custom Parts - On the table.
[ ] ++MACHINE GUN AUG++ - On the table.
-------------------------------------------------------------------------------
== Water Corridor ==
As Jill moves further to the south more Ghiozzo will start to attack from the
water. When she moves to the very end of the water area, a Sea Creeper will
attack from the water. Quickly run up the stairs in the south or run back down
the corridor and wait for it to lift its head out of the water then shoot it
with the rifle.
--------------------------------------------------------------------- ITEM LIST
[ ] Machine Gun Ammo (+30) - On a platform in the water (left side).
[ ] Green Herb - On a platform in the water (left side).
------------------------------------------------------------------------- SCANS
[ ] Shotgun Shells (+6) - Scan the right corner of the water area directly in
front of the stairs on the south side of the area.
------------------------------------------------------------- BREAKABLE OBJECTS
[ ] Small Crate - Up the stairs at the south end near a door.
-------------------------------------------------------------------------------
Ignore the first door for now and move down the stairs then run through the
water and find the scan area below. The door at the end of the water corridor
is locked, so run back up the stairs then open the door to the Engine Room.
------------------------------------------------------------------------- SCANS
[ ] Rifle Ammo (+5) - Scan the middle portion of the stairs near the water.
[ ] Shock Grenade - Scan the area to the left of the door in the water.
-------------------------------------------------------------------------------
== Engine Room (Upper Level) ==
Examine the --MEMO LEFT IN THE ENGINE ROOM-- file on the desk. It gives a clue
as to the whereabouts of the restart key. It says "Get it in gear"... Gear
puzzle!
--------------------------------------------------------------------- ITEM LIST
[ ] Machine Gun Ammo Case - On the desk near the controls on the south side of
the upper level of the Engine Room.
-------------------------------------------------------------------------------
Pull the switch on the side wall. This switch will cause the gauge to go to
"B", so it will turn off the steam in the upper level of the Engine Room - in
the middle. Examine the control panel on the current side to get the next
objective. Jill must find the restart key!
Objective: Search for the restart key
Run to the other side of the Engine Room and pull the lever on the other side
once again (Parker's side). It will switch to "A" which means that the steam
in the Maintenance Room has now stopped! Jill needs to return to the
Maintenance Room now. Open the door behind Parker.
== Engine Room Corridor ==
Move down the steps and through the water then open the door on the east side
of the room. Step through the Maintenance Room Passage then reenter the
Maintenance Room.
== Maintenance Room ==
The steam that was blocking the doorway is no longer pouring out of the
overhead pipe. Rush into the new area and rotate the valve handle - this will
restore power to the gear device back in the Water Corridor. Grab the **COG**
from the platform in the back of the room. Leave the room and return to the
Upper Floor Engine Room where Parker is.
--------------------------------------------------------------------- ITEM LIST
[ ] **COG** - On the platform beind the doorway.
[ ] Shock Grenade - On the shelf in the behind the doorway.
------------------------------------------------------------------------- SCANS
[ ] Shotgun Shells (+5) - Scan the corner of the room below the valve handle
(left side)
-------------------------------------------------------------------------------
== Maintenance Room Passage ==
There are now two Ghiozzo in the water in this room. Take out the machine gun
and blast them when they move toward Jill.
== Engine Room Corridor ==
An Ooze Mutant is in the water below each gate door that leads back to the
Engine Room. Open the north gate to go back to the Engine Room (Upper Level).
Parker will talk to Jill a bit. Run by him and open the door on the other side
of the room.
NOTE: To make returning to the gear puzzle easier, open the door on the left
side of the Engine Room Corridor then go back through the lower level of the
engine and move up the stairs through the next door and Jill will be right in
front of the gear puzzle. She will not have to fight any enemies along the
way!
== Water Corridor ==
Turn to the right and step down into the water. A Sea Creeper is in the water
to the right, so toss a shock grenade into the water once it appears. The
shock grenade will kill it instantly. Move further down the corridor and
another Sea Creeper and an Ooze Mutant will surface from the water. This looks
like a job for another shock grenade. Toss another shock grenade into the
water near them. If Jill doesn't have a shock grenade, blast the Ooze Mutant
then run by the Sea Creeper.
Move up the stairs at the end of the corridor and Jill will be near the set of
gears again. Place the cog on the middle portion of the set of gears then
press the button to the side of the gear wheel. The middle portion will open
and reveal the **RESTART KEY**. Parker will radio Jill after she collects the
restart key. Repairs are complete! Go back the way Jill came to avoid
fighting any enemies and return to Parker in the Engine Room (Upper Level).
== Engine Room (Upper Level) ==
Objective: Restart power
Parker will be in position to restart and will ask Jill to go over to the other
set of controls. Rush over to the controls on the south side of the Engine
Room and use the restart key to restore power to the Engine Room. The water
will start to rise in the room and a cutscene will play shortly.
___________________
S C E N A R I O 3 \___________________________________________________________
-------------------------------------------------------------------------------
[WT11]
Time: 10:48pm
Location: Near the Crash Site
Characters: Keith and Quint
== Crash Site ==
Objective: Head for the crash site
Keith and Quint are now investigating the crash site. Move to the south and
two Fenrirs will step into view and attack. Blast them with the machine gun
from a distance. Further ahead, three more Fenrirs will attack. Quint will
eventually mention that he is going to run ahead and check the terminal at the
crash site. He will literally leave Keith while Fenrirs are in the area. Hey,
thanks a bunch, buddy!
Run to the top of the hill and eventually the crash site will be in the
distance. Drop off the ledge at the top and meet up with Quint below.
------------------------------------------------------------------------- SCANS
[ ] Hand Grenade - Scan the rocks to the right after dropping off the side.
[ ] Machine Gun Ammo (+30) - Scan the ground below the large metal container.
-------------------------------------------------------------------------------
Quint will suddenly fly back as if something just knocked him down out of thin
air. A new type of Hunter enemy will appear in groups shortly.
.-------------------------- NEW ENEMY - FARFARELLO ---------------------------.
| WEAK AREAS: |
| - Head (shoot for greater damage) |
| - While dashing forward (shoot to stun) |
| - Any portion of body (shoot to ground) |
| |
| Farfarello's are Hunters that have been injected with the T-Abyss virus and |
| have received the ability to cloak themselves. They can literally make |
| themselves transparent to where they cannot be seen as they walk. They |
| basically have the same attacks at the standard Hunter but they are more |
| aggressive and powerful. |
| |
| While fighting these enemies, one way to see them is to aim toward their |
| locaton and watch for the laser on your weapon to form a dot to signify |
| that the laser is targeting something. Even though they remain transparent |
| a gun's laser will find them when aiming. They like to move slowly while |
| they are transparent. Most of the time, they will ready a claw strike then |
| appear a few seconds before they slash. |
| |
| Their jumping slice is very damaging. It will take a player down to danger |
| status very quickly! The shotgun is the best way to deal with them from |
| close range and a machine gun works well at damaging them from a distance. |
'-----------------------------------------------------------------------------'
Objective: Destroy the enemies
Several Farfarello enemies will appear and attack. They will constantly turn
transparent and slowly move toward the characters and attack. They like to
charge their claw attack then appear seconds before they actually perform the
attack. Blast them from close range with the shotgun, but shoot them from long
range with the machine gun. You can aim toward the area in front of your
character and watch for the laser pointer to form a circle in order to tell if
Keith is aiming at one or not while it is transparent.
Keith and Quint will have to fight several Farfarello enemies. They will start
out in a group of four, but more Farfarellos will join the group eventually -
some of them leap off the back hill that Keith fell off of earlier. Try to put
Keith's back to a wall so that hey can't get behind him that easily. Run back
the way that Keith came from if you must.
NOTE: To make this battle easier, especially in Hell mode, run toward the plane
wreckage in the back of the area (near the crates) and shoot the Farfarfellos
as they appear. They cannot get behind Keith as easily from this area. You
can literally blast them with the handgun and kill them.
Objective: Start up the terminal
Move further toward the crash site area. There are several collectibles around
the area. Keith will have to move a strip of metal out of the way to get into
the front end of the plane - approach it and press the action button to move
it. Use the Security Token on the terminal in the plane to trigger a cutscene.
------------------------------------------------------------------------- SCANS
[ ] Handgun Ammo (+10) - Scan the ground near the small metal container.
[ ] Handgun Ammo (+10) - Scan the ground near the strips of the plane off to
the right.
[ ] Machine Gun Ammo (+30) - Scan the ground near the strips of the plane off
to the right.
[ ] Shotgun Shells (+8) - Scan the portion of the plane below the piece of
metal that Keith has to move.
------------------------------------------------------------- BREAKABLE OBJECTS
[ ] Small Crate - Near the plane turbine.
[ ] Small Crate - Near the plane front end.
[ ] Small Crate - Near the plane front end.
-------------------------------------------------------------------------------
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
E P I S O D E 6 - C A T A N D M O U S E
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- - -
Indeed he lives, and thus alone
Me it behoves to show him the dark valley;
Necessity, and not delight, impels us.
La Divina Commedia Inferno, Canto XII
- - -
___________________
S C E N A R I O 1 \___________________________________________________________
-------------------------------------------------------------------------------
[WT12]
Time: 11:16pm
Location: Mediterranean Sea
Characters: Chris and Jessica
== Helipad ==
Chris starts with the following items in his inventory:
Machine gun G36 (30/90)
Handgun M92F (10/30)
Shotgun M3 (6/16)
Pulse Grenade x 2
Green Herb x 1
Chris and Jessica have now docked on the Queen Zenobia. It's time to search
for Jill and Parker!
Objective: Search for Jill and Parker
Run ahead and move down the stairs on the bridge. Chris cannot use the weapon
crate off to the far left. Only Jill can use weapon crates in Revelations.
The door down the walkway to the far right is locked and won't open. Chris
will have to enter the cabin room directly ahead by stepping through either of
the doors in the middle.
== Cabin ==
Search the room over for a few items. Chris and Jessica will talk a bit as
Chris moves toward the elevator doors in the back. Pick up the Ship Interior
Map on the wall near the elevator. Open the door to the elevator and step
inside. The elevator will go down to the Promenade Deck after Chris presses
the button inside. Step out of the elevator and open the double doors down the
corridor.
--------------------------------------------------------------------- ITEM LIST
[ ] Handgun Ammo (+10) - On a table in the front portion of the room.
[ ] Ship Interior Map - On the wall near the elevator door.
------------------------------------------------------------------------- SCANS
[ ] Machine Gun Ammo (+15) - Scan the vase on the left side of the room.
-------------------------------------------------------------------------------
== Promenade ==
A big wave of Ooze Mutants will attack Chris and Jessica in this area. The
enemies do not appear to stop spawning, but there is a set amount of enemies.
Normal Ooze Mutants and Ooze Mutants with claw arms will attack. It's really
best just to stay near the entrance doors and kill them as they appear. They
will stop appearing eventually.
Try to use the handgun as much as possible from a distance but use the machine
gun and shotgun to fight off any Ooze Mutants that get too close. Some of them
will fall from the floor up above and they will fall near the characters, so be
sure to have a loaded weapon ready to blast them after they fall.
--------------------------------------------------------------------- ITEM LIST
[ ] Handgun Ammo (+10) - On a table in the Café area.
[ ] Hand Grenade - Near the sinks in the Café area.
[ ] Hand Grenade - Out on the balcony on the second floor (on a table).
[ ] Green Herb - On the floor near the closed shutter on the second floor.
[ ] Pulse Grenade - On a shelf, in the room where the Scagdead was trapped in
Jill's game.
------------------------------------------------------------------------- SCANS
[ ] Hand Grenade - Scan the middle of the flower bed with plants in it.
[ ] Shotgun Shells (+4) Scan the box near the flower bed.
-------------------------------------------------------------------------------
Find the single door with the anchor mark on the bottom floor and open it. Run
up the stairs and move across the walkway then open the door on the other side
of the Promenade area.
--------------------------------------------------------------------- ITEM LIST
[ ] Handgun Ammo (+10) - On a table along the way to the exit door in the
Promenade area.
------------------------------------------------------------------------- SCANS
[ ] Pulse Grenade - Scan the box on the other side of the Promenade after
opening the single door with the anchor mark.
-------------------------------------------------------------------------------
== Storage Hallway ==
Once again, Chris cannot use the green weapon crate off to the left. Rush down
the corridor to the right and open the door at the end.
== Promenade Deck Stairs ==
Open the big door to the left and the door in the area with stairs to enter the
Grand Hall.
== Grand Hall ==
Quint will contact Chris and Jessica once the two start to enter the Grand
Hall. Quint will mention that Jill and Parker are probably in the bilge.
Objective: Head for the bilge
The entrance door to the Casino is directly ahead on the bottom floor of the
Grand Hall - Chris will have to move through the Casino to reach the bilge just
like Jill did. Run over to the door then open it and open the next door
afterwards.
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - On an opening in the wall to the right of the entrance to the
bilge.
[ ] Handgun Ammo (+10) - Lying on a table on the northeast side of the second
floor of the hall.
-------------------------------------------------------------------------------
== Casino ==
There is something pounding on the other side of the large door on the right
side of the Casino. Once Chris and Jessica step near it, Jessica will mention
that it seems like something is on the other side of the door \. Shortly after
she speaks, two Scagdeads will knock the door down and attack the two
characters.
--------------------------------------------------------------------- ITEM LIST
[ ] Handgun Ammo (+10) - On the railing of the fountain in the middle of the
Casino.
[ ] Green Herb - On a chair near the big door that the creatures bang on.
[ ] Handgun Ammo (+10) - On a table on the north side of the Casino.
[ ] Hand Grenade - On a chair near the table on the north side of the Casino.
[ ] Pulse Grenade - In between the slot machines on the southwest side of the
Casino.
-------------------------------------------------------------------------------
The Scagdead enemies are just as tough and aggressive as the one that Jill
fought, but Chris has much better weapons for dealing with them. Try to keep
them grouped and toss all hand grenades at them. Chris can sort of go all out
on them with the machine gun and the shotgun, but keep in mind that he will
have to fight other enemies in other rooms after these two. Try to use the
handgun once Chris and Jessica only have one Scagdead left.
Chris can instantly stun the Scagdead enemies by tossing a pulse grenade at
them. This will set them up for a melee. Rush up to one of the stunned
Scagdeads and charge a melee then hit it. Constantly have a pulse grenade
equipped and toss it if they ever trap Chris. Shoot the head of the human body
on the their left side (your right) with the machine gun from long range and
blast them with the shotgun from close range.
The final Scagdead that is defeated will leave behind the **TRIDENT KEY**.
The VIP Room that Jill and Parker went in earlier is locked and cannot be
opened by Chris. Enter the room where the two Scagdeads were held then use the
Trident Key to unlock the door in the back of the room. Jessica will start to
talk to Chris after entering the next room. Fall down the opening below the
trapdoor.
--------------------------------------------------------------------- ITEM LIST
[ ] **TRIDENT KEY** - Dropped by the final Scagdead that is defeated.
[ ] Green Herb - On the desk in the room where the two Scagdeads were trapped.
[ ] Hand Grenade - On the ticket booth counter.
-------------------------------------------------------------------------------
== Underground Room ==
A new type of Ooze Mutant will be in the room with Chris after he lands on the
floor below. This Ooze Mutant Exploder will try to move toward a character
then explode and inflict heavy damage on that character. It can be shot in the
legs to make it fall to its knees. Once it falls, it will explode a few
seconds later. It can be shot in its top half to make it expand and explode,
but it will keep moving when shot in the top half.
Open the door on the other side of the room after killing the Ooze Mutant
Exploder.
--------------------------------------------------------------------- ITEM LIST
[ ] Handgun Ammo (+10) - On the shelf on the left side of the room.
------------------------------------------------------------------------- SCANS
[ ] Lump of Flesh - In the puddle of blood on the right side of the room.
-------------------------------------------------------------------------------
== Underground Storage Room ==
Three Ooze Mutant Exploders and one Ooze Mutant Bone Shooter are in the room
ahead. Be sure to shoot the legs of the Exploders to make them stop moving
then allow them to explode. Two normal Ooze Mutants will crawl through vent
ducts on the other side of the room and attack. One Ooze Mutant with claw arms
will attack in the very back of the room.
Climb the ladder in the back of the room to continue. An Ooze Mutant Exploder
will be in the corridor at the top of the ladder. Kill him then fall down the
hatch at the end of the corridor.
------------------------------------------------------------------------- SCANS
[ ] Hand Grenade - Scan the bones in the blood near the first shelf.
[ ] Handgun Ammo (+10) - Scan the next blood puddle in the room.
[ ] Hand Grenade - Scan the blood puddle on the bottom shelf in the back of the
room.
-------------------------------------------------------------------------------
== Lift Area ==
Pull the switch on the elevator to take it down to trigger a cutscene.
== Bottom of Lift Area ==
The south door is still locked. Open the door on the north side of the area.
== Room with Ladder ==
Fall down the ladder then open the door below.
== Water Passage ==
Open the door to the control room up ahead.
== Control Room ==
The voice over the intercom will mention there there is trouble in the Engine
Room. The switch to the side cannot be pulled. Move out into the floodgate
area, but be sure that the Ooze Mutants in the outside area away from the door.
If not, they will be directly in Chris' face as he exits the Control Room.
--------------------------------------------------------------------- ITEM LIST
Handgun Ammo (+20) - On the controls near the monitor.
Hand Grenade - On the controls near the switch.
Hand Grenade - On the controls near the switch.
-------------------------------------------------------------------------------
== Floodgate Area ==
Blast the two Ooze Mutant Exploders and the Ooze Mutant with claw arms. Use a
hand grenade on them if Chris is lacking in firepower - Chris most likely will
have to.
Move down the stairs up ahead. An Ooze Mutant Bone Shooter will be at the
other end of the corridor. Kill him then run further ahead and two normal Ooze
Mutants and an Ooze Mutant Exploder will be moving down the corridor. Toss a
hand grenade at them. Open door at the end of the corridor.
== Maintenance Room ==
Three normal Ooze Mutants will attack in this room. There is an Ooze Mutant
Exploder behind the glass in the room directly ahead. Toss a hand grenade at
the three normal Ooze Mutants once they gather. The first one will be hunched
over to the left but the other two will fall into the room shortly.
Lure the Exploder out of the room in the back by stepping in and out of the
room quickly then retreat to shoot him. Open the door on the other side of the
room.
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - Below the valve handle in the room with the Exploder.
[ ] Machine Gun Ammo (+60) - On a shelf in the room with the Exploder.
[ ] Machine Gun Ammo (+60) - On a shelf in the room with the Exploder.
[ ] Shotgun Shells (+16) - On a cabinet in the room with the Exploder.
[ ] Shotgun Shells (+16) - On a cabinet in the room with the Exploder.
-------------------------------------------------------------------------------
== Maintenance Room Passage ==
An Ooze Mutant Bone Shooter and one with claw arms will be up the stairs to the
right as soon as Chris and Jessica enter the next room. An Ooze Mutant
Exploder will be down the corridor to the right as well. Quickly kill off the
Exploder to the right (with the machine gun) then deal with the other two Ooze
Mutants afterwards. If you try to kill the other two first, the Exploder will
explode on both characters.
== Engine Room Corridor ==
Three normal Ooze Mutants will be crawling toward Chris and Jessica from off to
the left upon stepping into this area. An Ooze Mutant Bone Shooter will be in
the back of them. Toss a hand grenade at the normal Ooze Mutants then shoot
the Bone Shooter from a distance.
The gate door at the north end will not open. Open the gate door at the south
end then open the next door to trigger a cutscene. Quint will contact Chris
and tell him that the Engine Room is around their current location shortly
before opening the door to the Engine Room.
___________________
S C E N A R I O 2 \___________________________________________________________
-------------------------------------------------------------------------------
[WT13]
Time: 11:43pm
Location: Bilge Passageway
Characters: Jill and Parker
== Engine Room ==
Objective: Leave engine room
Jill will start out in the water. A player will have to swim at the beginning
portion of this chapter in order to escape the bilge area.
Swimming Controls:
Y - Dive
B - Swim
Left Circle Pad - Turn Jill while swimming
Jill's air amount while underwater is not shown in a gauge on the screen. When
she is almost out of air, the screen will start to turn black and white and
blood trails will form on all sides of the screen. Jill will have to surface
in an area with air to restore herself. Jill can get hurt while underwater,
but she will fully restore when she surfaces. You can think of surfacing as
using a green herb basically.
Dive under the water and the find the **PIPE** in front of the reset controls
on the north side of the top floor catwalk of the Engine Room below. This is
the same side that Parker was on when he used the reset controls. Jill will
need multiple pipes, but she can only hold one pipe at a time. Find the
grating in the ceiling in between the two air pockets where Jill can surface.
Swim toward the grating then interact with it to make Jill use the pipe to try
to pry it open. Tap the Y button to try to pry the grating open. Her first
pipe will bend. Dive back down into the water and swim all the way to the
bottom floor. The bottom floor has two **PIPES** on it. Grab one of the pipes
then swim back up to the grating and try to pry it open again. A cutscene will
trigger after the grating is lifted off.
== Engine Room Vent ==
Run to the end of the vent and pick up the items along the way then drop. Jill
will land in the Engine Room Corridor below.
--------------------------------------------------------------------- ITEM LIST
[ ] Random Ammo - In the middle of the vent.
[ ] Shotgun Ammo Case - On the floor before the dropoff.
-------------------------------------------------------------------------------
== Engine Room Corridor ==
Objective: Close the bulkhead
Parker will mention that they can close the bulkhead in the control room. The
Control Room is the room with the switch from the last episode. Open the door
on the east side of the area.
== Maintenance Room Passage ==
Enter the Maintenance Room on the other side of the current room.
== Maintenance Room ==
A Sea Creeper is now in the Maintenance Room. It's not really worth dealing
with. If you decide to fight her, just toss an electric shock grenade in her
area or stand at a distance and blast her with the rifle when she lifts her
head out of the water. She is not worth the trouble to fight though since
there are no items in the area worth grabbing.
== Floodgate Area ==
Two Ghiozzo will be in the water at the start of this area, so be ready to
blast them. As Jill rounds the second corner, two more Ghiozzo will attack.
When Jill runs toward the stairs, a Sea Creeper will hop out of the water and
try to grab her. Inch toward the stairs and allow the Sea Creeper to hop out
of the water then move back as she tries and then dash by her. Run up the
stairs and enter the Control Room at the top to trigger a cutscene.
== Control Room ==
Objective: Head for the hall
The two characters need to get to the Observation Deck now. Parker mentions
that they can climb to the Observation Deck from the hall. Use the green
weapon crate to the side if needed. Be sure that Jill has a machine gun and a
shotgun with her. The characters need to leave the bilge area now. Open the
door on the other side of the control room.
== Water Passage ==
There are no enemies in this area. Open the next door.
== Room with Ladder ==
When Jill moves around the corner toward the ladder, two Ooze Mutants will rise
up out of the water. Toss a shock grenade at them both if Jill has one. Climb
up the ladder afterwards and open the door at the top.
== Bottom of Lift Area ==
Jill still doesn't have the card key needed to unlock the door on the other
side of the bottom portion of the lift area. Get on the lift and pull the
switch on the controls to take it back up.
== Lift Area ==
Run over to the ladder on the north side of the Lift Area then climb it.
== Ventilation Area ==
Fall off from the ladder up ahead then move toward the next ladder. Three
Ghiozzo will drop from the area above the next ladder. Blast them before they
can attack Jill. It seems like we're going the right way, eh? Climb the
ladder then climb the next ladder up above.
== VIP Room ==
Step back into the Casino area. Use the green weapon crate to the side if
needed.
--------------------------------------------------------------------- ITEM LIST
[ ] Shotgun Shells (+8) - Lying on a sofa.
-------------------------------------------------------------------------------
== Casino ==
No surprises here! Move back up the stairs and reenter the Grand Hall on the
other side of the big doors above.
== Grand Hall ==
A loud crash will echo throughout the room as Jill and Parker enter the Grand
Hall. Loud noises are never good in a survival horror game...
Follow Parker toward the elevator on the south side of the Grand Hall. Maybe
Jill can beat him! Run toward it as he tells your Jill to follow him then see
what he thinks once you get there before him. Ha, you read Berserker's guide,
not some other guide that wouldn't have such corny phrases in it like this one.
Anyway, open the elevator doors and step inside. Press the button on the
conrols along the side to take it up to the Observation Deck. Look out the
glass window while it rises to take a moment and enjoy the breathtaking view of
the Grand Hall. It looks so wonderful and peaceful until...
Holy hell, there's that sound again! The windows just cracked and now the
elevator is completely demolished while it's still rising. Oh lord. Some sort
of creature will peek in at both of the characters from the top of the
elevator. Don't try to shoot at the creature while it peeps into the elevator.
Shooting it then does no good.
Objective: Repel the enemy
NOTE: It's best to use the shotgun for this battle since Jill will want to keep
most long range ammo for a later battle.
Eventually, the creature outside the elevator will lower its appendage over the
window directly ahead. The appendage has a soft spot in the center of it, so
take out the shotgun and blast that soft spot just to see how tender it is.
It's very tender it seems, so shoot it some more and eventually the appendage
will rise back up. It should take around three shots. If Jill does not shoot
the appendage enough to repel it, the creature will strike the side of the
elevator with its palm appendage and damage Jill and Parker.
The creature will now lower its appendage over the left window. Blast its
appendage once again to make it raise its appendage back up. The creature will
keep lowering its appendage to try to hit the elevator, so just keep blasting
it in the center portion when it lowers. Sometimes it will wave the appendage
to where the hard portion will face Jill and Parker, so just wait until the
soft portion can be seen then blast it.
NOTE: When the creature looks inside the elevator, do not blast it then!
That's just a waste of ammo! Take out the scanner and scan him instead - each
scan is worth 50%!
The creature will eventually shake the elevator quite a bit then it will go
back to lowering its appendage over the side of the elevator. Just ignore the
shake since it doesn't hurt the characters. After warding off the appendage
several times, eventually the creature will stop messing with the elevator and
the elevator will begin to rise again.
== Observation Hall ==
Step out of the elevator and take the items to the side. There is a green
weapon crate across from the elevator. Make sure that Jill has the Machine Gun
AUG with the highest damage upgrade and the shotgun with a damage upgrade. The
rifle can help, but Jill needs weapons with a quicker rate of fire in order to
spam damage more for the upcoming battle.
--------------------------------------------------------------------- ITEM LIST
[ ] Random Ammo - On the sofa near the elevator.
[ ] Green Herb - Near the sofa by the elevator.
-------------------------------------------------------------------------------
Move into the wide open area with stands around the corner. When Jill and
Parker reach the middle portion of the room, the creature that was on the
elevator will fall into the room from the ceiling above.
--------------------------------------------------------------------- ITEM LIST
[ ] Random Ammo - Near a stand on the south side of the room.
[ ] Rifle Ammo (+6) - Near a stand on the south side of the room.
[ ] Machine Gun Ammo (+40) - Near a stand on the south side of the room.
[ ] Shotgun Shells (+6) - Near a stand on the south side of the room.
[ ] Machine Gun Ammo (+40) - On the south sofa on the east wall.
[ ] Green Herb - On the middle sofa on the east wall.
[ ] Hand Grenade - On the middle sofa on the east wall.
[ ] Hand Grenade - On the middle sofar on the east wall.
[ ] Rifle Ammo (+6) - Near a stand on the north side of the room.
[ ] Rifle Ammo Case - On a sofa on the north side of the room.
[ ] Green Herb - On a sofa on the north side of the room.
[ ] Machine Gun Ammo (+40) - On a sofa on the north side of the room.
-------------------------------------------------------------------------------
BOSS - Draghignazzo
Attacks:
Shield Ram - Draghignazzo places his shield arm on the ground for a few seconds
then dashes forward and tries to ram. Toward the end of the battle, he will do
this without warning - he will do it immediately. Run to the side to avoid
this - run toward his right side (your left). When he charges this move, Jill
can run in between his shield arm and body and quickly run to the back of him.
It's risky but it can work.
Ground Pound - Draghignazzo crouches and holds its shield arm into the air for
a few seconds then pounds the ground. Back away from him to avoid being hit by
this. It does take damage if Jill is too close. It will knock her off balance
- tap the Y button to get up.
Turn-Around Strike - When Dragnignazzo has its back turned, it will turn around
quickly and try to hit Jill with its shield arm while turning. Try to stay way
from the immediate area in the back of the boss to avoid this.
Weak Areas:
- The soft spot on the back of its appendage
- The soft spot on the its right side
- The soft spot on its back side [top] (shooting this will stun it eventually)
- The red soft spot (eye) at the very top of its back (major damage)
The Draghinazzo looks very threatening but he has some very limited attacks
which make him not so bad. His main attack will be to place his armored
appendage on the floor then dash toward both characters. This can be avoided
by running to the side while he faces your character. Be sure to do this early
though. It's best to spend most of this battle running to the side to avoid
it's ram!
It's other attack from a distance is to pound the floor with its appendage.
This will knock Jill off balance if she is near the boss. Tap the Y button to
stand back up afterwards. The interesting part about this boss is that, he
only has one close range attack. Never approach him while he has his back
turned and is standing up or the boss will quickly turn and hit Jill with his
appendage.
The turning slap with the appendage is his only close range attack though.
Jill can literally stand right below this boss while he faces her and the boss
will not hit her. The only way he can hit Jill is with a ram or a ground smash
and Jill can simply run at a distance to avoid taking damage from the ground
smash or run toward the boss and run under his appendage (between the appendage
and the boss' body) and to his back side when it lowers its appendage to ram.
Basically, by knowing his attack, a player can avoid him easily and make a
mockery of him... until he has been damaged a bunch.
Once the boss has been damaged a lot, it will start to ram without warning
sometimes. It will literally face Jill and just... RAM! The sudden ram is the
only hard part about this battle really. Once Jill has shot the boss a bunch,
it's best to keep your distance and allow it to ram then run to the side.
NOTE: The best way to dodge The Draghinazzo's ram from a distance is to run
toward his right (your left) side while he dashes. Jill will be running toward
the side without the shield appendage.
The boss can be damaged by shooting the soft spot in one of three areas - on
the back of his appendage, on his right side (your left) or on the top portion
of his backside. The best place to hit him is on the top portion of his back
side (top red portion). By hitting him there, Jill will eventually stun him
(he will collapse) and then she can move close to him and get in several free
hits. Blast him from a distance with the machine gun and blast him from close
range with the shotgun.
There are two explosive canisters around the room that can stun the boss. The
boss will likely set them off as it tries to ram - it will basically stun
itself. The explosive canisters can also be shot while it is near them. Hand
grenades will not stun him so just stick to guns for this battle. This boss is
not that tough if you know his attacks. His sudden dash is the only hard part
about fighting him.
Once he dies, the ladder in the back of the middle portion of the room will
lower.
NOTE: The boss can be scanned several times. Be sure to keep scanning him
until he is outlined in white while scanning him.
------------------------------------------------------------------------- SCANS
[ ] Custom Parts - Scan the middle portion of the floor near the windows.
[ ] Green Herb - Scan the floor near the north sofa on the east wall.
[ ] Rifle Ammo (+3) - Scan the floor near the left trash can while facing the
ladder.
-------------------------------------------------------------------------------
Objective: Start up the antenna
Climb up the ladder after the battle.
== Storage Room ==
Take the **VELTRO KEY CARD** from off the counter to the left and read the
--VELTRO AGENT JOURNAL 1-- file then open the door to the side with the Veltro
Key Card.
--------------------------------------------------------------------- ITEM LIST
[ ] **VELTRO KEY CARD** - On the counter to the left.
------------------------------------------------------------------------- SCANS
[ ] Machine Gun Ammo (+15) - Scan the floor near the boxes to the right.
-------------------------------------------------------------------------------
== Walkway to Antenna ==
Follow the walkway and move up the stairs and then climb the ladder.
*******************************************************************************
Handprint (21/30) - While Jill and Parker are about to fix the antenna right
near the end of the episode, the handprint is on the controls for the antenna.
This can be scanned in Episode 7 also.
*******************************************************************************
--------------------------------------------------------------------- ITEM LIST
[ ] Random Ammo - On the floor to the left after stepping outside.
[ ] Random Ammo - On the floor to the left after stepping outside.
-------------------------------------------------------------------------------
Approach the controls for the antenna and examine them to start a touch screen
puzzle.
.-------------------.
| |1| |2| 3 |
| |
| 4 |5| 6 |
| |
| |7| |8| |9| |
'-------------------'
5 to 3
9 to 6
7 to 5
1 to 7
5 to 4
2 to 5
4 to 2
5 to 4
8 to 5
7 to 9
5 to 7
9 to 8
.-------------------.
| 1 |2| |3| |
| |
| |4| 5 |6| |
| |
| |7| |8| 9 |
'-------------------'
O ----- O
/ |
/ |
/ |
O O
| /
| /
| /
O ----- O
Jill will radio Parker afterwards then a cutscene will trigger eventually.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
E P I S O D E 7 - T H E R E G I A S O L I S
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- - -
Aye to that truth with a face of falsehood,
A man should close his lips until shut,
Because without his fault it causes shame.
La Divina Commedia Inferno, Canto XVI
- - -
___________________
S C E N A R I O 1 \___________________________________________________________
-------------------------------------------------------------------------------
[WT14]
Time: Current Time
Location: Near the Antenna
Characters: Jill and Parker
== Walkway to Antenna ==
We rejoin Jill and Parker after they have just repaired the antenna and talked
with O'Brian. What a day!
Hop back down the ladder and reenter the Observation Hall below the ladder in
the room down the walkway. Quint will contact Jill and Parker along the way
and fill them on what they can possibly do now. He will contact them again
shortly.
== Observation Hall ==
Run over to the elevator on the north side of the room then open the door and
get inside and take it back down to the Grand Hall.
== Grand Hall ==
The elevator will stop before it reaches the bottom floor. The doors will open
to where Jill and Parker can leave the elevator however. Step out to the floor
that it stops on.
Quint will contact Jill and Parker once again. He tells them to use the UAV on
the foredeck. He says the UAV will discharge chaff that will throw off the
targeting system of the satellite.
Objective: Head to the deck
Use the stairs through the door on the west side of the current floor to reach
the floor below. Find the entrance to the Cafeteria on the west side of the
second floor and open the doors then reenter the Cafeteria area.
NOTE 1: If Jill moves to the first floor of the Grand Hall, Raymond will be
standing outside the Promenade Deck - it's a pretty interesting encounter with
him. I recommend checking it out.
NOTE 2: A player can go through the Promenade Deck to make a straight shot to
the Deck. The only problem is that Jill will skip out on several pickups that
can now be unlocked with the Veltro keycard. The elevator through the iron
double door in the Promenade area will take Jill straight to the Deck. If the
puzzle on the control box was not solved in episode 3, Jill still still have to
solve it.
NOTE 3: The Promenade Deck has extra item and ammo pickups in it. Jill run
will run by a few dead Ooze Mutant bodies as well. A pack of several Hunters
will attack near the Café and more will attack in the hall to the elevator.
== Dining Room ==
Three Ooze Mutant Bone Shooters are in this room. Two of them are on the
bottom floor and one is on the top floor walkway. Kill them all. Open the
door on the west side of the bottom floor.
== Outside the Library ==
Use the Veltro key card to unlock the door to the south portion of this room.
== Small Library ==
Examine the --SUICIDE NOTE-- file on the second bookshelf. Pick up the
++MAGNUM PYTHON++ on the desk in the back of the Library. If Jill has a rifle
then switch the rifle for the magnum. An Ooze Mutant will fall through a vent
in the ceiling when trying to leave the room, so be prepared to blast him.
------------------------------------------------------------------------- SCANS
[ ] Machine Gun Ammo (+15) - Scan the fallen book on the bottom shelf of the
first bookshelf to the right.
[ ] ++MAGNUM PYTHON++ - On the desk in the back of the small library.
-------------------------------------------------------------------------------
== Outside the Library ==
Step back into the Dining Room.
NOTE: Rachel is in the Library. Jill can fight her and knock her out and gain
some Illegal Custom Parts for knocking her out. She is likely to take much
ammo and hurt Jill a bit in the process though. Jill and Parker can take the
elevator on the bottom floor and get to the Deck from that elevator if you
want. Either way, Jill and Parker will meet up with Rachel no matter which way
the characters take back to the Deck.
== Dining Room ==
Use the Iron Anchor Key to open the door on the stairs if Jill hasn't yet.
== Captain's Dining Area ==
Grab all the items in the room then head back out to the Dining Room.
--------------------------------------------------------------------- ITEM LIST
[ ] Random Ammo - Lying on the table.
[ ] Random Ammo - Lying on the table.
[ ] Magnum Ammo (+6) - Lying on the cabinet by the table.
------------------------------------------------------------------------- SCANS
[ ] Custom Parts - Scan the floor below the small table on the other side of
the room.
-------------------------------------------------------------------------------
== Dining Room ==
Run to the top floor and open the door at the top.
== Exhibit Room ==
Open the door on the other side of this room.
== Hallway to Exhibit Room ==
Rachel will be up ahead as soon as Jill and Parker step into this hall. She
can be knocked out once again, but it will take some heavy firepower! She will
drop some --ILLEGAL CUSTOM PARTS-- if Jill can knock her out. If you fight
Rachel, try to weaken her with the machine gun and the magnum. Try not to use
only one for weakening her completely since its best to keep some ammo for each
weapon. Rachel has quite a bit of health, so it will take a lot of firepower
to knock her down.
An Ooze Mutant Bone Shooter is down the hall directly ahead. Run to the end of
the hall and open the next door.
--------------------------------------------------------------------- ITEM LIST
[ ] Illegal Custom Parts - Knock out Rachel by shooting her a bunch and she
will drop this.
-------------------------------------------------------------------------------
== Hallway with Paintings ==
An Ooze Mutant Bone Shooter is in front of the door down the hall up ahead.
Blast him then run down the left hall. If Jill reenters the Guest Room, an
Ooze Mutant with claw arms will be inside. Run to the end of the left hall and
use the Veltro key card to unlock the safe that was behind the painting
directly across from the door at that end and grab the --ILLEGAL CUSTOM PARTS--
from inside. Lift up the painting if Jill hasn't done so yet. Open the door
across from the safe.
--------------------------------------------------------------------- ITEM LIST
[ ] Illegal Custom Parts - Use the Veltro key card to unlock the safe behind
the painting in the Hallway with Paintings to find this.
-------------------------------------------------------------------------------
== Library (Second Floor) ==
Two Ooze Mutant Bone Shooters are standing on the back walkway. Kill them then
open the door down the walkway to the right.
== Guest Hallway ==
Run to the door at the end, down the hall to the right and step into the next
hallway. Ignore the Guest Room to the left.
== Elevator Hallway ==
There is one Ooze Mutant Bone Shooter and two Ooze Mutants with claw arms down
the right corridor that blocks the elevator. Toss a hand grenade at them or
use some sort of explosive to damage them all at once then use a gun to kill
them. Open the doors to the elevator then step inside. Take the elevator to
the Bridge.
== Hallway to Bridge ==
Run down the hall ahead and enter the Locker Room. Open the doors until Jill
gets to the Bridge.
== Bridge ==
Run down the ramp on the right side of the bridge area and open the door below.
== Bridge Hallway ==
Enter the Conference Room down the right hall and to the right.
== Conference Room ==
Run toward the back wall safe and use the Veltro key card to open it. Jill
will be able to grab some more --ILLEGAL CUSTOM PARTS-- from this safe.
--------------------------------------------------------------------- ITEM LIST
[ ] Illegal Custom Parts - Use the Veltro key card to unlock the safe in the
back of the Conference Room and this will be inside.
-------------------------------------------------------------------------------
Run back out into the Bridge Hallway then get on the elevator down the left
corridor. Take the elevator up to the Deck.
== Guest Cabin ==
Search the room over for random ammo and areas to scan. If you look out the
windows ahead, Jill can see some Hunters climbing the outside walls. Be sure
to use the Veltro key card to open the safe on the north side of this room and
pick up the --ILLEGAL CUSTOM PARTS-- from inside.
Jill can use the Veltro key card to unlock either of the doors that lead out to
the heliport on the west side of the room. It's best to unlock the right door
and step outside since Jill will be stepping out toward a green herb pick up
and the green weapon crate on the outside is just off to the right!
*******************************************************************************
Handprint (22/30) - While in the Guest Cabin near the front of the ship, scan
the table on the left (south) side of the room. The table has some blood on it
and the handprint is right near that blood.
*******************************************************************************
--------------------------------------------------------------------- ITEM LIST
[ ] Random Ammo - On the center table.
[ ] Random Ammo - On the back railing.
[ ] Green Herb - On a sofa on the north side of the room.
[ ] Random Ammo - On a chair on the north side of the room.
[ ] Hand Grenade (x3) - On the table on the north side of the room.
[ ] Illegal Custom Parts - Use the Veltro key card to open safe on the north
side of the room.
------------------------------------------------------------------------- SCANS
[ ] Magnum Ammo (+3) - Scan the left trash can in the middle of the room.
-------------------------------------------------------------------------------
== Heliport ==
Objective: Kill the Hunters
Hunters will attack Jill as she steps out onto the walkway no matter which door
she exits from. These Hunters can be a slight pain with how aggressively they
attack. It's best to try to get to one side of the walkway so Jill can face
all of them with her back to a railing. Do not reload often at all or Jill
will get hit!
The Hunters will mainly hit a player while Jill tries to reload more than
anything else. Switch weapons to keep from reloading even if Jill has to use
the magnum. The best time to reload is once a Hunter has been knocked down -
reload as it recovers. Do not reload in between Hunter waves or Jill is very
likely to get hit. The Hunters will attack that fast!
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - On the floor outside the right (north) door that Jill must
unlock to step out of the Guest Cabin.
[ ] Random Ammo - Near the railing in the middle of the walkway.
-------------------------------------------------------------------------------
After the first wave of Hunters, run toward the green weapon crate on the north
side of the walkway and start placing some of the upgrades that Jill recently
got onto her current weapons. Swap out any weapons that Jill has low ammo for
in place of other weapons. If you have to, swap the machine gun for a handgun
with burst fire.
Move over the bridge on the west side of the area and get on the heliport.
There is a metal crate off to the left and Parker should be standing right next
to it. Another wave of Hunters will start to attack as soon as Jill steps onto
the heliport. DO NOT fight them on the heliport area or Jill will get
surrounded easily. Run back onto the catwalk bridge and shoot them from the
bridge. The Hunters will not spawn behind Jill - they will only spawn from the
heliport area, so just focus all fire in that direction. Once the waves of
Hunters are gone, the next objective will be received.
Objective: Open the UAV container
Search the area over for items then walk toward the metal UAV container and
open it on the side where Parker stands to trigger a cutscene.
*******************************************************************************
Handprint (22/30) - While out on the heliport looking for the UAV, after
fighting all waves of Hunters, run to the far west end of the heliport and step
out onto the catwalk. The handprint is on the grating on the far west side of
the catwalk.
*******************************************************************************
--------------------------------------------------------------------- ITEM LIST
[ ] Random Ammo - On the ground near the metal container.
[ ] Handgun Ammo (+5) - On the northwest side of the heliport area.
------------------------------------------------------------- BREAKABLE OBJECTS
[ ] Small Crate - On the north side of the heliport area.
-------------------------------------------------------------------------------
___________________
S C E N A R I O 2 \___________________________________________________________
-------------------------------------------------------------------------------
[WT15]
Time: 1:08am
Location: Deck
Characters: Jill and Parker
== Heliport ==
Objective: Head to the control room
Jill and Parker have just dug out the UAV. Quint contacts the two characters
and tells them that the controls for the UAV are in the Control Room.
------------------------------------------------------------- BREAKABLE OBJECTS
Small Crate - Near the metal container.
Small Crate - On the north side of the heliport area.
Small Crate - On the north side of the heliport area.
------------------------------------------------------------------------- SCANS
Custom Parts - Scan the bottom portion of the UAV.
-------------------------------------------------------------------------------
There is a short route to the Control Room in the Heliport area. Move back
across the catwalk bridge then run to the far right and find the door at the
end of the walkway. Parker will stand next to the door. Open the door to
trigger a cutscene.
== Outside Walkway to Control Room ==
Time Limit: 5:00 (5 minutes)
The rest of this part is timed, so be sure to run and don't get into too many
fights. The time limit is very strict. Do not stop often at all or your
characters will die!
Run toward the doorway up ahead. On the other side of the doorway is a very
long outside walkway. To the left there is a weapon crate. Three Hunters are
up ahead. Blast them out of the way quickly then start moving along the
walkway. Do not stand and fight for too long.
While moving ahead, an Ooze Mutant Exploder and a Hunter will come into view.
Try to blast the explosive barrels that they move by to kill them quickly. Two
more Hunters and two Ooze Mutant Bone Shooters can be seen in the distance.
Try to hit the explosive barrels that the Hunters run by. Use a machine gun to
fire at the Bone Shooters.
A few Hunters will fall from above and an Ooze Mutant Exploder will be further
ahead. Once again, blast the red barrels that they move by. Hurry to the door
at the end of the walkway then quickly open it. If you reach the door with 3
minutes to spare, you're doing great!
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - On the floor near the dooway that leads out of the first
corridor.
[ ] Random Ammo - On a bench along the outside walkway.
------------------------------------------------------------- BREAKABLE OBJECTS
[ ] Small Crate - On the outside walkway.
[ ] Small Crate - On the outside walkway.
[ ] Small Crate - On the outside walkway.
[ ] Small Crate - On the outside walkway.
-------------------------------------------------------------------------------
== Hallway to Control Room ==
A Bone Shooter is around the first corner and an Ooze Mutant Exploder will move
out from behind the second corner. Back away from the Exploder then quickly
blast him when he steps into view. Run to the elevator doors and step inside
then take it to the floor below. It will only go one way, so just hit the
controls along the side after getting inside.
NOTE: The elevator ride down to the Cargo Room literally takes about 30 seconds
away from the current time!
== Cargo Room ==
There is a green weapon crate to the right as the characters step out of the
elevator.
Jill and Parker and the player will have a great big surprise waiting for them
once Jill moves around the right corner after stepping through the doorway up
ahead. Rachel will be waiting for Jill and Parker! Now, is not really the
time to fight her however. Run by her! Be ready to dodge her attack because
she will try to grab!
NOTE: Instead of running straight through the doorway and turning right, it's
best to move toward it then back up as Rachel steps into view. This way, she
can be seen before she attacks and a player can more easily dodge her attacks.
Sometimes backing up will avoid her attack.
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - Lying near the first doorway. Be sure to pick this up.
-------------------------------------------------------------------------------
The camera will show the control room door on the floor below - that is your
destination. Get there quickly! Jill does not have time to worry about extra
pickups at the moment. She can get all the extra items on her way back. From
the doorway, turn right and move across the walkway on the east side of the
room. Blast the Bone Shooter out of the way of the ladder then fall down the
ladder to the area below. Rachel will follow both characters below, so keep in
mind that she will be chasing your characters.
Ignore the stairway with the door to the left and blast the Bone Shooter below
on the way around the right side of the area. There will be a few mouth traps
on the floor along the way around the crates, so watch for them. Shoot them if
they ever block your way. There is a Scagdead up ahead! Run down the next
corridor to the right and blast or run by the Bone Shooter at the end. Turn to
the left then blast the Bone Shooter and mouth traps to clear a path.
--------------------------------------------------------------------- ITEM LIST
[ ] Magnum Ammo Case - On the floor to the right of the door with the staircase
on the bottom floor. This is in an alcove.
-------------------------------------------------------------------------------
A Scagdead is at the top of the stairs ahead. Toss a grenade at him as Jill
moves up the stairs to keep him from hitting Jill. You don't want him to grab
Jill or hit her with his saw attack. Rachel should be right behind both
characters still, so you don't have time to shoot him.
Run toward the ++ROCKET LAUNCHER++ at the top of the stairs then grab it. Aim
the rocket launcher at Rachel and the Scagdead and try to kill both of them
with one shot! The Scagdead will leave behind some --ILLEGAL CUSTOM PARTS--
and Rachel will leave behind some --ILLEGAL CUSTOM PARTS-- if they are killed.
Rachel is sometimes delayed and won't be immediately behind the characters once
Jill picks up the rocket launcher. She has a longer death animation as well,
but the parts can be pick up as soon as she falls - the item will not shine
until after she speaks, but it can be picked up!
NOTE 1: If you want to get both the Scagdead and Rachel with one rocket shot
and they are not together once Jill grabs the rocket, move back down the stairs
and move past the crate and wait for both the Scagdead and Rachel to group.
Obviously, this will take some time away from your total time of escape though,
and it's not really worth doing, but I thought I might point it out.
NOTE 2: If you leave the rocket launcher behind, it will be there in the next
episode. You can do this and then store it in the weapon crate. If you store
it in the weapon crate, save it until the final battle!
--------------------------------------------------------------------- ITEM LIST
[ ] ++ROCKET LAUNCHER++ - Up the stairs near the destination door. A Scagdead
will be standing near this weapon.
[ ] Illegal Custom Parts - The Scagdead will drop this.
[ ] Illegal Custom Parts - Rachel will drop this.
-------------------------------------------------------------------------------
Open the door up the stairs.
== Corridor to Control Room ==
Jill and Parker are still not out of the clear yet. Run along the winding
corridor and two Ooze Mutant Bone Shooters will be waiting in front of the
Control Room door. Toss a hand grenade at the two Bone Shooters. Quickly open
the door.
NOTE: If Rachel was not killed outside, she will be around the corner, outside
the door to the control room.
== Control Room ==
Run toward the controls and activate them.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
E P I S O D E 8 - A L L O N T H E L I N E
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- - -
Tow'rds the reins, countenance was turned,
And backward it behoved them to advance,
As to look forward had been taken from them.
La Divina Commedia Inferno, Canto XX
- - -
___________________
S C E N A R I O 1 \___________________________________________________________
-------------------------------------------------------------------------------
[WT16]
Time: 1:17am
Location: Control Room
Characters: Jill and Parker
== Control Room ==
Move toward the door up ahead and- HOLY SHIT!
Objective: Make it out of the flood
Alright, so now Jill is submerged in water as the room is flooding. Swim out
of the Control Room and through the tunnel up ahead and be quick! Open the
door at the end of the tunnel.
== Cargo Room ==
Swim upwards to get some air. Dive back under the water and swim under the
crates in the middle of the room. The door near the stairs under the water is
locked. Swim toward the northeast portion of the room then use the ladder to
climb back up to the top walkways.
--------------------------------------------------------------------- ITEM LIST
[ ] Magum Ammo Case - Lying on the southeast side of the area (underwater).
This is by the stairs with the locked door at the top of them.
[ ] Random Ammo - Lying along the metal platform on the east side of the
walkway area.
[ ] Custom Parts - Lying along the northwest side of the walkway.
[ ] Random Ammo - On the table inside the small control room on the west side
of the top area.
------------------------------------------------------------------------- SCANS
[ ] Shotgun Shells (+3) - Scan the pipe in the corner on the northeast side of
the top walkway.
[ ] Shotgun Shells (+3) - Scan the boxes in the back of the small control room
on the west side of the top area.
[ ] Shotgun Shells (+3) - Scan the boxes in the back of the small control room
on the west side of the top area.
[ ] Handgun Ammo (+5) - Scan the floor up under the table in the small control
room on the west side of the top area.
[ ] Handgun Ammo (+5) - In the room with the green weapon crate, scan the
cardboard box on the metal platform beside the crate.
-------------------------------------------------------------------------------
Take all the items that Jill left behind from the last episode. They are all
still there if she left any - even the Magnum Ammo Case under the water. Be
sure to use the green weapon crate in the south room since Jill probably has
many extra parts by now!
*******************************************************************************
Handprint (23/30) - While in the Cargo Room, after Jill and Parker climb the
ladder in the water to get back on the walkway, run over to the control room
portion of the Cargo Room on the west side of the area and step inside. The
handprint is on the inside glass window of the control room.
*******************************************************************************
Run over to the northwest side of the room and fall down the ladder along the
walkway. Dive under the water and open the door on the northwest wall below
the water.
== Flooded Corridor ==
Quickly swim to the door at the end of the corridor and open it. There is no
place to get air in the corridor, so swim fast.
--------------------------------------------------------------------- ITEM LIST
[ ] Handgun Ammo (+10) - On a control unit while turning the first corner in
the corridor.
-------------------------------------------------------------------------------
== Flooded Stairway ==
Swim upward to get some air after swimming into this area. Climb the ladder at
the top. The door at the top is locked and has a Trident mark on the door.
For now, the main reason to move up to the door is to scan for the items to the
side.
------------------------------------------------------------------------- SCANS
[ ] Handgun Ammo (+5) - Scan the floor below the left side of the control box
off to the right.
[ ] Handgun Ammo (+5) - Scan the floor near the cardboard box next to the
control box.
-------------------------------------------------------------------------------
Dive back under the water and swim to the bottom floor. Unlock and open the
door at the bottom.
--------------------------------------------------------------------- ITEM LIST
[ ] Random Ammo - In the center of the bottom floor.
-------------------------------------------------------------------------------
== Flooded Hallway ==
There is an air pocket in the ceiling after opening the door. Be sure to
surface to get some air then quickly dive back underwater and continue swimming
forward in the corridor below. Chris will contact Jill and Parker as Jill
moves toward the next door. Open the door while he talks.
== Water Corridor ==
Swim forward then swim over the top of the pipes that block the hall. Swim up
the stairs then surface at the air pocket in the ceiling when a door can be
seen up ahead. The door is jammed.
--------------------------------------------------------------------- ITEM LIST
[ ] Shotgun Shells (+8) - On top of the stacked pipes.
-------------------------------------------------------------------------------
Dive back down and swim along the corridor below. Swim down the stairs and
look into the next area off to the right. A Sea Creeper is in the area and he
will likely grab Jill when she tries to swim by him. Don't worry about
underwater hits that much since Jill replenishes her health everytime she gets
air. Don't get hit too many times in a row since that is like staying
underwater for too long however!
--------------------------------------------------------------------- ITEM LIST
[ ] Illegal Custom Parts - When Jill first enters the area with the two Sea
Creepers, swim directly upwards and this item will be on catwalk up above.
[ ] Shotgun Ammo (+8) - Open the door to the Tank Room on the northeast side of
the area and this will be lying on top of the middle water tank inside.
[ ] Shotgun Ammo (+8) - Open the door to the Tank Room on the northeast side of
the area and this will be lying on top of the back left water tank inside.
-------------------------------------------------------------------------------
There are air pockets in the ceiling on the south side and the north side of
the room. If you don't know where Jill is yet then just swim toward the middle
catwalk and look to the left - you can see the gear for the gear puzzle where
she placed the cog and got the restart key in an earlier episode. Jill is in
the Water Corridor area near the Engine Room.
Jill can open the door to the Tank Room in the north and grab the ammo on the
tanks inside - that's all there is in that room though (other than an air
pocket in the ceiling). Swim down the ladder on the west side of the catwalk
in the center of the corridor and open the door to the Engine Room.
== Engine Room ==
Jill's destination is the air pocket in the center top portion of the Engine
Room. It's the same vent that Jill pulled the grating off of with the pipes in
an earlier episode shortly after the room flooded.
--------------------------------------------------------------------- ITEM LIST
[ ] Random Ammo - On a pipe directly ahead after first entering the Engine Room
from the Water Corridor.
-------------------------------------------------------------------------------
== Engine Room Vent ==
Pull up into the vent then fall into the water on the other side of the vent.
== Engine Room Corridor ==
There is a Sea Creeper in the corridor area. Swim by the Sea Creeper and open
the door on the east side of the corridor.
== Maintenance Room Passage ==
There is an air pocket on the south side of this room. Swim toward the door on
the north side then open it.
== Maintenance Room ==
There is a Sea Creeper in this room. Be sure to grab the Custom Parts on the
center tank. There is an air pocket on the ceiling in the north. Open the
door on the other side of the tank.
--------------------------------------------------------------------- ITEM LIST
[ ] Custom Parts - On top of the tank in the middle of the Maintenance Room.
-------------------------------------------------------------------------------
== Floodgate Area ==
The floodgate at the end of the room is still sealed from where Jil and Parker
shut it by pulling the switch in the Control Room in an earlier episode. Jill
will need to swim through a broken window in the wall shortly after swimming
over a stack of pipes.
Make a left almost immediately after swimming through the window and swim
through a second broken window. There is also a door to the left that Jill
could have opened, but swimming through the second window (Control Room window)
is much faster.
--------------------------------------------------------------------- ITEM LIST
[ ] Random Ammo - Found along the floor while swimming through the corridor.
[ ] Random Ammo - On the side of the first broken window.
-------------------------------------------------------------------------------
== Control Room ==
Swim upwards after swimming through the second broken window to swim up to the
air pocket in the next room. Jill is now back in the Control Room for the
floodgate where she restored power and closed the floodgate in an earlier
episode. Dive down into the water again and swim over to the door on the north
side of the room then open it.
== Water Passage ==
Swim to the door on the other side of the corridor.
== Room with Ladder ==
There is a Sea Creeper in this room. Jill needs to swim to the top of the area
and then open the door through the corridor at the top. She usually climbed a
long ladder to get up to the door.
--------------------------------------------------------------------- ITEM LIST
[ ] Rifle Ammo Case - This is lying on the middle set of pipes while Jill swims
to the top of this room.
-------------------------------------------------------------------------------
== Lift Area ==
Swim upwards. There are three Sea Creepers in the Lift Area's water and Jill
is likely running out of air by now, so quickly swim upward and surface in the
top of the Lift Area.
--------------------------------------------------------------------- ITEM LIST
[ ] Random Ammo - On a crate near the bottom floor.
[ ] Random Ammo - On a crate in the middle portion of the water.
[ ] Custom Parts - On a crate along a catwalk near the top of the water.
-------------------------------------------------------------------------------
NOTE: Jill can now use the Veltro key card on the door on the south side of the
bottom floor of the Lift Area if she didn't do so earlier. It doesn't do her
any good right now though - wait and use it when Jill returns to this area.
While at the top of the Lift Area, find the portion of the walkway without
railing (with yellow stripes) and pull up to the walkway. Chris wil contact
Jill over radio when she starts to move around the walkway. Chris will mention
that Jill and Parker should meet him and Jessica in the hall. They are on
their way aboard the Queen Zenobia right now!
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - Near the portion of the walkway with no railing.
[ ] Green Herb - Reenter the Hallway to the Elevator on the south side of the
Lift Area and there will be a green herb on the floor near a pipe on the right
wall while moving down the corridor.
------------------------------------------------------------------------- SCANS
[ ] Rifle Ammo (+6) - Scan in between the two metal devices on the southwest
side of the walkway.
[ ] Shotgun Shells (+8) - Scan the boxes on the southeast side of the walkway.
-------------------------------------------------------------------------------
Objective: Head for the hall
Be sure to pick up the green herb through the double doors in the south
corridor! Climb the ladder on the northeast side of the Lift Area.
== Ventilation Area ==
Follow the corridor then drop from the area with the ladder. Jill will fall
into the water below. Dive below and swim to the other side of the area then
swim upwards into the air pocket above. There is a Sea Creeper in the middle
of the area, so dodge her. Climb the ladder after Jill reaches the surface.
--------------------------------------------------------------------- ITEM LIST
[ ] Handgun Ammo (+10) - On the floor before reaching the ladder.
------------------------------------------------------------------------- SCANS
[ ] Rifle Ammo (+6) - Right before climbing into the VIP Room (second ladder
after swimming through the water), scan the floor near the fan.
-------------------------------------------------------------------------------
== VIP Room ==
Use the green weapon crate in the VIP Room if needed. Open the door to the
Casino to trigger a cutscene.
------------------------------------------------------------------------- SCANS
[ ] Rifle Ammo (+6) - Scan the floor near the fallen chair by the table.
-------------------------------------------------------------------------------
___________________
S C E N A R I O 2 \___________________________________________________________
-------------------------------------------------------------------------------
[WT17]
Time: A Little Earlier
Location: Mediterranean Sea
Characters: Chris and Jessica
== Mediterranean Sea ==
This portion of the episode is a shooter segment much like the one found in
Resident Evil 5.
Left Circle Pad - Turn/aim the gatling gun
Y - Fire the gatling gun
X - Fire grenade
B - Cool the gatling gun
A - Use green herb
Objective: Board the Zenobia
Chris and Jessica will have to use the gatling guns on the speedboat to blast
tentacles that move out of the water for this scenario. Jessica will fire at
the tentacles along with Chris, but Chris (the player) will be the main one
fighting off the tentacles.
Blast the tentacles as they move up out of the water. They will constantly
move into the background up ahead then quickly dash toward the characters. The
mouth on the front end of each tentacle will try to bite the characters as the
tentacle moves toward the speedboat. Once the tentacles start to dash toward
the characters, be sure to focus all fire on the one coming directly at the
boat to stop its attack.
NOTE: Keep watch on the gauge on the right side of the screen. When it
overheats, the player will have to cool it down by tapping the B button until
the gauge fully reaches the bottom.
It's best to tap the B button when not shooting in order to cool down the
gun. When you don't have to shoot, don't shoot at all. Don't ever just hold
down the trigger unless a tentacle is in view.
Eventually the tentacles will hop out of the water and shoot three spike
projectiles at the speedboat. Quickly aim toward the spikes and shoot them
with the gatling gun. When spikes are on the screen, focus all fire on
destroying them. They only take one shot to destroy and hitting them is the
only way to avoid being hit by them. The spikes are the worst part of this
battle since they are so small and require precise aiming to hit all three of
them before they hit the speedboat.
The tentacles will eventually start to move out of the water then dash straight
at the speedboat from mid-distance and try to bite the characters. The
characters will have to turn to the right to shoot the tentacles eventually
then they will face forward again afterwards.
Once the characters get really close to the Queen Zenobia the action really
starts to pick up. Several tentacles will move into the background and then
dash forward as the Queen Zenobia comes into view. At that time, start to fire
grenades forward to hopefully hit one of the tentacles on one side then fire
with the gatling gun on the other side.
Once the characters move around the side of the ship, the tentacles will stop
attacking and a cutscene will trigger eventually.
___________________
S C E N A R I O 3 \___________________________________________________________
-------------------------------------------------------------------------------
[WT18]
Time: 2:14am
Location: Casino/Queen Zenobia
Characters: Jill and Chris
== VIP Room ==
Chris and Jill are together once again. Now Chris can finally stop worrying
about Jill throughout the game since she is near him and he can ask her out on
a date afterwards then the two can crash at his place shortly after having
intense sex and- no, that will never happen. Why? Chris has a job to do, and
he wants to see it through. Right?
Objective: Go to laboratory
Jill and Chris will start out in the VIP Room next to the Casino. Use the
green weapon crate to the side if needed then fall down into the Ventilation
Area below.
== Ventilation Area ==
Fall down the ladder near the fan up ahead then swim through the water below
and climb the ladder on the other side.
NOTE: Jill can now toss pulse grenades at the Sea Creepers in the water but be
sure to keep them for an enemy that Jill will run into later! A pulse grenade
will permanently stun a Sea Creeper. It's really best just to swim by them.
Remember, Jill can replenish her health from their attacks just by getting air
while in the water!
Run toward the dropoff then fall into the Lift Area once again. Chris will
mention that they can cut through the bilge to get to the lab.
== Lift Area ==
Jill and Chris will have to hop into the water and swim below. The portion of
the walkway without railing is on the northwest side of the Lift Area. Run to
that side then dive into the water.
Two Sea Creepers are in the water below the Lift Area - swim by them while
swimming toward the bottom. Use the Veltro key card on the door on the south
side of the bottom floor then open the door.
== Flooded Hallway 1 ==
Swim under and over the pipes and follow the corridor to the door at the end
then enter the next hallway.
--------------------------------------------------------------------- ITEM LIST
[ ] Random Ammo - In the first corridor behind the locked door.
-------------------------------------------------------------------------------
== Flooded Hallway 2 ==
Swim forward and a Sea Creeper will bust out of the vent on the right side of
the wall. The Sea Creeper will likely grab Jill, but just fight if off and
swim by the pipes then open the next door.
--------------------------------------------------------------------- ITEM LIST
[ ] Random Ammo - In the second corridor behind the locked door.
-------------------------------------------------------------------------------
== Flooded Hallway 3 ==
Swim around the right corner up ahead and a Sea Creeper will be waiting near
the door on the other side. Swim by her then open the next door.
--------------------------------------------------------------------- ITEM LIST
[ ] Shotgun Ammo - In the third corridor behind the locked door.
-------------------------------------------------------------------------------
== Cargo Room ==
Quickly surface after entering since I'm sure Jill is nearly out of air by now.
Dive back under the water and swim over to the ladder on the northeast side of
the area then climb it to reach the upper walkway.
Chris will move over to the ladder on the northwest side of the walkway and
tell Jill that the lab is just up ahead. He will dive into the water. Follow
him and dive into the water then open the door on the northwest side of the
water area below.
== Flooded Corridor ==
Quickly swim through the corridor and open the door at the end.
== Flooded Stairway ==
Chris will be holding his breathe and waiting for Jill on the other side of the
door. Awww...
Swim to the top of the stairway area and climb the ladder to reach the walkway
with the Trident marking door up above. Chris will give Jill the **TRIDENT
KEY** that he found aboard the Queen Semiramis! Evidently, they use the same
keys aboard both ships. So clever!
Unlock the door then step into the lab entrance corridor and unlock the next
door.
== Lab Entrance Hall ==
The double doors around the corner is locked and requires fingerprint access by
a registered user. Jill cannot open the door or register her fingerprint at
the moment. The door down the hall is locked, but thankfully, the glass window
to the left side of the door is broken out. Stand in front of the broken
window and hop into the next room.
== Filing Room ==
Move to the back of the room and check the PC on the desk. The machine to the
side will ask for a fingerprint to register. The bottom touch screen will show
a diagram with a pointer finger on the right side of the screen. Place your
right index finger on the center of the right diagram then LEAVE your finger on
the screen and KEEP IT STILL while the screen scans your fingerprint. If you
lift your index finger or move it around too much while the screen scans it, an
error message will appear and you'll have to try again.
Keep in mind that all of these fingerprint registration screens work like this
one. The fingerprint will be registered shortly. Use the green weapon crate
near the PC if needed. Hop back out the window.
------------------------------------------------------------------------- SCANS
[ ] Pulse Grenade - Scan the fallen shelf and other debris that blocks the door
inside the room.
[ ] Handgun Ammo (+10) - Scan the bottom left portion of the shelf on the
northeast portion of the room.
-------------------------------------------------------------------------------
== Lab Entrance Hallway ==
Walk over to the double doors and check the controls on the left wall beside
it. Place your finger on the right diagram on the touch screen once it appears
to verify your fingerprint and make the doors open.
== Sterilization Area ==
Step into the Sterilization Room on the left side of the area.
*******************************************************************************
Handprint (24/30) - While in control of Jill while Chris is with her, the two
will have to register a fingerprint in a Filing Room then open a set of double
doors by using fingerprint access. In the Sterilization Room on the other side
of the double doors, this handprint is on the left set of locker doors. It's
on the fourth door without a lab suit inside the locker.
*******************************************************************************
-------------------------------------------------------------------- ITEMS LIST
[ ] Illegal Custom Parts - On the bench to the left.
[ ] Machine Gun Ammo (+30) - On the bench to the left.
------------------------------------------------------------------------- SCANS
[ ] B.O.W. Decoy - Scan the left side of the floor below the shelves on the
right.
[ ] Shotgun Shells (+8) - Scan the crumpled up lab suit on the bench to the
left.
-------------------------------------------------------------------------------
== Sterilization Room ==
No, there are no lasers in this room. Chris will enter the Sterilization Room
on the other side and the sterilization will begin shortly.
Eventually a noise will be heard as if something is hitting a nearby wall.
Something will start to break through the south wall in the room that Jill is
in. It will cut through the wall with a blade appendage. This is a
Scarmiglione.
.------------------------- NEW ENEMY - SCARMIGLIONE --------------------------.
| WEAK AREAS: |
| - Head (shoot for the most damage) |
| - Any portion of body (when not covered by shield) |
| |
| The Scarmiglione is a large human-like creature that has a lance arm and an |
| arm with a hardened shell portion resembling a shield. It's like fighting a |
| mutant knight. This enemy will constantly try to cover its body with its |
| shield arm and move close to a character then try to slice with its lance |
| arm. From a distance, it will try to lean over and dash forward with a |
| shield ram as well. All of its attacks are highly damaging. |
| |
| Aim toward whatever area of the Scarmiglione that is not covered with its |
| shield arm and fire at that spot to damage it. If a player shoots it in |
| legs too much, it will eventually cover its legs then leave its head open |
| to damage. It will constantly have one portion of its body open to attack. |
| Aim at whatever portion of its body it doesn't cover with its shield then |
| blast it with a magnum, shotgun or machine gun. |
| |
| A Scarmiglione can be stunned instantly with one hit from a pulse grenade. |
| A pulse grenade will stun it and set it up for a melee attack. Stunning it |
| with a pulse grenade and hitting it with a charged melee attack is a very |
| quick and easy way to kill it off. |
| |
| A Scamiglione is also VERY weak to shock grenade. A shock grenade will |
| damage it very intensely. It will only take about two shock grenades to |
| kill one so keep this in mind later if Jill finds any. |
| |
| Once the Scarmiglione has taken intense damage, it's upper half might |
| explode and a pink appendage will be left behind. The pink appendage will |
| try to shock the player. The Scarmiglione is right near death at this |
| point and is left wide open to attack. Continue to blast it to kill it for |
| good once this happens. The Scarmiglione can actually be knocked down with |
| a shotgun blast at when its top appendage is all that is left of its top |
| half. If Jill keeps shooting the legs of a Scarmiglione, the bottom half |
| will be destroyed then the upper torso will crawl along the ground - this |
| can be annoying since it will slash with its lance arm while moving toward |
| Jill at that time. |
'-----------------------------------------------------------------------------'
Chris' sterilization room will open up first. He will step outside and try to
open the door for Jill. Jill's door will not open for a few seconds after
Chris' however, so she will have to repel the Scarmiglione for a while. Shoot
it in whichever area of its body that it does not cover with its shield arm and
try to keep about mid-distance from it. Don't stand right near it since it
might attack Jill if she remains close. Shoot it with the machine gun if Jill
has plenty of ammo for it. There is really no need to use a magnum for this
battle. Blast it in the area that it doesn't cover with its shield arm - top
or bottom.
The Scarmiglione will stun if Jill tosses a pulse grenade at it. Jill can run
up to the stunned creature and hit it with a charged melee attack while it is
stunned - this will take intense damage from it. Be sure to hold down the
button when performing the melee for maximum damage. Try to limit your usage
of pulse grenades while still inside the sterilization room and give the door
behind Jill a chance to open. Step out into the lab area as the door opens.
== Experiment Room ==
The Scarmiglione will follow Jill outside. It can be lead down the stairs and
fought below. There is really no reason to take the fight below however. The
Scarmigione will either die instantly once all of its health is gone or its top
half will burst and a pink appendage will be left behind. The pink appendage
will lean forward and shock the area in front of it. The Scarmiglione is not
much of a threat at all when the appendage is shown however since it can be
easily knocked down with a shotgun blast. It's nearly dead at that point. If
Jill keeps shooting it in the legs, its legs will explode and the torso will
fall to the floor. The torso will crawl toward Jill and slash at her at that
time.
*******************************************************************************
Handprint (25/30) - In the Experiment Room, on the other side of the two
Sterilization Rooms that Jill and Chris get trapped in, this handprint is on
the west side of the tank with fish inside. It is on the left glass panel
while facing the west side of the fish tank.
*******************************************************************************
NOTE 1: There is an ++L. HAWK MAGNUM++ in the Experiment Room. It's on the
northwest side on a stool near a lit up monitor.
NOTE 2: It's not really that hard to dodge the Scarmiglione's attacks with the
dodge maneuver. Just be sure you know its attacks. It will hold back its
right arm then slice forward for its slice attack and yell then hold its shield
in front of its body and duck down before its ram attack. Just press forward
on the left circle pad just before the attack hits.
--------------------------------------------------------------------- ITEM LIST
[ ] ++L. HAWK MAGNUM++ - On the stool near the back monitor.
[ ] Random Ammo - On the floor to the left of the exit door.
------------------------------------------------------------------------- SCANS
[ ] Illegal Custom Parts - Scan the left (north) side of the floor in the
sterilization room that Chris was in after the fight with the Scarmigione.
-------------------------------------------------------------------------------
After the battle, search the room over for items then open the elevator doors
in the back of the room. Step inside and take the elevator to the upper floor.
== Underground Tunnel ==
Open the big door at the other end of the tunnel to trigger a cutscene.
*******************************************************************************
Handprint (26/30) - In the Underground Tunnel that Jill and Chris come to after
using the elevator in the Experiment Room after fighting the Scarmiglione, this
handprint is on the left side of the first arch in the tunnel. As Jill and
Chris step forward, this will be off to the left when they first start to talk
in the tunnel.
*******************************************************************************
------------------------------------------------------------------------- SCANS
[ ] Lump of Flesh - Lying on the right side of the tunnel as the characters
move down it.
[ ] Handgun Ammo (+10) - Lying on the left side of the tunnel near the middle.
[ ] Lump of Flesh - Lying on the left side of the tunnel near the end.
-------------------------------------------------------------------------------
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
E P I S O D E 9 - N O E X I T
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- - -
But if my words be seed that may bear fruit
Of infamy to the traitor whom I gnaw,
Speaking and weeping shalt thou see.
La Divina Commedia Inferno, Canto XXXIII
- - -
___________________
S C E N A R I O 1 \___________________________________________________________
-------------------------------------------------------------------------------
[WT19]
Time: 2:50am
Location: Crash Site
Characters: Keith and Quint
== Entrance Hall ==
The player will be given control of Keith back to Valkoinen Mokki airport.
Quint will rush ahead of Keith like usual. The two characters need to find a
PC in the building.
Objective: Search for the PC
Follow Quint as he moves down the corridor ahead. Open the door to the Bunks
room.
== Bunks ==
Move around the side of the bunk beds and open the door on the other side of
the room.
== Entrance Hallway ==
Quint will stop in the middle of hall. When Keith approaches him, two Hunters
will jump out from around the corner up ahead and attack, so be ready to blast
them. Enter the Projector Room through the door on the right side of the hall.
--------------------------------------------------------------------- ITEM LIST
[ ] Hand Grenade - Reenter the Monitor Room and this is on top of a cardboard
box inside.
-------------------------------------------------------------------------------
== Projector Room ==
Follow Quint to the back of the room then open the elevator door. Take the
elevator to the top floor.
--------------------------------------------------------------------- ITEM LIST
[ ] Shotgun Shells (+8) - Open the left locker in the set of lockers.
[ ] Machine Gun Ammo (+30) - Open the right locker in the set of lockers.
------------------------------------------------------------------------- SCANS
[ ] Machine Gun Ammo (+30) - Scan the chair behind the table with the
projector.
-------------------------------------------------------------------------------
== Generator Area ==
Quint will run toward the PC in the back of the area as Keith steps into the
outside area. The PC lacks power however. Quint will tell Keith to find a
power generator to restore power to the PC.
Objective: Start up power generator
The generators for the power can be activated by pulling two switches found on
the east and west side of the area. Quint will need to pull both switches to
restart the power and get the PC working.
There are several weapons and pickups of ammo and green herbs lying around the
area. Be sure to stock up on whatever Quint can carry. Exchange the handgun
for either the rifle or the magnum. The rocket launchers are very powerful,
but they are one time use and Keith won't be fighting anything really big in
the upcoming fight.
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - On the shelf to the right after exiting the elevator.
[ ] Rifle Ammo (+27) - On the shelf to the right after exiting the elevator.
[ ] RIFLE M40A1 - On the shelf to the right after exiting the elevator.
[ ] ROCKET LAUNCHER - Near the crate to the left after exiting from the
elevator.
[ ] ROCKET LAUNCHER - Near the crate to the left after exiting from the
elevator.
[ ] Green Herb - On the ground near the crate with the ladder across from the
elevator.
[ ] MAGNUM PYTHON - On top of the crate across from the elevator.
[ ] Magnum Ammo (+12) - On top of the crate across from the elevator.
[ ] Green Herb - Lying near the two explosive barrels by the east switch.
[ ] B.O.W. Decoy (x3) - On top of the stack of wooden boxes in the center of
the area.
[ ] Shock Grenade (x2) - On top of the table near Quint.
[ ] Green Herb - On a box near the switch on the southwest side of the area.
------------------------------------------------------------------------- SCANS
[ ] Green Herb - Scan the area inside of the dumpster near the elevator.
[ ] Machine Gun Ammo (+60) - Scan the terminal with wires near Quint.
[ ] Shotgun Shells (+8) - Scan the boxes under the middle platform (west side).
-------------------------------------------------------------------------------
Once Keith restores power to the generators, enemies will start to attack as
Quint works with the PC. He starts to download data from the PC.
Climb on top of the center platform and blast the Fenrirs as they come into
view. They often stay below the platform if Keith climbs to the top of the
middle platform. They can leap up onto the platform with him, but they usually
don't. Blast them with the machine gun while they move around the bottom area.
Eventually Hunters will start to appear with Fenrirs. The Hunters make staying
on the middle platform kind of dangerous since they they will have four ends to
attack from. It's really best to get off the platform and move toward Quint
once the Hunters start to appear. Start to use B.O.W. decoy grenades to kill
off the Fenrirs - this will allow you to focus more on the Hunters.
Fenrirs and Hunters will attack for a while then one of the generators will
shut off. Keith will mention that he will go fix it.
Objective: Restart power generator
Find the generator that needs to be restarted, then run over to it and pull the
switch - it should be the east switch. Blast the explosive barrels near the
generator switch if enemies pile up near it. Hunters will start to attack more
often, but some Fenrirs will be mixed with them.
Once Quint mentions that the PC data download is at 80%, Farfarellos will start
to enter the area. Keith will now have to deal with Farfarellos, Hunters and
Fenrirs all at once. This can get quite dangerous. Find a corner and camp
there. It's best to equip the shotgun and just stay with your back to a
corner. Shoot the Farfarellos from a distance with the magnum if they can be
seen. Shoot all close range enemies with the shotgun.
Quint will mention that the data has been fully downloaded eventually, but that
doesn't mean that the fight is over. Keith must kill all the enemies in the
area to finish this segment. Walk over to Quint after killing all the
remaining enemies and a cutscene will trigger shortly.
___________________
S C E N A R I O 2 \___________________________________________________________
-------------------------------------------------------------------------------
[WT20]
Time: 3:16am
Location: Laboratory/Queen Zenobia
Characters: Jill and Chris
== Virus Pool Area ==
Objective: Stop the virus
Move to the north while on the walkway then use the fingerprint scanner to
unlock the door and step into the next room.
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - Near the walkway and the railing by the locked door in the
south.
-------------------------------------------------------------------------------
== Lab Office ==
Check the --COMPLETION OF NEW-TYPE VIRUS-- file on the desk along the north
side of the office. Open the door on the other side of the office after
collecting the items around the area.
--------------------------------------------------------------------- ITEM LIST
[ ] Machine Gun Ammo (+30) - On top of the metal counter to the left after
entering.
[ ] Machine Gun Ammo Case - On top of the middle table.
[ ] Green Herb - On top of the south counter.
------------------------------------------------------------------------- SCANS
[ ] Magnum Ammo (+3) - Scan the far side of the metal counter off to the left.
[ ] Handgun Ammo (+3) - Scan the file cabinet on the south counter.
-------------------------------------------------------------------------------
== Lab Corridor ==
Open the door at the other end of the corridor.
------------------------------------------------------------------------- SCANS
[ ] Hand Grenade - Scan the left side of the center portion of the floor.
-------------------------------------------------------------------------------
== Lab Morgue ==
Take a look at the --MALACODA DEVELOPMENT MATERIALS-- file on the middle table.
In the southwest corner of the room, there is a --VELTRO AGENT'S JOURNAL 2--
file on the desk.
*******************************************************************************
Handprint (27/30) - In the Lab Morgue, this handprint is on the wall behind the
PC on the desk off to the right. This is on the southwest side of the room.
*******************************************************************************
Three of the drawers inside the room can be opened, but there are only Ooze
Mutant corpses inside of each one. If Jill opens the drawer closest to the
exit door, that Ooze Mutant will fall out and attack. She can avoid him
entirely by just leaving the drawer shut however. Leave the room by exiting
back out into the Virus Pool Area.
--------------------------------------------------------------------- ITEM LIST
[ ] Rifle Ammo (+6) - On the left counter.
------------------------------------------------------------------------- SCANS
[ ] Magnum Ammo (+3) - Scan the chair on the southwest side of the room.
-------------------------------------------------------------------------------
== Virus Pool Area ==
Chris will rush toward the set of controls in the middle portion of the area.
He mentions needing a passcode to activate the neutralizing agent for the
virus. Jill will leave Chris behind then tell him that she will search for the
passcode.
Objective: Search for the passcode
Use the green weapon crate to the left of Chris if needed - take a machine gun
with the highest damage upgrade with Jill. Step toward the closed door on the
other side of the controls where Chris is and examine it. Chris will mention
that he has cracked the code on the door and he will open it for Jill. Step
inside the elevator and use the controls to take it down.
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - Near the ladder for the right platform.
[ ] Magnum Ammo (+6) - On top of the right platform.
[ ] Random Ammo - On top of the right platform.
[ ] Random Ammo - On top of the left platform.
-------------------------------------------------------------------------------
== Laser Room ==
DON'T just run into the room and move past the poles up ahead. There are
lasers in between the polls. The lasers will only appear when Jill is viewing
the area through the Genesis scanner. Take out the scanner and look in between
the poles. See all of those lasers? Jill needs to find a path in between
them. The lasers will not kill instantly but they take tremendous damage
(three touches will kill).
--------------------------------------------------------------------- ITEM LIST
[ ] Shotgun Shells (+10) - On top of one of the metal tables to the left.
[ ] Random Ammo - On top of one of the metal tables to the left.
-------------------------------------------------------------------------------
There is a path in between the lasers that starts on the southeast side of the
room. Find the portion off to the right side without lasers then move along
that path. Be sure to equip the scanner and constantly look though the scanner
to make sure that Jill is not about to walk into the lasers.
The path to the west side of the room will be blocked. Find the green herb
pickup on the floor and follow that path. Jill can't drop from the ladder yet
and she can't move toward the dead body in the back with the flashing item at
the moment either. Move toward the control pad on the wall and examine it.
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - On the floor in the middle of the lasers.
-------------------------------------------------------------------------------
The controls have a red light on them right now. Press the button on the
control panel to make the lasers realign in the room and form a different path
as the green light turns on. Turn around and a new path through the lasers is
now made behind Jill. Take out the scanner and look through it then follow the
new path through the lasers.
The new path will take Jill back to the beginning. A new beginning path has
opened and now Jill can fall off the ladder on the west side of the room. Fall
off the ladder and- AHHH! SHARK! Damn, I nearly dropped my 3DS there. Yeah, I
know, that wasn't a shark, but still... bad memories from REmake...
Anyway, fall off the ladder and Chris will contact Jill. Open the door off to
the right.
== Hall to Virus Preparation Room ==
Sneak along the walkway and watch for the Ooze Mutant Bone Shooter to appear in
the distance. Take out a machine gun or handgun and blast him from a distance.
When Jill moves further down the walkway, a Scarmiglione with a lance and
shield will be blocking her path. Shoot whatever portion of his body he does
not cover with a shield as he steps toward Jill. As long as Jill shoots him in
an uncovered area, she can kill him pretty quickly with any weapon. A high
powered machine gun will work very well in damaging him.
Another Scarmiglione will fall off the high platform as Jill climbs the ladder
in the back of the area. Kill him then ignore the door to the side for right
now and follow the walkway with the side railing. Climb the ladder to reach
the top of the side platform then grab the items above. Grab the --ILLEGAL
CUSTOM PARTS--.
--------------------------------------------------------------------- ITEM LIST
[ ] Machine Gun Ammo (+50) - On a metal table on the to platform.
[ ] Pulse Grenade - On a metal table on the top platform.
[ ] Illegal Custom Parts - On a metal table on the top platform.
-------------------------------------------------------------------------------
Fall back down the platform and find the fingerprint scanner on the lower wall.
Verify a fingerprint with the touch screen after examining the scanner then the
door to the side will unlock. Open the door then the next door inside.
== Virus Preparation Room ==
Take the --LABORATORY MAP-- from off the left wall above the desk. Jill can't
do anything with the controls below the monitor up ahead or at the machine off
to the right at the moment. She needs an employee pass code.
--------------------------------------------------------------------- ITEM LIST
[ ] Magnum Ammo (+3) - On the counter to the right.
[ ] Machine Gun Ammo (+75) - On the counter to the right.
[ ] Laboratory Map - On the left wall above the desk.
------------------------------------------------------------------------- SCANS
[ ] Machine Gun Ammo (+15) - Scan the bottom right side of the terminal on the
back wall (left side of the room).
-------------------------------------------------------------------------------
Turn around and face the entrance door. Walk over to the controls on the right
side of the entrance door and press the button to make the light on them turn
green. This will realign the lasers in the Laser Room. The lasers blocking
the employee body have turned off. Return to the Laser Room. There are no
enemies along the way, just a slight scare.
== Laser Room ==
Climb up the stairs and walk through the path in the lasers to reach the
employee body. Read the --INFECTION LOG FOR QUEEN ZENOBIA-- file in his hand
then take the **PROTOTYPE VACCINE**. Jill will contact Chris after taking the
vaccine. Step back through the lasers then reenter the Virus Preparation Room.
--------------------------------------------------------------------- ITEM LIST
[ ] **PROTOTYPE VACCINE** - Take this from the employee body among the lasers.
-------------------------------------------------------------------------------
== Virus Preparation Room ==
Walk forward and enter the employee number at the controls up ahead. A
download will start. Sounds of something striking a wall can be heard as the
download commences. Once the download is complete take the **AUTHENTICATION
CODE** from off the controls.
--------------------------------------------------------------------- ITEM LIST
[ ] **AUTHENTICATION CODE** - Enter the employee passcode at the controls and
this will appear after the download has completed.
-------------------------------------------------------------------------------
Walk toward the machine on the right side of the controls and examine it to
make Jill insert the Prototype Vaccine. She will place her hand into the
vaccine machine and the vaccine will be administered to her.
Walk toward the entrance door to leave the room and the room will shake and
water will start to pour from the cracks in the door shortly before the door
busts open and red water floods the room. This isn't just any red water
though, Jill will be swimming in the T-Abyss virus! She just took the vaccine
for the virus however. Chris will contact Jill while she is still in the room.
Objective: Go back to Chris
Swim through the doorways up ahead. Metal shutters will seal off the windows
in the rooms. Swim into the hallway then reenter the laser room down the
corridor.
== Laser Room ==
The lasers in this room are still active. Be sure to keep this in mind. They
can still hurt Jill. Jill will have to swim toward the ceiling and swim over
the lasers (over the laser poles) to get by them. The sliding door cannot be
opened anymore. Swim through the broken window to to the left of the sliding
door to leave the Laser Room.
== Virus Pool Area ==
Swim directly up to surface and get air. Chris will call out to Jill. There
are some --ILLEGAL CUSTOM PARTS-- in the virus pool that can be found in the
north area if Jill swims toward the shutters that bar the windows in that area.
Find the ladder on the east portion of the pool and climb it to get back to the
walkway with Chris. It is marked by the marker on the map.
--------------------------------------------------------------------- ITEM LIST
[ ] Illegal Custom Parts - Swim underwater in the north area of the pool and
this will be in the water beside one of the shutters.
-------------------------------------------------------------------------------
Take a moment to use the green weapon crate to the side and install any new
upgrades that Jill has. Be sure to keep a machine gun with the highest damage
upgrade. Walk over to the controls in the center of the room then examine them
and Jill will enter the Authentication Code to start the procedures to
neutralize the virus.
Objective: Make the area safe
You've got to love that objective! Make the area safe, my reader! Blast all
those baddies that make the area dangerous and make it a peaceful environment
with T-Abyss virus all around it once again!
Three Ooze Mutants will fall from the ceiling and attack. Back toward the
entrance door and blast them. Some Ooze Mutant Bone Shooters will be in the
distance. They will either be on the same platform as Chris and Jill or on the
walkway across from them. Kill the Bone Shooters as soon as you see them, so
they can't stand back and fire at Jill. More Ooze Mutants and three
Scarmigliones will eventually enter the area.
Jill will have to face off against three Scarmigliones at once. Blast them in
their uncovered area with the machine gun to damage them quickly! Climb on top
of the platforms on the north side of the area and make them hop up toward
Jill. Jill can blast them while they hop and as they land. This helps out
quite a bit in avoiding getting hit by them. While fighting them out in the
open, Jill is a lot more open to attack. Toss pulse grenades to stun them if
needed then hit them with a charged melee.
Morgan Lansdale will talk to Chris and Jill as the virus is confirmed to be
neutralized. A cutscene will trigger.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
E P I S O D E 1 0 - T A N G L E D W E B S
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- - -
Because two natures never front to front
Has he transmuted, so that both the forms
To interchange their matter ready were.
La Divina Commedia Inferno, Canto XXV
- - -
___________________
S C E N A R I O 1 \___________________________________________________________
-------------------------------------------------------------------------------
[WT21]
Time: 2:14am
Location: Casino
Characters: Parker and Jessica
== Grand Hall ==
Objective: Head for the bridge
Jessica will separate from Parker after he finishes speaking with her. They
both agree to meet up at the bridge.
Parker starts with the following weapons and items:
- Handgun Government (7/40)
- Machine Gun G36 (30/90)
- Shotgun M3 (6/18)
- Hand Axe
- Shock Grenade (x3)
- Green Herb (x1)
Run to the west side of the hall then find the --MYSTERIOUS JOURNAL-- file on
the floor behind the right pillar by the door that goes to the Promenade for a
very interesting read. Open the door to the Promenade Area then step inside.
== Promenade Deck Stairs ==
Enter the Storage Hallway through the door to the right.
------------------------------------------------------------- BREAKABLE OBJECTS
[ ] Small Crate - Down the stairs near the closed shutter.
-------------------------------------------------------------------------------
== Storage Hallway ==
O'Brian will contact Parker shortly after moving down the hall. Open the door
to the Promenade Area then step inside.
== Promenade ==
Two Hunters will dash across the nearby walkway then run into the room while
Parker moves along the walkway. Take out the machine gun and prepare to blast
them as they step into view. Enter the room then step across the walkway on
the other side.
The shutter at the end of the walkway can't be opened, so move down the stairs.
Step through the doorways of the room below and step into the open area on the
other side. Look to the west side of the area. A Scarmiglione can be seen as
it guards the door on the other side of the area.
NOTE: If Parker moves to the west, Hunters will attack along with the
Scarmiglione. Stand back and kill the Scarmiglione first.
Blast the Scarmiglione with the handgun from a distance to make it move toward
Parker. Keep blasting it in the area that it doesn't cover with its shield.
Once it gets close. Toss a shock grenade at it. Shock grenades damage it
greatly. If Parker weakens it enough with the handgun, it might die after one
shock grenade toss.
Move further to the west and three Hunters will attack. Take out the shotgun
or machine gun and blast them. Open the set of double doors on the west side
of the area.
--------------------------------------------------------------------- ITEM LIST
[ ] Handgun Ammo (+15) - On the small table near the Café.
[ ] Handgun Ammo (+15) - On the floor near the set of double doors on the west
side of the area.
------------------------------------------------------------------------- SCANS
[ ] Handgun Ammo (+40) - Scan the floor near the fallen table beside the west
set of double doors.
-------------------------------------------------------------------------------
== Hallway to Bridge Elevator ==
Two Hunters will hop out from the around the left corner as Parker steps near
it so have a shotgun ready to blast them. Don't move too far around the corner
since a Scarmiglione guards the elevator doors and it's best not to agitate him
until after killing the Hunters. Toss any leftover shock grenades at the
Scarmiglione and blast him with the machine gun in the portion of his body that
he doesn't cover with his shield.
Get in the elevator and take it up to the Bridge. Jessica will contact Parker
while he rides the elevator up.
== Bridge Hallway ==
Run to the other side of the hallway and open the door across from the hallway
with the elevator to trigger a cutscene.
___________________
S C E N A R I O 2 \___________________________________________________________
-------------------------------------------------------------------------------
[WT22]
Time: 3:50am
Location: Laboratory
Characters: Jill and Chris
== Virus Pool Area ==
Objective: Get off the ship
Use the green weapon crate to the side if needed then follow Chris into the
Morgue in the north. Go through the Morgue and open the door the Lab Corridor.
Kirk will contact Chris and Jill over radio. He will tell them to meet up with
him on the fordeck. Enter the Lab Office and open the door on the left side of
the area. Collect any items that are still left along the way.
On the other side of the Virus Pool area, run along the walkway then follow
Chris to the south as he leads the way to the fordeck. Open the door that he
opens in front of Jill.
== Hallway to Stairs ==
Follow the hallway to the next door then open both doors.
== Stairway to Fordeck ==
The ship will shake and stagger Jill a bit. Run down the stairs up ahead and
follow Chris. Chris will hop down an opening and land into the water below.
Hop through the opening and fall into the water.
== Flooded Corridor ==
Dive down into the water then swim down the west corridor. Debris will fall
and block the corridor to the north - Jill can swim over the pipes and pick up
some Illegal Custom Parts on the floor on the other side of them. Swim to the
left and surface then climb the ladder. Chris will haul ass into the next room
as Jill turns the corridor after climbing the ladder. Open the door and follow
Chris.
--------------------------------------------------------------------- ITEM LIST
[ ] Illegal Custom Parts - When pipes fall and block the corridor, they will
fall over this item. Swim up and over the pipes then dive down and pick this
up.
-------------------------------------------------------------------------------
== Flooded Corridor 2 ==
Turn to the right as Jill steps away from the door and an explosion will make
her throw up her arms to shield herself. Walk over toward the fire where the
explosion came from and pick up the Handgun Ammo Case near the flames. Find
the dropoff on the west side of the railing and fall into the water below.
--------------------------------------------------------------------- ITEM LIST
[ ] Handgun Ammo Case - Lying near the flames where the explosion comes from as
Jill enters the area.
-------------------------------------------------------------------------------
The water is only waist deep. Follow the corridor through the doorway up
ahead. A big gust of fire will explode in front of Jill as she continues. Run
to the west corridor then follow the next hall to the south. Another gust of
fire will shoot through the fence to the left. Move around the corner and
Chris will be waiting near the door up ahead.
As Jill moves toward Chris, debris will fall from the ceiling and block the
two. Chris will be trapped behind the debris. He will tell Jill to move on
ahead and he will find another way. Jill will need to back up and open the
south door.
== Flooded Corridor 3 ==
Some person will be staggering down the corridor up ahead as Jill enters. A
sudden shake will cause Jill to slow down. Run around the corner. Jill will
find Parker as he lies on the floor.
-- SAVE POINT! --
Move toward Parker and interact with him. Jill will lend him her shoulder and
help him through the next few areas. Parker will tell her about Jessica as
Jill moves forward.
Objective: Get Parker off the ship
Jill will be equipped with a handgun while helping Parker. She will only have
a Handgun Government (from Parker) to fend off enemies with for the moment.
Follow the corridor to the next door then open it.
== Flooded Corridor 4 ==
Notice the four Ooze Mutant bodies off to the left. There is also a red gas
canister to the left - don't shoot it just yet! Move along the corridor to the
right and walk toward the door. Steam will suddenly blast through the pipes on
the left wall and seal off the path to the door.
--------------------------------------------------------------------- ITEM LIST
Handgun Ammo (+20) - Lying on top of an Ooze Mutant body near the north wall.
-------------------------------------------------------------------------------
Turn back around and walk in between all the Ooze Mutant bodies in the back
near the entrance door. Use the control panel on the west wall to shut off the
steam. Notice the area on the south side of the room right next to the
controls - keep that area in mind. Try to step back in between the Ooze Mutant
bodies and one of them will get up. Move back into the south area near the
controls and blast the explosive canister to kill it.
Another Ooze Muntant will get up from the water eventually. Blast him with the
handgun. He should die in a few shots. Run back toward the corridor where the
steam was blocking the door then open the door.
== Flooded Corridor 5 ==
Debris blocks the door to the left. Chris will be down the right corridor
shooting at Ooze Mutants up ahead. Walk forward and shoot the exposive barrel
down the hall as Chris continues to waste his ammo shooting the Ooze Mutant -
got to show him how it's done!
--------------------------------------------------------------------- ITEM LIST
[ ] Handgun Ammo (+10) - Lying on some pipe debris off to the left after
stepping into the corridor with Chris.
-------------------------------------------------------------------------------
Chris will lead the way and shoot any enemy up ahead. Follow him down the
corridor. Chris will shoot a pipe on the left wall in the area up ahead. He
will start to shoot at two Ooze Mutant Bone Shooters up ahead. Blast the
explosive barrel in front of the Bone Shooters to kill them both. Chris, be
mindful of the color "red", young padawan!
Chris will continue to lead the way through the tanks up ahead. An explosion
of fire will occur in front of the characters. Chris will eventually start to
shoot at some other enemy off to the left past the tanks - he's most likely
color-blind to red. Oh wait... no, it's an Ooze Mutant Exploder!
NOTE: Jill can move along the left side of the left set of tanks to where the
Exploder will be in her view when it first steps out of the water - this is
really the best way to kill it quickly.
Back away and allow Chris to shoot the Exploder then wait for it to come into
view and blast it with the handgun. It will most likely explode, but Chris is
immortal at the moment, so it won't hurt him. Open the next door as Chris
leads the way.
== Flooded Corridor 6 ==
The characters will speak a bit to each other. Follow Chris up the stairs
ahead. Open the door and follow Chris into the next room.
== Catwalk Bridge ==
Chris will continue to lead the way so follow him onto the bridge. A cutscene
will trigger soon.
Objective: Get off the ship
Time Limit - 4:30 (4 minutes and 30 seconds)
A countdown sequence will begin after the cutscene. Jill has 4 minutes and 30
seconds to get off the Queen Zenobia. Like the last portion of the game with
the time limit, the time limit for this part is just as strict! Do not waste
time with too many ammo pickups and move fast!
Jill will need to turn around and pick up the ++HANDGUN GOVERNMENT++ on the
catwalk bridge in order to receive it as a weapon. Jill can switch it for any
of her current weapons at the moment. Leave it behind if she has plenty of
machine gun ammo. A weapon that holds more ammo at a time than the Government
handgun is really needed for the next part. Run up the stairs ahead and open
the door.
NOTE 1: Jill MUST pick up the Government Handgun for it to appear in the green
weapon crate.
NOTE 2: The Handgun Government includes an Edge Runner 1 upgrade part on it
when Jill receives it.
--------------------------------------------------------------------- ITEM LIST
[ ] ++HANDGUN GOVERNMENT++ - This will be on the catwalk bridge behind Jill
after the cutscene with Parker. Jill MUST pick this up for it to appear in the
weapon crate.
-------------------------------------------------------------------------------
== Steam Room ==
There is a green weapon crate to the right as Jill enters this room. Look to
the east side of the room and there is an Ooze Mutant Bone Shooter on the
catwalk across from Jill. Blast him then fall from the catwalk that Jill is
on.
IMPORTANT: The green weapon crate in this area is the last one that Jill will
run across before a big boss fight that is coming up. Make sure that you take
weapons that have a lot of ammo. Don't keep the shotgun! Take a machine gun,
magnum and rifle if you have them. Put most upgrades on the magnum and rifle.
------------------------------------------------------------- BREAKABLE OBJECTS
[ ] Small Crate - To the right as Jill enters the room.
-------------------------------------------------------------------------------
As soon as Jill falls off the catwalk, a Scarmiglione will charge through the
steam and dash straight at her. Prepare for this and quickly shoot the red
canister on the right wall as the Scarmiglione passes by it to damage him
badly. Finish him off with a machine gun.
The steam blocks the way ahead. Rush over to the red valve handle in the left
alcove and rotate the handle to turn off the steam. Follow the walkway and
climb the ladder off to the left up ahead.
------------------------------------------------------------- BREAKABLE OBJECTS
[ ] Small Crate - Near the ladder past the area with the steam.
-------------------------------------------------------------------------------
There is a row of red canisters leaning on the right wall of the catwalk as
Jill turns to the right. Move past them and wait for a Scarmiglione to drop up
ahead. He will move toward the gas canisters on his way to Jill. Back up and
wait for him to pass by the middle canister then blast one of the canisters to
hit him with the blast of all of them at once. Take out a machine gun and
blast him to finish him off.
Follow the catwalks to the left and climb the ladder on the other side.
== Ventilation Area ==
Follow the tunnel ahead and drop into the shaft at the end. Two Ooze Mutant
Bone Shooters will fall and attack in the shaft area. Quickly kill them and
climb the ladder to the right. The shaft will explode below Jill as she
climbs.
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - On the floor in the middle of the tunnel.
------------------------------------------------------------- BREAKABLE OBJECTS
[ ] Small Crate - In the shaft after Jill drops.
-------------------------------------------------------------------------------
-- SAVE POINT! --
Chris will be waiting at the top. Follow him around the corner then open the
door.
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - In the corridor above the shaft ladder.
-------------------------------------------------------------------------------
== Outside Walkway ==
Kirk will contact Chris and Jill on the outside and tell them that he is flying
around to the Fordeck. Run along the walkway and follow Chris. Eventually the
ship will tilt upwards as Jill runs. Keep moving up the walkway. Jill will
literally be moving uphill.
NOTE: Keep Jill to the far right side of the walkway while moving straight
ahead and every object should pass by her without her having to shoot them.
Jill will still have to pause briefly then run past the second lifeboat that
falls however.
The ship will shake and an explosive barrel will fall toward Jill. Quickly aim
upwards and shoot the explosive barrel before it hits Jill. Stay on the right
side while continuing to move upwards. A lifeboat will fall but if Jill keeps
to the right side, it will not hit her. Two explosive barrels will fall toward
Jill after the lifeboat falls so prepare to aim upwards and shoot them.
Eventually another lifeboat will fall up ahead. Stop moving when it falls then
allow it to roll to the left a bit and then run past it while on the right
side. Keep in mind that Jill has to stop moving or it will hit her since it
completely blocks her at first. Two more explosive barrels will fall
eventually.
A doorway should be in view by now. Keep moving forward and run into the
corridor up ahead. Run toward the door at the end of the corridor to trigger a
cutscene.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
E P I S O D E 1 1 - R E V E L A T I O N S
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- - -
For who repents not cannot be absolved,
Nor can one both repent and will at once,
Because of contradiction which consents not.
La Divina Commedia Inferno, Canto XXVII
- - -
___________________
S C E N A R I O 1 \___________________________________________________________
-------------------------------------------------------------------------------
[WT23]
Time: 4:28am
Location: Above Queen Zenobia
Characters: Jill and Chris
== Queen Zenobia Wreckage ==
Objective: Defeat the giant enemy
Kirk will contact both Chris and Jill as they stare up at the creature from the
past episode. A boss battle will start afterwards.
BOSS: Malacoda 1
Attacks:
Spikes - The creature's tentacles will hover in place and start to fire out
spikes toward your character.
Tentacle Ram - The pinchers on the side of the tentacle's mouth will start to
move as it aims toward your character then it will suddenly dash forward and
try to ram your character.
Weak Areas:
Four Tentacles - Shooting any portion of the tentacles that stick out of the
boss' body will damage it. It has two on each side and they can be destroyed.
The attacks of Malacoda are very limited. It attacks with its tentacles and
not its main body. It has a total of four tentacles - two on each side. The
tentacles will do one of two things before they attack. If a tentacle ever
faces your character and the pinchers on the side of the mouth start to move
back and forth, it is about to ram your character. At that time, Jill needs to
run to a side to avoid the oncoming ram from the tentacle. The tentacles will
also wave a bit in the air then stop and start to fire out spikes toward your
character. The spikes can be shot with a weapon, but they are best avoided.
The above paragraph describes the only two attacks that Malacoda has. Like I
said, it is very limited. Damaging Malacoda can be a problem if Jill only has
a shotgun as her main weapon with ammo since the tentacles flail about at a
distance the majority of the time. Aim up at the tentacles and shoot at any
portion of its body to damage it. The tentacles each have low health, but it
can be hard to hit them. Try to destroy one of the tentacles from the
beginning with constant fire from a magnum, rifle or machine gun to speed up
the damaging process.
Eventually Kirk will toss out some small crates. Break them open to reveal a
rocket launcher. Each crate that Kirk throws out from the helicopter will
contain a rocket launcher. Pick up the rocket launcher and Jill will
automatically drop her current weapon. The weapon will still be on the ground,
but it will be swapped for the rocket launcher.
Equip the rocket launcher and aim up toward a tentacle. It's best to wait for
a tentacle to stay still before firing. They will always stay still right
before a ram. Wait for a tentacle to face your character then move its
pinchers. At that time, aim toward it and fire the rocket launcher and Jill
will hit it for sure if your aim is good!
Kirk will toss out a total of four small crates throughout the battle. It will
take him a while to throw them out, and it seems to depend on when Jill fires
each rocket launcher, so don't spend too long focusing your aim.
Once all four tentacles are destroyed, Malacoda will stop attacking and Kirk
will contact the characters shortly before a cutscene.
NOTE: One of the rocket launchers can be kept in Jill's inventory and saved in
order to make a much later battle very easy! Keep this in mind. It's a cheap
little trick, but it will save Jill a BUNCH of firepower later.
*******************************************************************************
Handprint (28/30) - During the first battle with the Malacoda boss with Jill
and Chris, this handprint is on the big pipe that sticks out of the wreckage in
the center portion of the part of the ship that Jill and Chris stand on. The
pipe will be to their backs while fighting. Scan the handprint while fighting
the boss.
*******************************************************************************
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - On the left end of the wreckage.
[ ] Green Herb - On the right end of the wreckage.
------------------------------------------------------------------------- SCANS
[ ] Green Herb - Scan the damaged piece of the metal platform on the left side
of the area.
-------------------------------------------------------------------------------
BOSS: Malacoda 2
Attacks:
Spikes - The creature's tentacle will hover in place and start to fire out
spikes toward your character.
Tentacle Ram - The pinchers on the side of the tentacles mouth will start to
move as it aims toward your character then it will suddenly dash forward and
try to ram your character.
Weak Areas:
Four tentacles - Shooting any portion of the tentacles that stick out of the
boss' body will damage it. It has two on each side and they can be destroyed.
Objective: Defeat the giant enemy
Here are the controls for controlling the gatling gun once again:
Left Circle Pad - Turn/aim the gatling gun
Y - Fire the gatling gun
X - Fire grenade
B - Cool the gatling gun
A - Use green herb
Jill and Chris will have to finish off Malacoda with gatling guns from the
helicopter. This segment is much like the last shooter segement. It involves
the same type of enemy for the most part - tentacles. The Malacoda body will
remain motionless and tentacles will burst out of its side and attack for the
majority of the battle. The tentacle heads will move close to the helicopter
and try to ram it. The main thing that a player needs to focus on is shooting
any tentacle that moves close to the helicopter and faces the helicopter with
its mouth - that tentacle is about to ram.
Be on the lookout for tentacles that will shoot spikes as they stretch out into
the air. Tentacles will shoot spike projectiles very often from off screen, so
be sure to survey the area when a tentacle is sticking out of the body of the
boss. Fire at the spikes to destroy them.
From the start of the battle fire at the tentacles even while they are at a
distance. Be sure to constantly tap the B button and stop firing to cool off
the gatling gun once the tentacles start to sink into the Malacoda body or once
the gauge to the side starts to reach the red area at the top.
The grenade rounds can help out during this battle, but they are not really
needed. Fire them if the tentacles every get fully out of the control and
litter the screen too much. The precise aiming needed for one direct with a
grenade round sort of kills their usefulness however.
The helicopter will move around the right side of the boss then circle it and
then go back around it. It will constantly move around the Malacoda body. New
tentacles will emerge from the body very often as the tentacles are destroyed.
Eventually, the helicopter will hover in front of the boss and four tentacles
will stick out of the Abyss body. Kirk will yell out "Are you serious?
Dammit!" At that time, destroy the four tentacles. The characters will start
to talk. The top portion of Malacoda will start to spew a gas then its mouth
will open and expose its inner weak area along with three more tentacles.
This is the final portion of the battle. Fire at the remaining tentacles as
they flail about from the mouth. Kirk will hand Jill a rocket launcher. Aim
toward the center portion of the mouth of the Malacoda with the rocket launcher
and wait for the circle in the middle of the reticule to fully charge then tap
the Y button to fire and trigger a cutscene.
___________________
S C E N A R I O 2 \___________________________________________________________
-------------------------------------------------------------------------------
[WT24]
Time: One Year Ago
Location: Terragrigia
Characters: Parker and Jessica
== Storage Hallway ==
Parker starts with the following weapons and items:
Machine Gun P-90 (15/0)
Handgun Government (4/0)
Combat Knife
As you can see, Parker is quite limited from the start of this mission! Use
your ammo on the first enemy wisely!
Objective: Go to the command room
Parker and Jessica are back in Terragrigia. Now, we can play an event that
happened one year ago. This event takes place before the last flash back
mission with the same two characters.
Move up the stairs in the distance. A Hunter will attack from around the left
corner. Parker has nearly no ammo at all, so try to make every shot count when
firing on this one Hunter. Blast it with the machine gun from the start then
finish it off with the handgun. Parker will have barely enough ammo to kill
it. Open the elevator door up ahead then take the elevator to the upper floor.
The two characters will talk a bit as the elevator rises.
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - On the metal crate off to the left by the elevator door.
-------------------------------------------------------------------------------
== Office Hallway 1 ==
Before the elevator makes it to the top, sounds of firing can be heard from the
next floor and a person will start to speak. Move out of the elevator when the
doors open then run down the corridor ahead. A Hunter will leap out from
behind the left corner then eventually fly back as it is shot - kind of funny
in a way!
Raymond is lying on the floor in the middle of the right corridor while he
shoots at Hunters. Move toward him and be sure to pick up the handgun ammo
near him. Start to shoot the two Hunters that Raymond is shooting at. Parker
has to kill them since they will eventually hop over Raymond and start to
attack Parker. One Hunter will appear in the back of Parker and Jessica as
well, so be sure to turn around after killing the first two Hunters.
--------------------------------------------------------------------- ITEM LIST
[ ] Handgun Ammo (+15) - Lying on the floor by some boxes behind Raymond.
[ ] Handgun Ammo (+15) - Lying on the floor by some boxes behind Raymond.
-------------------------------------------------------------------------------
Walk over to Raymond and eventually Jessica will ask for someone to lend him a
shoulder. Well... I guess Parker shall raise his hand from the crowd and
volunteer to offer Raymond a shoulder, right? Press the Y button near Raymond
to prop him on Parker's shoulder.
Follow the corridor directly ahead. Raymond and Parker will talk a bit.
Parker can't hop over the blockade down the right corridor since he is
escorting Raymond at the moment. Open the door to the left and step into the
next room.
--------------------------------------------------------------------- ITEM LIST
[ ] Handgun Ammo (+10) - On a box to the right a little ways past where Raymond
was.
-------------------------------------------------------------------------------
== Locker Room ==
There are no items in the surrounding lockers - knowing this will save you a
lot of trouble on dragging Raymond over to each one. Pick up the two items in
the room then open the door at the other end.
--------------------------------------------------------------------- ITEM LIST
[ ] Handgun Ammo (+10) - On the shelf in front of the entrance door.
[ ] Green Herb - On top of a fallen set of lockers in front of the exit door.
-------------------------------------------------------------------------------
== Office Hallway 2 ==
As Parker reaches the turn to the right up ahead, a Hunter will leap out from
the right corridor. Blast the Hunter in its head as soon as it appears.
Parker should be able to kill it with around 7 shots if all shots hit it. If
Parker must reload, he has a high chance of getting hit.
--------------------------------------------------------------------- ITEM LIST
[ ] Handgun Ammo (+10) - On a box off to the right after exiting the Storage
Room.
-------------------------------------------------------------------------------
Escort Raymond around the side of the corner up ahead. Another Hunter will
attack further down the hall then another Hunter will attack after rounding the
next corner. Enter the first room that Parker comes to. The room down the
hall has pickups in it, but it's best to come back without Raymond so Parker
doesn't have to slowly move around the room.
== Conference Room ==
Move to the other side of the room then open the door.
--------------------------------------------------------------------- ITEM LIST
[ ] Handgun Ammo (+10) - Lying on the table with the blood splatter on it.
-------------------------------------------------------------------------------
== Office Hallway 3 ==
Parker can't hop over the blockade down the left hall just yet. Turn to the
right and move down that corridor. Jessica will mention that Raymond needs
immediate first aid. Parker will drop Raymond in front of the door at the end
of the hall.
Objective: Obtain tourniquet
Raymond needs to be bandaged up properly. Parker will have to find the
tourniquet on the fourth floor of the current building. Turn around and move
back down the hall then hop over the blockade at the north end. Pick up the
items then run back to the Conference Room door and open it then move out to
the hallway on the other side.
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - On the floor with the blood at the end of the north hall.
[ ] Machine Gun Ammo (+30) - On a stack of boxes near the blood at the end of
the north hall.
-------------------------------------------------------------------------------
== Office Hallway 2 ==
Now that Parker doesn't have extra baggage- Oh, I'm sorry Jessica. I mean...
now that Parker is not escorting Raymond, enter the room down the left
corridor.
== Storage Room ==
Read --THE FBC'S CHARTER-- file on the table near the entrance. Collect all
the items then step back out into the hall.
--------------------------------------------------------------------- ITEM LIST
[ ] Handgun Ammo (+10) - On a shelf around the corner.
[ ] Hand Grenade - On a box near the back of the room.
[ ] Green Herb - On a shelf in the back of the room.
-------------------------------------------------------------------------------
== Office Hallway 2 ==
Go back the way Parker came from while he was escorting Raymond. Enter the
Locker Room in the north then step back into the hallway on the other side.
Parker and Jessica will talk a bit along the way.
== Office Hallway 1 ==
Parker can hop over the blockade and move down the north corridor now. Hop
over the blockade and follow the corridor to the door at the end. Open the
door to enter the stairway.
== Stairway ==
Parker needs to get to the fourth floor up above. He is currently on the third
floor, so just move up one level. A Hunter will attack as Parker moves up the
first set of stairs, so take out the handgun and blast it. Parker can move up
to the very top floor for an extra herb pickup.
Jessica will call Parker's attention to the fourth floor door if he passes by
it. A Hunter will attack if Parker chooses to keep moving up the stairs after
reaching the fourth floor. The doors to the other floors are locked. Open the
door to the fourth floor then step into the hallway.
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - On the walkway in between the third and fourth floor.
[ ] Green Herb - On the walkway outside the sixth floor door.
-------------------------------------------------------------------------------
== Office Hallway 4 ==
--------------------------------------------------------------------- ITEM LIST
[ ] Handgun Ammo (+10) - On the floor to the left by the blockade and the blood
as Parker steps onto the fourth floor.
-------------------------------------------------------------------------------
== Main Office ==
Read the --DAILY COURIER ARTICLE 2-- file off to the right if you want then
follow the corridor through the cubicles up ahead. There are three Hunters on
the other side of the cubicles. They will all be alerted to Parker and Jessica
once Parker shoots one of them. Shoot them from a distance with the handgun
then quickly switch over to the machine gun and fire at them as they get
closer. One might attack from the side.
--------------------------------------------------------------------- ITEM LIST
[ ] Handgun Ammo (+10) - Open the left locker in the first set of lockers to
the left.
[ ] Hand Grenade - Down the first row of cubicles to the right, this is in the
final cubicle.
[ ] Machine Gun Ammo (+30) - Open the locker on the southeast side of the area.
-------------------------------------------------------------------------------
Run to the northeast side of the room and be sure to grab all the ammo pickups.
Parker will have plenty of machine gun ammo. Grab the **TOURNIQUET** from the
fallen table at the end.
--------------------------------------------------------------------- ITEM LIST
[ ] Machine Gun Ammo (+30) - Inside the cubicle on the northeast side of the
room.
[ ] Green Herb - On the floor outside the northeast cubicle.
[ ] Machine Gun Ammo (+30) - On a fallen locker on the north side of the area.
[ ] Machine Gun Ammo (+30) - On a box beside the lockers on the north side of
the area.
[ ] Machine Gun ammo (+30) - Inside the left locker on the north side of the
area.
[ ] **TOURNIQUET** - On a fallen table on the north side of the area.
-------------------------------------------------------------------------------
-- SAVE POINT --
Objective: Tend to Raymond
Now it's time to return to Raymond. Run back to the other side of the office
area and exit then step back into the stairway. Raymond will contact Parker
along the way and mention that Hunters are attacking him.
Don't worry cadet, we're coming after we go back through all this annoying
backtracking!
== Stairway ==
A sound of glass shattering will be heard in the stairway area. A Hunter will
move up the stairs and attack as the character move toward the door on the
third floor. Don't worry about conserving machine gun ammo now - go all out!
Open the third floor door.
== Office Hallway 1 ==
Two Hunters will run down the corridor to the left and attack. Blast them then
hop over the blockade further around the corner. Reenter the Locker Room then
back out into the hallway again. Raymond will contact Parker along the way.
== Office Hallway 2 ==
A Hunter will rush toward Parker and attack from around the corner up ahead.
Kill the Hunter and move around the right corner. Two Huntes will be at the
front of the next corridor around the corner, so be prepared to blast them.
Enter the Conference Room.
== Conference Room ==
Two Hunters can be seen through the window on the other side of the room. Dear
god, Raymond, we're coming! Bust through the door on the other side of the
Conference Room.
== Office Hallway 3 ==
Kill the Hunters that surround Raymond up ahead. More Hunters will leap over
the blockade behind Parker and Jessica so turn and shoot them. Toss a hand
grenade at them if Parker still has one. Walk toward Raymond and interact with
him after all enemies are killed to trigger a cutscene.
Objective: Go to the command room
After the cutscene, Parker will now have Jessica and Raymond following him.
Open the door that Raymond was previously blocking.
== Storage Room 2 ==
Open the door on the other side. Jessica and Raymond will talk a bit in this
room.
== Elevator Lobby ==
A Hunter will attack as Parker runs toward the middle of the area in front of
the elevator. Get on the elevator and take it to the bottom floor. Raymond
and Parker will talk on the way down.
--------------------------------------------------------------------- ITEM LIST
[ ] Handgun Ammo (+10) - On the sofa near the elevator doors.
[ ] Machine Gun Ammo (+30) - On the sofa near the elevator doors.
------------------------------------------------------------- BREAKABLE OBJECTS
[ ] Small Crate - On the floor across from the elevator.
-------------------------------------------------------------------------------
== Elevator Hallway ==
Move down the stairs.
--------------------------------------------------------------------- ITEM LIST
[ ] Handgun Ammo (+10) - On a box to the left after stepping out of the
elevator.
[ ] Green Herb - Near the railing to the right in front front of the elevator.
[ ] Machine Gun Ammo (+30) - Near the railing to the right in front of the
elevator.
[ ] Machine Gun Ammo (+30) - On a sofa below the stairs.
[ ] Handgun Ammo (+10) - On a box in the broken elevator off to the right.
-------------------------------------------------------------------------------
-- SAVE POINT --
Run down the hall ahead and step out onto the top floor of the Front Hall.
== Front Hall ==
Kill the Hunter that attacks from the right side of the top floor then follow
the walkway to the stairs. Move down the stairs. Parker will mention that
they need to keep their cadet alive. Come cadet, my Parker shall ram through
all these sons of bitches to save your ass!
Hunters will start to attack. As you can very well see, this area has a BUNCH
of item pickups like last time. Three Hunters will attack while the characters
are on the bottom floor. Be sure to take as many items as Parker can carry on
the bottom floor. Run up the right side of the west stairs. While standing in
front of the door up above, Raymond will be asked to move on ahead.
--------------------------------------------------------------------- ITEM LIST
[ ] Machine Gun Ammo (+30) - On the floor near the entrance doors on the east
side.
[ ] Machine Gun Ammo (+30) - On the floor near the blockades below the south
stairs.
[ ] Machine Gun Ammo (+30) - On the boxes below the north set of stairs.
[ ] Machine Gun ammo (+30) - On the front counter.
[ ] Hand Grenade - On a sofa under the north stairs.
[ ] Machine Gun Ammo (+30) On a sofa under the north stairs.
[ ] Green Herb - On the front counter.
[ ] Handgun Ammo (+10) - Move up the left side of the west stairs and this is
near a blockade.
[ ] Handgun Ammo (+10) - On a sofa along the west side of the area behind the
front counter.
[ ] Green Herb - Along the west side of the area behind the front counter.
[ ] Machine Gun Ammo (+30) - Move up the right side of the west stairs and this
is near a blockade.
[ ] Machine Gun Ammo (+30) - Move up the right side of the west stairs and this
is near a blockade.
[ ] Hand Grenade - Move up the right side of the west stairs and this is near a
blockade.
------------------------------------------------------------- BREAKABLE OBJECTS
[ ] Small Crate - Move up the right side of the west stairs and this will be on
the middle of the stairs.
-------------------------------------------------------------------------------
-- SAVE POINT! --
Objective: Kill the Hunters
Kill all the Hunters that attack. They will leap over the blockade in front of
the Command Room doors and move toward your character from the bottom floor.
Several Hunters will pile up at once so use a grenade at this part if needed.
After all the Hunters are killed, the character will mention that they should
get to the Command Room.
Objective: Get to the command room
Open the doors to the Command Room to trigger a cutscene.
--------------------------------------------------------------------- ITEM LIST
[ ] Machine Gun Ammo (+30) - On the north side of the top floor.
[ ] Handgun Ammo (+10) - On the north side of the top floor.
-------------------------------------------------------------------------------
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
E P I S O D E 1 2 - T H E Q U E E N I S D E A D
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- - -
But night is reascending, and 'tis time
That we depart, for we have seen the whole.
La Divina Commedia Inferno, Canto XXXIV
- - -
___________________
S C E N A R I O 1 \___________________________________________________________
-------------------------------------------------------------------------------
[WT25]
Time: 5:35am
Location: Above Queen Zenobia
Characters: Jill and Chris
== Outside the Queen Dido ==
Objective: Search the sunken ship
Jill and Chris will start out underwater near the Queen Dido. They both have
air tanks so there is no need to worry about surfacing to get air. Rotate the
left circle pad counterclockwise as Jill holds onto the handle on the door
outside the Queen Dido. She will open the door soon.
== Shelf Room ==
Collect the items in the room - yeah, I guess green herbs can even grow
underwater! Swim over toward the door ahead and examine it. Use the stylus to
trace the pattern on the bottom screen in order to flame the door and get
through it.
_________________
| |
| -------. |
| | |
| | |
| '------- |
| |
| |
|_________________|
NOTE: You might as well keep your stylus out since there are plenty of these
welding puzzles throughout the Queen Dido.
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - On a shelf to the left.
[ ] Shotgun Shells (+8) - On a shelf to the right.
-------------------------------------------------------------------------------
== Ship Corridor ==
Swim down the stairs and into the hall ahead. The music that plays sets the
perfect mood for this area, I think. Wow, epic! Swim through the next
doorway.
== Shelf Corridor 2 ==
A dead Globster is floating in the center of the room up ahead. Both doors in
this room can be opened with the torch.
--------------------------------------------------------------------- ITEM LIST
[ ] Rifle Ammo (+6) - On the back table.
-------------------------------------------------------------------------------
Examine the door directly ahead and then weld the pattern on the bottom touch
screen. Swim inside and collect all the items.
_________________
| |
| |
|----. .----|
| | | |
| '-------' |
| |
| |
|_________________|
--------------------------------------------------------------------- ITEM LIST
[ ] Illegal Custom Parts - On a table to the right.
[ ] Machine Gun Ammo (+45) - On the shelf to the right.
[ ] Green Herb - On a shelf to the left.
-------------------------------------------------------------------------------
Swim back outside then use the torch to trace the patten and open the other
door.
_________________
| |
| .-------. |
| | | |
| | .--' |
|-------' | |
| '----|
| |
|_________________|
== Carcass Room ==
Several dead Globsters are in this room. One of them is actually half human.
It's a Veltro soldier! Check his body and Jill will mention something about
the Globsters on the beach a while back. Swim into the corridor to the south.
== Ship Corridor 2 ==
Something is up ahead. It looks like a- Oh well, it's gone now. A Globster
just ate it!
Swim down the corridor and enter the room to the left. Collect all the items
in the room then swim back out.
--------------------------------------------------------------------- ITEM LIST
[ ] Rifle Ammo Case - Lying on a fallen locker to the left.
[ ] Machine Gun Ammo (+45) - On a fallen shelf.
[ ] Rifle Ammo (+6) - On a table to the right.
-------------------------------------------------------------------------------
Follow the corridor to the west. Swim down the right corridor then get that
stylus ready to flame us through another door!
_________________
| |
|---. |
| | .----. |
| | | | |
| '----' | |
| '---|
| |
|_________________|
--------------------------------------------------------------------- ITEM LIST
[ ] Handgun Ammo (+10) - In front of the closed door.
-------------------------------------------------------------------------------
== Room with Barred Door ==
Examine the barred metal door up ahead. It has an electric lock on it that
needs to be activated. Chris will stay behind and... survey the door.
--------------------------------------------------------------------- ITEM LIST
[ ] Random Ammo - On the bottom shelf to the right.
-------------------------------------------------------------------------------
Objective: Search for power
Swim over toward the other metal door and Jill will take out her blowtorch and
you'll take out your trusty stylus and make mincemeat out of that torch with
your powers combined!
_________________
| .-----------. |
| | | |
| '--. | |
| | | |
| .--' .--' |
| | | |
|---' '----|
|_________________|
-- SAVE POINT! --
== Outside Area ==
If you look through the barred window to the right, the controls for the power
can be seen. The barred window can be examined.
There is an opening on the back right wall that Jill can swim through. Be very
careful after swimming through it however. There is a Globster swimming
outside and he can grab Jill in his mouth and eat her - it's an instant kill!
The best way to avoid the Globster is to wait by an opening then allow it to
swim in the direction away from Jill then quickly swim to your destination.
Swimming to the extreme top or bottom of the area near it can help, but don't
be surprised if Jill gets crunched.
--------------------------------------------------------------------- ITEM LIST
[ ] Magnum Ammo (+6) - When staring through the first opening by the area with
the first Globster, this is on the ground to the right. Wait for the first
Globster to swim to the left then move into the back of the area then quickly
swim down and get this and swim back through the hole. Be fast or Jill will
get crunched!
[ ] Pulse Grenade - Swim into the room to the west after swimming past the
first Globster and this will be on the floor inside the room.
[ ] Pulse Grenade - On the bottom portion of the opening in the room to the
left after swimming past the first Globster.
-------------------------------------------------------------------------------
The pulse grenades that are found will only stagger the Globsters just a bit.
They're basically useless against Globsters. Swim into the opening to the left
after swimming past the first Globster. Jill will swim into a smaller room.
Swim into the next room through the opening to the west.
Swim into the bigger area to the south. There is another Globster in this
area. Wait for him to swim to the south then follow him around the south side
of the wall and enter the opening down the east side. Press the red button on
the controls inside to restore power to the ship.
--------------------------------------------------------------------- ITEM LIST
[ ] Handgun Ammo (+10) - Floating near the top of the big open area with the
second Globster (south side).
[ ] Machine Gun Ammo (+30) - Near the barrels in the room with the power
controls.
-------------------------------------------------------------------------------
-- SAVE POINT! --
Objective: Go back to Chris
Chris will radio Jill and tell her that the door is open. Now, that Chris has
done all the hard work, Jill needs to swim back to Chris' area. Swim by both
of the Globsters and reenter the area with Chris.
== Room With Barred Door ==
Chris will stand in front of the door as Jill swims into the area. Open the
door and swim into the opening above the ladder then a cutscene will trigger
when Jil reaches the top.
--------------------------------------------------------------------- ITEM LIST
[ ] Rifle Ammo (+6) - On the fallen locker to the right after opening the door
with the bars.
-------------------------------------------------------------------------------
== Room with Dead Body ==
Take the **VOICE RECORDER** from the body after the cutscene. Jill will play
the recorder afterwards. There is nothing in this room or the back room where
Jill and Chris entered, so open the door off to the side.
== Hallway with Paintings ==
Oh snap. Look at that chilling atmosphere down the hall ahead. Well, let's
get to investigating! Follow the hall ahead. The lights will go off as Jill
steps further to the west.
The Globster up ahead is actually dead. Be sure to scan it. It will tumble
over as Jill gets near it. Enter the room to the south.
== Living Room ==
More sounds of the ship nearly falling apart can be heard as Jill enters the
room. Open the next door.
--------------------------------------------------------------------- ITEM LIST
[ ] Shotgun Shells (+10) - On the table to the right.
------------------------------------------------------------------------- SCANS
[ ] Shotgun Shells (+25) - Scan the body in the room.
-------------------------------------------------------------------------------
== Dining Room ==
The Dining Room has several corpses laid out on the long table inside. Chris
will comment if Jill examines several of the bodies on the table. As Jill
steps to the west side of the Dining Room, the door at that end will creak open
as if to allow her through.
*******************************************************************************
Handprint (29/30) - While playing as Jill and Chris in the Queen Dido, they
will eventually enter a Dining Room with several bodies on a long table. Look
on the south wall and this handprint will be on the big blood splatter on that
wall.
*******************************************************************************
Be sure to take a look at the --DANTE ALIGHEIERI'S LADIVINA COMMEDIA, AN
OFFERING TO THE DEAD-- file on the desk near the door. Step toward the open
doorway of the room to the west to trigger a cutscene.
-- SAVE POINT! --
------------------------------------------------------------------------- SCANS
[ ] Hand Grenade - Scan the floor near the covered dresser to the left of the
corridor that Jill enters the room from.
[ ] Green Herb - Scan the right side of the shelf on the north wall.
[ ] Machine Gun Ammo (+160) - Scan the inside of the grandfather clock on the
south wall.
-------------------------------------------------------------------------------
== Movie Room ==
Objective: Find video evidence
The final area of the game is through the doors to the west. There is a green
weapon crate near the door. Open it and take out a shotgun, magnum (if you
have ammo) and machine gun. Place the best upgrades that Jill has on the
shotgun since it will be used the most. Open the big door when done.
-------------------------------------------------------------------- ITEMS LIST
[ ] Machine Gun Ammo (+50) - On the small table off to the left.
[ ] Shotgun Shells (+10) - On the floor to the right.
[ ] Green Herb - On the floor to the right front portion of the big door.
------------------------------------------------------------------------- SCANS
[ ] Hand Grenade - Scan the blood on the floor below the screen.
-------------------------------------------------------------------------------
== Red Staircase ==
Run down the stairs ahead. A voice will speak out phrases from the Divine
Comedy as Jill gets close to the door.
Vengeance of God, O how much oughtest thou
By each one to be dreaded, who doth read
That which was manifest unto mine eyes!
Pape Satan, Pape Satan, aleppe!
Each one shall find again his dismal tomb,
Shall reassume his flesh and his own figure,
Shall hear what through eternity re-echoes.
Open the door and step into the next room.
-------------------------------------------------------------------- ITEMS LIST
[ ] Shotgun Shells (+10) - Near the right hand of the second body along the
stairs.
-------------------------------------------------------------------------------
== Throne Room ==
Norman is on the throne up ahead still speaking phrases as Jill enters the
room. The room has a few item pickups spread around it. Pick them up if
needed. If Jill doesn't need the items then she might need them later, so just
keep them in mind. There is a green weapon crate off to the right. Keep in
mind that it can be accessed in the fight ahead.
*******************************************************************************
Handprint (30/30) - When Jill and Chris enter the room where Norman sits on a
throne, this handprint is on the side of the platform right below Norman. It
can be scanned before the boss fight in the room starts.
*******************************************************************************
-------------------------------------------------------------------- ITEMS LIST
[ ] Green Herb - On a chair on the left side of the room.
[ ] Green Herb - Near some cobwebs to the right of the throne that Norman sits
on.
[ ] Random Ammo - Near a fallen chair on the left side of the room.
[ ] Random Ammo - Near the wreckage on the right side of the room.
[ ] **NORMAN'S PDA** - Norman will drop this after moving close to him.
------------------------------------------------------------------------- SCANS
[ ] Machine Gun Ammo (+160) - Scan the fallen chair in the debris off to the
right after entering the room.
[ ] Magum Ammo (+6) - Scan the debris to the left of Norman's throne.
-------------------------------------------------------------------------------
Step toward Norman and he will stop speaking phrases and get up off the throne
and start to yell a bit while talking. Eventually a cutscene will play and he
will take out the PDA that contains the recording of Lansdale and then drop it
as the virus continues to mutate his body. Take **NORMAN'S PDA** from the
floor below Norman.
Objective: Leave with the PDA evidence
Well, Jill and Chris have what they need, so let's just make a casual stroll
back toward the entrance door and leave. Turn around and walk toward the
entrance door and a cutscene will play when Jill tries to open it. Damn you,
Norman...
___________________
S C E N A R I O 2 \___________________________________________________________
-------------------------------------------------------------------------------
[WT26]
Time: 6:40am
Location: Queen Dido
Characters: Jill and Chris
== Throne Room ==
Objective: Defeat Norman
BOSS: Final Form Abyss
Attacks:
Teleport Frontal Claw Attack - Norman teleports toward Jill and reappears in
front of her then charges a claw attack and tries to hit her. Aim forward and
shoot him.
Teleport Back Claw Attack - Normal teleports toward Jill and then reappears
behind Jill then charges a claw attack and tries to hit her. Quick turn and
shoot Norman.
Teleport Side Claw Attack - Norman teleports toward Jill and two Normans appear
in front of her and charge a claw attack. Aim at the Norman that breathes a
purple gas then blast him.
Teleport Back Claw Attack w/image - Norman teleports toward Jill and an image
appears in front of her then charges a claw attack. The real Norman appears
behind Jill and charges a claw attack while breathing purple gas. Quick turn
and blast the real Norman behind Jill.
Teleport Delayed Attack - Norman teleports toward Jill. An image of Norman
will dash at Jill and peform a claw attack. The image will remain for a few
seconds afterwards. Once it disappears, the real Norman will appear in front
of Jill and attack. Wait for the image to fade away then aim forward. When
Norman appears, blast him. Sometimes Norman will appear behind Jill.
Teleport Overhead Attack - Norman teleports toward Jill. An image of Norman
appears near Jill and attacks. A few seconds later, the real Normal will
appear in front of Jill and attack. Wait for the image to disappear then
prepare to blast the real Norman. This is much like the teleport delay except
the image starts out close to Jill. Sometimes Norman will appear behind Jill.
Teleport Ram Claw Attack - Norman will teleport then two Normans will both dash
at Jill from each side and try to hit her. The Norman that attacks second with
a dash is the real Norman. Try to dodge out of the way of this with the dodge
feature. It cannot be stopped. This can get quite hard hard to avoid since it
requires immediate reaction.
Teleport Delay - Toward the end of the battle, Norman will begin to move toward
Jill then teleport when he gets next to her. He will do one of his image
attacks after doing so. The main difference with this move is that he moves
toward Jill and meets her before he teleports.
Claw Attack - Toward the end of the battle, when Jill is close to Norman,
sometimes he will perform his claw attack without teleporting.
Dashing Claw Attack - Norman runs at Jill and hits her with his claw. He will
mainly do this toward the end of the battle. Jill will have to dodge the
attack with a dodge command or step out of the way as he does his dash.
Sometimes he will stand and breathe a purple gas before doing this. Sometimes
the dash is instant.
Grab - Norman grabs Jill from close range and holds her up then tries to impale
her. Tap the Y button to escape.
Weak Areas:
Back Growth - The yellow piece of skin on the top part of his backside (more
damage)
Final Form Abyss has the look of an actual Tyrant boss. He has the features of
the original Tyrant from Resident Evil 1 with his exposed heart on the front
side of his chest and he has a large claw arm. He also does running slice
attacks and he has a impale instant death attack that he can perform if he
grabs Jill.
For the most part, Final Form Abyss (Norman) will attack by teleporting toward
Jill in an attempt to hit her with his claw hand. From close range, he can
grab Jill and hold her into the air then impale her. Be sure to tap the Y
button to escape the grab if Norman ever grabs Jill.
Jill can shoot Norman to interrupt his claw attack right after he teleports.
This is the main way to damage him. Have the shotgun equipped at all times
during this battle. The shotgun will instantly knock Norman out of his attack
if he is hit right before he performs an overhead claw attack.
Norman will eventually use images of himself to trick Jill. It will appear as
if he is about to hit Jill when, in fact, it's only an image that is attacking
Jill and the attack will go right through her harmlessly. The real Normal will
attack sometimes afterwards. There is a trick to hitting the real Norman all
the time however.
THE KEY TO FINDING HIM: The real Norman will breathe a purple gas while he
charges his claw attack!
The images of Norman will not breathe out any type of gas. Also, when Jill
aims at an image, the laser will go right through it, but while aiming at the
real Norman, the end of the laser will turn circular to let you know that Jill
is aiming at something solid. Norman will change up his attacks constantly.
He will save his attacks with delayed images until he has been damaged greatly.
From the start of the battle, Norman will only teleport toward Jill and attack
immediately after. Just blast him before he attacks in order to stop the
attack. After Jill damages him more, he will start to teleport toward her and
an image will attack along with the real Norman while in front of Jill. Blast
the Norman with the purple gas coming out of his mouth.
Norman will start to teleport toward Jill and attack from behind her as an
image attacks from the front side. Quick turn and face the real Norman then
blast him before he attacks. When he teleport and an image dashes at Jill then
remains on the screen, aim forward as the image fades then blast the real
Norman when he appears in front of Jill.
When Norman teleports and two images of himself appear and try to ram Jill, be
prepared to dodge the second Norman as he tries to hit since it will be the
real him - use the dodge commands to dodge this. Norman will begin to attack
without teleporting once he has been damaged greatly. He will start to ram Jill
and he will perform his claw attack without teleporting. Jill will have to
dodge his attack with the dodge feature or run to the side when he starts this.
If Norman ever turns his back to Jill to where his weak back spot is in view,
blast the yellow weak area to damage him greatly. Toward the end of the
battle, Norman will start to fall over from getting hit so much. Jill can
approach him at that time and perform a charged melee attack, but DO NOT
PERFORM A MELEE on him at that time. Rush toward him and take out a magnum or
machine gun and blast the yellow portion of his back to damage him greatly!
Gunshots take much more off than a melee attack. Blast the back portion with
the shotgun if Jill doesn't have magnum or machine gun ammo.
Toward the end of the battle, Norman will start to mix up his attacks greatly!
He will appear behind Jill more often after teleporting. His attacks can get
quite random with his teleports. Explaining them all really wouldn't do much
good since he has such a variety. You just have to watch carefully.
The main thing that you need to do to speed up this battle is to SPAM Norman
with constant blast from the shotgun. Literally, blast the hell out of him
once Jill stops one of his attacks. Don't let up on shooting him. Fire, fire,
fire! When he teleports, blast him out of his attacks then nail him with extra
gun blasts. It all adds up eventually and will make the battle shorter
overall. He will start to do his more dangerous attacks faster. Chris will be
shooting Norman with his handgun the entire time - his shots only take light
damage though.
NOTE 1: In order to speed up the battle, blast Norman with the shotgun to knock
him out of an attack then spam him with machine gun fire from the MP5 machine
gun. Blast him once then spam the hell out of him with rapid machine gun fire.
It all adds up and will speed up the battle greatly! Toward the end, shooting
him with rapid machine gun fire will stun him QUICKLY! Once he is stunned, aim
toward the yellow area on his back and continue to fire the machine gun. He
will fall fast in just about two stuns!
NOTE 3: If Jill still has the rocket launcher (from the boss battle at the
beginning of episode 11) in her inventory during this battle, fire it at
Norman!
Once Norman falls, the ending cutscenes will play! Be sure to watch past the
closing credits for an extra cutscene (you can skip the credits and still see
it).
The following is unlocked after beating the game on Normal mode:
Casual Cleared - Custom Charge Shot 3
Normal Cleared - Shotgun Hydra
Final Chapter - Raid Mode Stages 18 to 20
- Raid Mode Bonus Stage
- HELL difficulty
New game+
- - -
TO BE CONTINUED IN...
Resident Evil 5: Lost in Nightmares!
To see what horrific fate awaits Chris and Jill...
And Berserker (Kevo) has got you covered for that "horrific fate" as well...
www.gamefaqs.com/ps3/989571-resident-evil-5-lost-in-nightmares/faqs/59192
- - -
Honestly, Lost in Nightmares carries the same sort of horror atmosphere as
Resident Evil Revelations. If you've never played it, be sure to check it out.
To me, it's really what the main story of Resident Evil 5 should have been more
like - action with horror atmosphere surroundings. It's short, but it's the
best part of Resident Evil 5 if you ask me.
E N D
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[WE00]
===============================================================================
__ __
/ / /\ \ \ ___ __ _ _ __ ___ _ __ ___
\ \/ \/ // _ \ / _` || '_ \ / _ \ | '_ \ / __|
\ /\ /| __/| (_| || |_) || (_) || | | |\__ \
\/ \/ \___| \__,_|| .__/ \___/ |_| |_||___/
|_|
W E A P O N S & P A R T U P G R A D E S
===============================================================================
=-=-=-=-=-=-=-=-=-=-=-=-=-=-= - W E A P O N S - =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
This section covers all weapons and part upgrades for Campaign and Raid Mode.
NOTE: Both Campaign and Raid Mode share weapons and part upgrades, but they are
often different in some way.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
[WE01]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
H A N D G U N S
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
====
M92F
====
The M92F is the most basic of handguns and offers basically all moderate
properties. Jill will start with this weapon in campaign mode.
Campaign Stats:
Firepower: 150
Auto Fire: 0.80
Capacity: 10
Customization Slots: 3
Campaign Availability: Yes
Raid Mode Availability: Yes
=====
PC356
=====
The PC356 is weaker than the M92F overall, but it offers the most custumization
slots for part upgrades out of any of the handguns. With some good part
upgrades, this gun can be just as good as the other handguns.
Campaign Stats:
Firepower: 130
Auto Fire: 0.80
Capacity: 8
Customization Slots: 5
Campaign Availability: Yes
Raid Mode Availability: Yes
==========
Government
==========
The Government handgun is the most powerful handgun, but it has the slowest
rate of fire, capacity and reload time. With the help of burst fire and part
upgrades to boost the rate of fire and capacity, this handgun can be
substituted for a powered weapon such as a shotgun or magnum for dealing a
bunch of damage at one time.
Campaign Stats:
Firepower: 200
Auto Fire: 0.70
Capacity: 7
Customization Slots: 3
Campaign Availability: Yes
Raid Mode Availability: Yes
===
G18
===
The G18 starts with the highest rate of fire and capacity. It is the weakest
handgun of all. Burst fire along with a damage upgrade can help this weapon
out a bunch. It really needs no capacity upgrade.
Campaign Stats:
Firepower: 120
Auto Fire: 1.20
Capacity: 16
Customization Slots: 3
Campaign Availability: Yes
Raid Mode Availability: Yes
[WE02]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
M A C H I N E G U N S
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
====
P-90
====
The P-90 machine gun has the highest rate of fire and capacity. It has a low
firepower, but when the rate of fire is so great and the overall capcity is
high, this can be considered the best overall machine gun when it has some good
upgrades equipped to it! A player can literally spam constant shots with this
gun easily.
Campaign Stats:
Firepower: ???
Auto Fire: ???
Capacity: ???
Customization Slots: ???
Campaign Availability: Yes
Raid Mode Availability: Yes
===
AUG
===
The AUG machine gun is the most basic of the machine guns. It has a decent
firepower, rate of fire and amount of customization slots, but the capcity is
pretty low.
Campaign Stats:
Firepower: 120
Auto Fire: 1.00
Capacity: 42
Customization Slots: 3
Campaign Availability: Yes
Raid Mode Availability: Yes
===
G36
===
In campaign mode, the G36 is the most damaging machine gun, but it has the
lowest rate of fire and overall capacity. This weapon is best used against a
single enemy or two enemies. Since the capacity is so low, it's hard to spread
damage on a crowd with this weapon and not have to reload. The high amount of
customization slots can help to make this gun better however.
Campaign Stats:
Firepower: 140
Auto Fire: 0.75
Capacity: 30
Customization Slots: 4
Campaign Availability: Yes
Raid Mode Availability: Yes
===
MP5
===
The MP5 is next in line with the P-90 for the highest rate of fire. It is
slightly more damaging and has a decent capacity. The MP5 is one of the better
machine guns to use for constant rapid fire.
Campaign Stats:
Firepower: 110
Auto Fire: 1.67
Capacity: 50
Customization Slots: 3
Campaign Availability: Yes
Raid Mode Availability: Yes
===========
High Roller
===========
Campaign Stats:
Firepower: N/A
Auto Fire: N/A
Capacity: N/A
Campaign Availability: No
Raid Mode Availability: Yes
[WE03]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
S H O T G U N S
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
=======
Windham
=======
The Windham shotgun has the highest firepower out of the shotguns. The Windham
has a pellet spread that is wide but tighter than the M3, so it can be good for
close range and mid-range combat, as well as single enemies or crowds. The
character that fires this weapon must go through a pumping animation after each
shot fired for this shotgun.
Campaign Stats:
Firepower: 160
Auto Fire: 1.00
Capacity: 4
Customization Slots: 3
Campaign Availability: Yes
Raid Mode Availability: Yes
==
M3
==
The M3 shotgun has the widest pellet spread out of all the shotguns. When this
gun is fired, its pellets will hit a wide area of whatever is in front of your
character. This shotgun can be the best shotgun for crowds thanks to its wide
spread. The M3 also offers the highest amount of customization slots out of
the shotguns. Just like with the Windham, the M3 shotgun must be pumped after
each shot.
Campaign Stats:
Firepower: 130
Auto Fire: 1.20
Capacity: 6
Customization Slots: 4
Campaign Availability: Yes
Raid Mode Availability: Yes
=====
Hydra
=====
This triple barrel shotgun has the tighest pellet spread out of any of the
available shotguns for campaign mode. The Hydra is more likely to hit with
every pellet from close range to take off the maximum amount of damage per shot
fired. Like the other shotguns, it is still weaker at a distance, but thanks
to its tighter spread, it's more likely to damage more even from a distance.
One of the best parts about the Hydra over the Windham and the M3 is that your
character does not have to go through any type of pumping animation per shot
fired.
Campaign Stats:
Firepower: 130
Auto Fire: 0.70
Capacity: 5
Customization Slots: 2
Campaign Availability: Yes
Raid Mode Availability: Yes
=====
Drake
=====
The Drake is very similar to the Hydra only it is a double barrel shotgun. The
Drake will often have a faster rate of fire than the Hydra and it seems to have
a slightly tighter spread which makes it good for mid range shots. At low
levels in Raid mode, the Drake has the lowest capacity out of all the shotguns.
Campaign Stats:
Firepower: N/A
Auto Fire: N/A
Capacity: N/A
Customization Slots: N/A
Campaign Availability: No
Raid Mode Availability: Yes
[WE04]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
R I F L E S
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
=====
M40A1
=====
The M40A1 rifle has a high firepower, but a character must eject each bullet
shell after firing, so it can't be fired rapidly. With some good upgrades,
this rifle can deliver some intense damage from long range with every shot
fired however. This rifle is the best source of high damage from early on in
the campaign mode.
Campaign Stats:
Firepower: 1100
Auto Fire: 1.00
Capacity: 8
Customization Slots: 3
Campaign Availability: Yes
Raid Mode Availability: Yes
====
PSG1
====
The PSG-1 can be fired rapidly and has the best rate of fire out of all rifles,
so a player can literally spam shots on an enemy with this weapon. With a part
upgrade to boost its capacity and overall damage, this weapon can be quite
effective for bigger enemies or boss enemies!
Campaign Stats:
Firepower: 700
Auto Fire: 1.00
Capacity: 5
Customization Slots: 3
Campaign Availability: Yes
Raid Mode Availability: Yes
========
Muramasa
========
Campaign Stats:
Firepower: N/A
Auto Fire: N/A
Capacity: N/A
Customization Slots: N/A
Campaign Availability: No
Raid Mode Availability: Yes
[WE05]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
M A G N U M S
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
======
Python
======
The Python magnum offers the highest damage rate, but it has the lowest rate of
fire and capacity. With some part upgrades, this gun can be just as effective
as the L. Hawk magnum. The Python has the highest amount of customization
slots out of the available magnums for campaign. The reload for this weapon
takes quite a while however.
Campaign Stats:
Firepower: 1500
Auto Fire: 0.60
Capacity: 6
Customization Slots: 3
Campaign Availability: Yes
Raid Mode Availability: Yes
=======
L. Hawk
=======
The L. Hawk magnum has the quickest rate of fire and capacity out of the
magnums. It's firepower is the lowest, but it can make up for that flaw with
its higher rate of fire. The main flaw with this weapon in campaign is that it
only has two slots for customization.
Campaign Stats:
Firepower: 1200
Auto Fire: 0.80
Capacity: 8
Customization Slots: 2
Campaign Availability: Yes
Raid Mode Availability: Yes
==========
Pale Rider
==========
Would you look at the barrel on that thing!? The Pale Ride offers the most
intense damage out of any magnum, but it has a very slow rate of fire and a
long reload time. It also has the smallest starting capacity out of the
magnums. Whatever enemy is hit from the other end of this weapon's barrel will
get hurt however - it will get hurt bad!
Campaign Stats:
Firepower: N/A
Auto Fire: N/A
Capacity: N/A
Customization Slots: N/A
Campaign Availability: No
Raid Mode Availability: Yes
[WE06]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
O T H E R E Q U I P M E N T & E X P L O S I V E S
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
===============
Rocket Launcher
===============
Like usual, the rocket launcher delivers one intense explosive blast that will
kill just about whatever it hits. The only enemies that this weapon cannot
kill are some bosses. It takes a total of 30000 damage per shot and can only
be fired once. After it is fired once, it will disappear from the inventory.
Campaign Stats:
Firepower: 30000
Auto Fire: 1.00
Capacity: 1
Customization Slots: N/A
Campaign Availability: Yes
Raid Mode Availability: Yes
============
Combat Knife
============
The combat knife is a weak melee weapon with an infinite number of uses. It is
short range, so a character must get in close to use it. It's best to knock an
enemy to the floor then run up and slash it with the knife. It can help to
save ammo, but it can also get your character hit very easily. Some characters
in the game have a different type of melee weapon. Characters such as Jill use
the combat knife differently compared to most other characters.
Jill - Combat Knife (stab)
Chris - Combat Knife (slash)
Keith - Dual machete (forward double slash)
Parker (ship) - Axe (slash)
Parker (HQ) - Combat Knife (slash)
Firepower:
Capacity: unlimited
Campaign Availability: Yes
Raid Mode Availability: Yes
============
Hand Grenade
============
A Hand Grenade will take some decent damage from a whole group of enemies once
the explosion triggers after being thrown. After being thrown, there will be a
5 second delay then the explosion will go off and deal high area damage to all
enemies surrounding it. Besides damaging crowds, this can be a good explosive
to knock down crowds as well.
Firepower:
Capacity: 9
Campaign Availability: Yes
Raid Mode Availability: Yes
============
B.O.W. Decoy
============
A B.O.W. Decoy attracts surrounding enemies with its loud noises then detonates
after a few seconds. The amount of damage delivered is less than a hand
grenade. This weapon works the best against weak enemies such as Fenrirs. It
can also be used to simply get the attention of an enemy to knock it down with
the explosion or run by it as it moves toward the decoy.
Firepower:
Capacity: 9
Campaign Availability: Yes
Raid Mode Availability: Yes
=============
Shock Grenade
=============
A Shock Grenade delivers an intense blast of electric shock in whatever area it
is thrown. These work the best for enemies that are in water. Toss the shock
grenade at an enemy that is underwater and the shock will take a large amount
of damage from it and most likely kill it. Be sure to stand far away from the
area of the electricity however or your character will also get shocked! A
player can stand in the water and throw a shock grenade into the same water
pool without receiving shock so long as the shock grenade is thrown forward and
not near the player. Some enemies such as Scarmiglione's are weak against this
particular grenade type.
Firepower:
Capacity: 9
Campaign Availability: Yes
Raid Mode Availability: Yes
=============
Pulse Grenade
=============
A Pulse Grenade is much like a flash grenade from other Resident Evil games
except that it takes a while to stun an enemy instead of the stun being nearly
instant. When thrown, a pulse grenade will roll then eventually go off and
stun any surrounding enemies. A pulse grenade can set all surrounding enemies
up for melee while they are on dry land. This grenade can also be thrown just
to stun a large enemy in order to run by it.
The pulse grenade is the only grenade that can be used underwater. When thrown
underwater, it can stun smaller enemies (Sea Creepers) and stagger bigger
enemies (Globsters).
Firepower:
Capacity: 9
Campaign Availability: Yes
Raid Mode Availability: Yes
[WE07]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
P A R T U P G R A D E S ( C A M P A I G N M O D E )
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
The following is a list of upgrades that can only be found in the Campaign
mode.
-------------------------------------------------------------------------------
-- Bind 1
Upgrade: Ups stopping power by 100%.
Guns Supported: All
-------------------------------------------------------------------------------
-- Burst 1
Upgrade: Fires 2 consecutive shots with one trigger pull.
Guns Supported: Handgun
-------------------------------------------------------------------------------
-- Burst 3
Upgrade: Fires 5 consecutive shots with one trigger pull.
Guns Supported: Handgun
-------------------------------------------------------------------------------
-- Burst 4
Upgrade: Fires 3 consecutive shots with one trigger pull.
Guns Supported: Machine Gun
-------------------------------------------------------------------------------
-- Charge Shot 1
Upgrade: You can perform a charge shot by holding down the fire button. Charge
time is long, but firepower goes up.
Guns Supported: Handgun
-------------------------------------------------------------------------------
-- Charge Shot 2
Upgrade: You can perform a charge shot by holding down the fire button. Charge
time is long, but firepower goes up.
Guns Supported: Shotgun
-------------------------------------------------------------------------------
-- Charge Shot 3
Upgrade: You can perform a charge shot by holding down the fire button.
Guns Supported: All
-------------------------------------------------------------------------------
-- Charge Shot 4
Upgrade: You can perform a charge shot by holding down the fire button. Charge
time is long, but firepower goes up.
Guns Supported: Magnum
-------------------------------------------------------------------------------
-- Critical 1
Upgrade: Ups critical hit rate by 30%.
Guns Supported: All
-------------------------------------------------------------------------------
-- Damage 1
Upgrade: Ups firepower by 10%.
Guns Supported: All
-------------------------------------------------------------------------------
-- Damage 2
Upgrade: Ups firepower by 20%.
Guns Supported: All
-------------------------------------------------------------------------------
-- Damage 3
Upgrade: Ups firepower by 40%.
Guns Supported: All
-------------------------------------------------------------------------------
-- Damage 4
Upgrade: Ups firepower by 60%.
Guns Supported: All
-------------------------------------------------------------------------------
-- Damage 5
Upgrade: Ups firepower by 80%.
Guns Supported: All
-------------------------------------------------------------------------------
-- Daze 1
Upgrade: Ups power to put an enemy into a daze by 100%.
Guns Supported: All
-------------------------------------------------------------------------------
-- Daze 2
Upgrade: Ups power to put an enemy into a daze by 200%.
Guns Supported: All
-------------------------------------------------------------------------------
-- Edge Runner 1
Upgrade: Firepower goes up as your health goes down. Maximum change is 50%.
Guns Supported: All
-------------------------------------------------------------------------------
-- Edge Runner 2
Upgrade: Firepower goes up as your health goes down. Maximum change is 100%.
Guns Supported: All
-------------------------------------------------------------------------------
-- Fire Rate 1
Upgrade: Ups firing rate by 15%.
Guns Supported: Handgun, Shotgun, Rifle, Magnum
-------------------------------------------------------------------------------
-- Fire Rate 2
Upgrade: Ups firing rate by 30%.
Guns Supported: Handgun, Shotgun, Rifle, Magnum
-------------------------------------------------------------------------------
-- Fire Rate 3
Upgrade: Ups firing rate by 60%.
Guns Supported: Handgun, Rifle
-------------------------------------------------------------------------------
-- Infighter 1
Upgrade: Firepower goes up as your distance from the target closes in under 4
meters. Maximum change is 20%.
Guns Supported: All
-------------------------------------------------------------------------------
-- Infighter 2
Upgrade: Firepower goes up as your distance from the target closes in under 4
meters. Maximum change is 50%.
Guns Supported: All
-------------------------------------------------------------------------------
-- Long Magazine 1
Upgrade: Ups capacity by 20%.
Guns Supported: All
-------------------------------------------------------------------------------
-- Long Magazine 2
Upgrade: Ups capacity by 40%.
Guns Supported: All
-------------------------------------------------------------------------------
-- Long Magazine 3
Upgrade: Ups capacity by 80%.
Guns Supported: All
-------------------------------------------------------------------------------
-- Long Magazine 4
Upgrade: Ups capacity by 100%.
Guns Supported: All
-------------------------------------------------------------------------------
-- Long Magazine 5
Upgrade: Ups capacity by 150%.
Guns Supported: All
-------------------------------------------------------------------------------
-- Narrow 1
Upgrade: Shotgun's scatter range becomes narrower by -4 degrees.
Guns Supported: Shotgun
-------------------------------------------------------------------------------
[WE08]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
P A R T U P G R A D E S ( R A I D M O D E )
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
The following is a list of upgrades that can only be found in Raid mode.
-------------------------------------------------------------------------------
-- Bind 1
Upgrade: Ups stopping power by 100%.
Guns Supported: Handgun, Machine Gun
-------------------------------------------------------------------------------
-- Bind 2
Upgrade: Ups stopping power by 150%.
Guns Supported: Shotgun, Rifle, Magnum
-------------------------------------------------------------------------------
-- Bind 3
Upgrade: Ups stopping power by 200%.
Guns Supported: Handgun, Machine Gun
-------------------------------------------------------------------------------
-- Bind 4
Upgrade: Ups stopping power by 250%.
Guns Supported: Shotgun, Rifle, Magnum
-------------------------------------------------------------------------------
-- Cloak 1
Upgrade: Lowers the degree of how much aggression an enemy will feel towards
you when you attack it by -40%.
Guns Supported: All
-------------------------------------------------------------------------------
-- Cloak 2
Upgrade: Lowers the degree of how much aggression an enemy will feel towards
you when you attack it by -80%.
Guns Supported: All
-------------------------------------------------------------------------------
-- Critical 1
Upgrade: Ups critical hit rate by 8%.
Guns Supported: All
-------------------------------------------------------------------------------
-- Critical 2
Upgrade: Ups critical hit rate by 16%.
Guns Supported: All
-------------------------------------------------------------------------------
-- Critical 3
Upgrade: Ups critical hit rate by 24%.
Guns Supported: All
-------------------------------------------------------------------------------
-- Damage 1
Upgrade: Ups firepower by 4%.
Guns Supported: All
-------------------------------------------------------------------------------
-- Damage 2
Upgrade: Ups firepower by 8%.
Guns Supported: All
-------------------------------------------------------------------------------
-- Damage 3
Upgrade: Ups firepower by 12%.
Guns Supported: All
-------------------------------------------------------------------------------
-- Damage 4
Upgrade: Ups firepower by 16%.
Guns Supported: All
-------------------------------------------------------------------------------
-- Daze 1
Upgrade: Ups power to put an enemy into a daze by 40%.
Guns Supported: Handgun, Machine Gun
-------------------------------------------------------------------------------
-- Daze 2
Upgrade: Ups power to put an enemy into a daze by 30%.
Guns Supported: Shotgun, Rifle, Magnum
-------------------------------------------------------------------------------
-- Daze 3
Upgrade: Ups power to put an enemy into a daze by 80%.
Guns Supported: Handgun, Machine Gun
-------------------------------------------------------------------------------
-- Easy Hit 1
Upgrade: Widens the area where shots will hit by 200%.
Guns Supported: Handgun, Shotgun, Rifle, Magnum
-------------------------------------------------------------------------------
-- Easy Hit 2
Upgrade: Widens the area where shots will hit by 400%.
Guns Supported: Handgun, Shotgun, Rifle, Magnum
-------------------------------------------------------------------------------
-- Edge Runner 1
Upgrade: Firepower goes up as your health goes down. Maximum change is 17%.
Guns Supported: All
-------------------------------------------------------------------------------
-- Edge Runner 2
Upgrade: Firepower goes up as your health goes down. Maximum change is 34%.
Guns Supported: All
-------------------------------------------------------------------------------
-- Enrage 1
Upgrade: Raises the degree of how much aggression an enemy will feel towards
you when you attack it by 100%.
Guns Supported: All
-------------------------------------------------------------------------------
-- Enrage 2
Upgrade: Raises the degree of how much aggression an enemy will feel towards
you when you attack it by 200%.
Guns Supported: All
-------------------------------------------------------------------------------
-- Infighter 1
Upgrade: Firepower goes up as your distance from the target closes in under 4
meters. Maximum change is 15%.
Guns Supported: Handgun, Shotgun, Machine Gun, Magnum
-------------------------------------------------------------------------------
-- Infighter 2
Upgrade: Firepower goes up as your distance from the target closes in under 4
meters. Maximum change is 30%.
Guns Supported: Handgun, Shotgun, Machine Gun, Magnum
-------------------------------------------------------------------------------
-- Fire Rate 1
Upgrade: Ups firing rate by 15%.
Guns Supported: All
-------------------------------------------------------------------------------
-- Fire Rate 2
Upgrade: Ups firing rate by 30%.
Guns Supported: All
-------------------------------------------------------------------------------
-- Fire Rate 3
Upgrade: Ups firing rate by 30%.
Guns Supported: All
-------------------------------------------------------------------------------
-- Long Magazine 1
Upgrade: Ups capacity by 10%.
Guns Supported: All
-------------------------------------------------------------------------------
-- Long Magazine 2
Upgrade: Ups capacity by 20%.
Guns Supported: All
-------------------------------------------------------------------------------
-- Long Magazine 3
Upgrade: Ups capacity by 30%.
Guns Supported: All
-------------------------------------------------------------------------------
-- Long Magazine 4
Upgrade: Ups capacity by 40%
Guns Supported: All
-------------------------------------------------------------------------------
-- Long Magazine 5
Upgrade: Ups capacity by 50%
Guns Supported: All
-------------------------------------------------------------------------------
-- Long Magazine 6
Upgrade: Ups capacity by 60%
Guns Supported: All
-------------------------------------------------------------------------------
-- Long Magazine 7
Upgrade: Ups capacity by 70%
Guns Supported: All
-------------------------------------------------------------------------------
-- Narrow 1
Upgrade: Shotgun's scatter range becomes narrower by -4 degrees.
Guns Supported: Shotgun
-------------------------------------------------------------------------------
-- Narrow 2
Upgrade: Shotgun's scatter range becomes narrower by -12 degrees.
Guns Supported: Shotgun
-------------------------------------------------------------------------------
-- Outrange 1
Upgrade: Firepower goes up as your distance from the target exceeds 4 meters.
Maximum change is 15%.
Guns Supported: Handgun, Machine Gun, Rifle, Magnum
-------------------------------------------------------------------------------
-- Outrange 1
Upgrade: Firepower goes up as your distance from the target exceeds 4 meters.
Maximum change is 30%.
Guns Supported: Handgun, Machine Gun, Rifle, Magnum
-------------------------------------------------------------------------------
-- Piercing 1
Upgrade: Ups piercing power by 1.
Guns Supported: All
-------------------------------------------------------------------------------
-- Wide 1
Upgrade: Shotgun's scatter range becomes wider by 4 degrees.
Guns Supported: Shotgun
-------------------------------------------------------------------------------
[LI00]
===============================================================================
__ _ _
/ / (_) ___ | |_ ___
/ / | |/ __|| __|/ __|
/ /___| |\__ \| |_ \__ \
\____/|_||___/ \__||___/
L I S T S
===============================================================================
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- - B A S I C S - -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
This section contains all materials that can be listed in Resident Evil:
Revelations. Such as Handprints, etc.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
[LI01]
============
MISSION LIST
============
Missions are basically equal to Medals on Mercenaries 3D. These are lists of
tasks that can be performed in order to unlock certain items, weapons or extra
gaming content for Revelations. Revelations has a Mission listing for Campaign
and Raid Mode. Raid Mode will not be available to view under the Mission menu
until after Raid Mode is first entered.
NOTE: Once a task for a mission has been performed, you must visit the Missions
menu from the main menu. The accomplished missions should have an exclamation
point "!" over their icon. Select the mission then press the A button to
receive the unlockable.
- - - - - - - - - - - - - - - - C A M P A I G N - - - - - - - - - - - - - - -
M I S S I O N S
-------------------------------------------------------------------------------
_
|_|
-- CASUAL Cleared
Description: Clear Casual difficulty or higher
Unlocks: Custom Parts â Charge Shot 3
-------------------------------------------------------------------------------
_
|_|
-- NORMAL Cleared
Description: Clear Normal difficulty or higher
Unlocks: Hydra Shotgun
-------------------------------------------------------------------------------
_
|_|
-- HELL Cleared
Description: Clear Hell difficulty
Unlocks: Infinite Rocket Launcher
-------------------------------------------------------------------------------
_
|_|
-- Aloof Challenger
Description: Clear Casual difficulty or higher without using herbs or Infinite
Rocket Launcher
Unlocks: Custom Parts â Auto Loader
-------------------------------------------------------------------------------
_
|_|
-- Clear Chapter 1
Description: Clear Episodes 1-3
Unlocks: Raid Mode stages 1-7
New oufits
(Jill 1st outfit)
(Chris 1st outfit)
(Parker 1st outfit)
-------------------------------------------------------------------------------
_
|_|
-- Chapter 2
Description: Clear Episodes 4-6
Unlocks: Raid Mode stages 8-12
New outfit
-------------------------------------------------------------------------------
_
|_|
-- Chapter 3
Description: Clear Episodes 7-9
Unlocks: Raid Mode stages 13-17
-------------------------------------------------------------------------------
_
|_|
-- Final Chapter
Description: Clear Episodes 10-12
Unlocks: Raid Mode stages 18-20 Raid Mode bonus stage
Hell Mode (Campaign)
-------------------------------------------------------------------------------
_
|_|
-- Researcher
Description: Scan all enemies
Unlocks: Custom Parts â Edge Runner 2
Specifics: See the Enemy Location List in the Lists section of this guide.
-------------------------------------------------------------------------------
_
|_|
-- B.O.W. Hunter
Description: Defeat 150 enemies
Unlocks: Handgun PC356
Specifics: Defeat 150 enemies in the campaign mode. This will stack as you
progress and will be unlocked in time. An easy way to get this quickly is to
keep repeating the portion of Episode 2, Scenario 1 where Chris gets attacked
by several wolves after falling. Kill off so many then restart. All the kills
add up!
-------------------------------------------------------------------------------
_
|_|
-- Angry Fist
Description: Land 10 fully charged physical attacks
Unlocks: Custom Parts â Long Magazine 2
Specifics: Perform 10 fully charged melee attacks after a stun - walk up to the
stunned enemy and charge the Y button then allow it to fully charge and hit.
Melees can only performed against certain enemies in the game. The following
list those enemies and the way to stun them.
Ooze (Normal or Claw arms) - shoot them in both arms
Hunter - Shoot him while he runs toward you
Scagdead - Hit with a pulse grenade or stun with weapon fire
Scarmiglione - Hit with a pulse grenade
Final Form Abyss - When he is weak keep shooting him to stun him
-------------------------------------------------------------------------------
_
|_|
-- Dodge Master
Description: Dodge 20 times
Unlocks: Custom Parts â Bind 1
Specifics: Dodge an attack on a creature 20 times. This stacks throughout the
game. Press forward or the circle pad or press back on the circle pad + B
right as an enemy is about to hit to dodge it.
-------------------------------------------------------------------------------
_
|_|
-- Secret Sign 1
Description: Scan 1 hidden hand print
Unlocks: Green Herb
Specifics: See the hand print list in the list section - scan 1 of them!
-------------------------------------------------------------------------------
_
|_|
-- Secret Sign 15
Description: Scan 15 hidden hand prints
Unlocks: Rifle PSG1
Specifics: See the hand print list in the list section - scan 15 of them!
-------------------------------------------------------------------------------
_
|_|
-- Secret Sign 30
Description: Scan 30 hand prints
Unlocks: Handgun G18
Specifics: See the hand print list in the list section - scan them all!
-------------------------------------------------------------------------------
- - - - - - - - - - - - - - - R A I D M O D E - - - - - - - - - - - - - - -
M I S S I O N S
-------------------------------------------------------------------------------
_
|_|
-- Legendary Weapon
Description: Obtain a super rare weapon
Unlocks: New outfit (Parker 3rd outfit)
Specifics:
Collect one of the following through completing Raid mode missions:
- Pale Rider
- High Roller
- Drake
- Muramasa
-------------------------------------------------------------------------------
_
|_|
-- Legendary Raider
Description: Obtain all super rare weapons
Unlocks: New outfit (Norman)
Specifics:
Collect all of the following through completing Raid mode missions:
- Pale Rider
- High Roller
- Drake
- Muramasa
-------------------------------------------------------------------------------
_
|_|
-- Level 5
Description: Reach player level 5
Unlocks: New outfit (Jill 2nd outfit)
-------------------------------------------------------------------------------
_
|_|
-- Level 10
Description: Reach player level 10
Unlocks: New oufit (Jessica 1st outfit)
-------------------------------------------------------------------------------
_
|_|
-- Level 20
Description: Reach player level 20
Unlocks: New outfit (Parker 2nd outfit)
-------------------------------------------------------------------------------
_
|_|
-- Level 30
Description: Reach player level 30
Unlocks: New outfit (Chris 2nd outfit)
-------------------------------------------------------------------------------
_
|_|
-- Level 40
Description: Reach player level 40
Unlocks: New outfit
-------------------------------------------------------------------------------
_
|_|
-- Level 50
Description: Reach player level 50
Unlocks: New outfit
-------------------------------------------------------------------------------
_
|_|
-- CHASM Cleared
Description: Clear all stages on Chasm difficulty
Unlocks: Raid Mode TRENCH difficulty
New outfit (Raymond 1st outfit)
-------------------------------------------------------------------------------
_
|_|
-- TRENCH Cleared
Description: Clear all stages on Trench difficulty
Unlocks: Raid Mode ABYSS difficulty
New outfit
-------------------------------------------------------------------------------
_
|_|
-- CHASM: All Cleared, S Rank
Description: Clear all stages in Raid Mode on CHASM difficulty with an S Rank
Unlocks: Honor â Color 1
-------------------------------------------------------------------------------
_
|_|
-- TRENCH: All Cleared, S Rank
Description: Clear all stages in Raid Mode on TRENCH difficulty with an S Rank
Unlocks: Honor â Color 2
-------------------------------------------------------------------------------
_
|_|
-- Ghost Ship 100 percent Cleared
Description: Find the real goal area in the ship
Unlocks: New outfit
-------------------------------------------------------------------------------
_
|_|
-- 50 Missions
Description: Complete 50 Missions
Unlocks: New outfit (Keith 2nd outfit)
Specifics: Clear 50 Missions from either the list of Campaign Mission and/or
the list of Raid Mode Missions. Any missions count, even streetpass missions!
-------------------------------------------------------------------------------
_
|_|
-- 100 Missions
Description: Complete 100 Missions
Unlocks: New outfit
Specifics: Clear 100 Missions from either the list of Campaign Mission and/or
the list of Raid Mode Missions. Any missions count, even streetpass missions!
-------------------------------------------------------------------------------
_
|_|
-- Defeat Globster (Deafeat 20)
Description:
Unlocks: 10000 BP
Specifics: Globsters are fought in Stage 2.
-------------------------------------------------------------------------------
_
|_|
-- Defeat Ooze (Defeat 20)
Description: Once human, living corpses... Defeat 20 of them.
Unlocks: 10000 BP
Specifics: This includes Normal Ooze, Claw Ooze, Bone Shooter Ooze and Exploder
Ooze.
-------------------------------------------------------------------------------
_
|_|
-- Defeat Ghiozzo (Deafeat 15)
Description: Ugly and deformed giant fish. Defeat 15 of them.
Unlocks: 10000 BP
-------------------------------------------------------------------------------
_
|_|
-- Defeat Fenrir (Defeat 20)
Description: Biological weapons based on wolves. Defeat 20 of them.
Unlocks: 10000 BP
-------------------------------------------------------------------------------
_
|_|
-- Defeat Infected Rachel (Defeat 1)
Description: An FBC agent who was infected. Put her out of her misery.
Unlocks: 10000 BP
-------------------------------------------------------------------------------
_
|_|
-- Defeat Hunter (Defeat 20)
Description:
Unlocks: 20000 BP
-------------------------------------------------------------------------------
_
|_|
-- Defeat Farfarello (Defeat 5)
Description: You won't be able to find these creatures with you eye. But if
you have the skill, you should be able to take down 5 of them.
Unlocks: 25000 BP
-------------------------------------------------------------------------------
_
|_|
-- Defeat Scarmiglione (Defeat 10)
Description: An evil creation with a lance and shield. Defeat 10 of them.
Unlocks: 30000 BP
-------------------------------------------------------------------------------
_
|_|
-- Defeat Baby Draghignazzo (Defeat 5)
Description:
Unlocks: 30000 BP
Specifics: These tiny yellow enemies appear in several stages. One appears on
the west side of the first area of Stage 2 once all Globsters are defeated.
-------------------------------------------------------------------------------
_
|_|
-- Defeat Scagdead (Defeat 5)
Description: A giant bulge of rotten flesh. Expect to be split in two if you
are caught. Just make sure to kill 5 of them before you are.
Unlocks: 35000 BP
-------------------------------------------------------------------------------
_
|_|
-- Defeat Draghignazzo (Defeat 5)
Description: A giant, disfigured creature with a shell that can deflect bullet.
Kill 5 of them.
Unlocks: 40000 BP
-------------------------------------------------------------------------------
_
|_|
-- Defeat Final Form Abyss (Defeat 1)
Description: King of the abyss who can control powerful phantoms. Take him out.
Unlocks: 40000 BP
Specifics: Final Form Abyss is fought in Stage 20.
-------------------------------------------------------------------------------
[LI02]
==============
HANDPRINT LIST
==============
The following is a list of all Handprints that can be found in campaign mode.
Each handprint will only appear while viewing the specified area through the
Genesis scanner that is first received in Episode 1, scenario 1. Scan the
handprints throughout campaign mode to receive the following unlockables.
-- Secret Sign
Scan 1 hidden hand print
Unlocks: Green Herb
-- Secret Sign 15
Scan 15 hidden hand prints
Unlocks: Rifle PSG1
-- Secret Sign 30
Scan 30 hidden hand prints
Unlocks: Handgun G18
-------------------------------------------------------------------------------
_
|_|
-- Handprint (1/30)
Episode: Episode 1 - Into the Depths
Location: Sea Coast
After moving through the tunnel on the sea coast, scan the right side of the
green FBC crate across from the rock near the beginning of the dock. There is
a boat propped up against the wall beside this green crate.
-------------------------------------------------------------------------------
_
|_|
-- Handprint (2/30)
Episode: Episode 1 - Into the Depths
Location: Lounge/Queen Zenobia
After regaining control of Jill while she is aboard the Queen Zenobia,
backtrack to the lounge with the lit up vending machine. The handprint is on
the snack machine next to the Trish vending machine.
-------------------------------------------------------------------------------
_
|_|
-- Handprint (3/30)
Episode: Episode 1 - Into the Depths
Location: Dark Hallway/Queen Zenobia
After regaining control of Jill while she is aboard the Queen Zenobia,
backtrack the to the hallway right after stepping through the Mini Storage Room
area. Look on the bottom side of the south wall while standing right near the
door to the storage room and this handprint is on the bottom section of the
wall with two bloody handprints.
-------------------------------------------------------------------------------
_
|_|
-- Handprint (4/30)
Episode: Episode 1 - Into the Depths
Location: Examination Room/Queen Zenobia
After reaching the point where Jill witnesses a woman (Rachel) being killed on
the other side of a glass window, move down the stairs and enter the
Examination Room where she is and fight off the two Ooze Mutants. Scan the
white board with the three X-rays on it directly across from the body of
Rachel.
-------------------------------------------------------------------------------
_
|_|
-- Handprint (5/30)
Episode: Episode 2 - Double Mystery
Location: Crash Site/Mountain in Europe
This handprint is found while playing as Chris on the snowy mountain in Europe.
While inside the wreckage of the plane, open the cockpit door and a body will
fall out. The hand print is on the plane controls in front of the right seat
in the plane cockpit area.
-------------------------------------------------------------------------------
_
|_|
-- Handprint (6/30)
Episode: Episode 2 - Double Mystery
Location: Mines/Mountain in Europe
While in the Mines with Chris and Jessica, they will fight several Fenrirs in
area with many stacked boards in the center. After fighting the Fenrirs, move
to the south. The handprint is on the right stalagmite in the set of
stalagmites off to the left before dropping off the ledge ahead. Jessica will
start to ask about Jill as Chris enters this area.
-------------------------------------------------------------------------------
_
|_|
-- Handprint (7/30)
Episode: Episode 2 - Double Mystery
Location: Dining Room/Queen Zenobia
Once Jill and Parker get their weapons back, return to the Dining Room. Move
to the northeast side of the Dining Room and the handprint is on the east side
of the chicken on the nearby table.
-------------------------------------------------------------------------------
_
|_|
-- Handprint (8/30)
Episode: Episode 2 - Double Mystery
Location: Guest Room/Queen Zenobia
Once Jill and Parker get their weapons back, return to the guest room where
Jill was held captive then enter the bathroom. The handprint is on the wall
below the shower head above the tub.
-------------------------------------------------------------------------------
_
|_|
-- Handprint (9/30)
Episode: Episode 2 - Double Mystery
Location: Bridge/Queen Zenobia
Once Jill gains access to the Bridge, while facing the long set of controls in
the Bridge control room, this hand print is on the far right window behind the
long set of controls.
-------------------------------------------------------------------------------
_
|_|
Handprint (10/30)
Episode: Episode 3 - Ghost of Veltro
Location: Grand Hall/Queen Zenobia
On the second floor of the Grand Hall, While in front of the locked shutter
that blocks the door to the Communications Room, turn around and this handprint
is on the wall across from that shutter. Aim up a bit.
-------------------------------------------------------------------------------
_
|_|
Handprint (11/30)
Episode: Episode 3 - Ghost of Veltro
Location: Grand Hall/Queen Zenobia
On the first floor of the Grand Hall, find the shutter that blocks the door to
the Casino on the east side. Move to the northeast a bit and this print is on
the glass display on the northeast wall. It's above some steps.
-------------------------------------------------------------------------------
_
|_|
Handprint (12/30)
Episode: Episode 3 - Ghost of Veltro
Location: Solarium Pump Room/Queen Zenobia
While in the Solarium Pump Room on the upper floor of the Grand Hall, a
handprint is on the panel of the control box on the south wall beside the three
tanks. Be sure to use the controls to purify the pool in order to get
handprint 16 in Episode 4!
-------------------------------------------------------------------------------
_
|_|
Handprint (13/30)
Episode: Episode 3 - Ghost of Veltro
Location: Promenade (Café)/Queen Zenobia
After entering the Promenade, this can be found on the east set of top cabinets
in the Café. After lifting the shutter, ignore the room with the trapped
Scagdead enemy and move down the walkway to the left. Run down the stairs and
the Café will be right in front of Jill. Move forward and to the right then
look up and the handprint will be on those cabinets.
-------------------------------------------------------------------------------
_
|_|
Handprint (14/30)
Episode: Episode 3 - Ghost of Veltro
Location: Promenade/Queen Zenobia
After killing the Scagdead enemy (Mutant Communications Officer), run back up
to the second floor and enter the room he was held in. This handprint is on
the top stacked crate, on the side that faces the door.
-------------------------------------------------------------------------------
_
|_|
Handprint (15/30)
Episode: Episode 3 - Ghost of Veltro
Location: Guest Cabin/Queen Zenobia
Activate the elevator by solving the puzzle on the control box in the hall on
the west side of the Promenade then take the elevator up to the Deck. While in
the Guest Cabin up above, scan the table on the left (south) side of the room.
The table has some blood on it and the handprint is right near that blood.
-------------------------------------------------------------------------------
_
|_|
Handprint (16/30)
Episode 4 - A Nightmare Revisited
Location: Solarium/Queen Zenobia
In the Solarium that is accessed through the Grand Hall, use the pump controls
to purify the pool in episode 3 then reenter the Solarium in episode 4. Dive
into the pool then swim into the tunnel and make an immediate right then swim
and find the ladder in the water and climb it. Climb up to the diving board
off to the left. Walk toward the end of the diving board and look through the
scanner and this handprint will be near the end of the diving board.
-------------------------------------------------------------------------------
_
|_|
Handprint (17/30)
Episode: Episode 4 - A Nightmare Revisited
Location: Casino/Queen Zenobia
Use the switch to turn on the light in the Casino. This handprint is on one of
the slot machines to the south of the set of stairs the characters use to enter
the Casino. Facing the row of five slot machines in the back on the south
side, this handprint is on the left side of the fourth slot machine.
-------------------------------------------------------------------------------
_
|_|
Handprint (18/30)
Episode: Episode 4 - A Nightmare Revisited
Location: Detention Room/Queen Zenobia
In the Detention Room, where Jill and Parker found the dummy of Chris in
episode 1, this handprint is on the left side of the yellow flag that is on the
left wall.
-------------------------------------------------------------------------------
_
|_|
Handprint (19/30)
Episode: Episode 5 - Secrets Uncovered
Location: Projector Room/Vokoinen Mokki
While in control of Keith for the first time in Episode 5 while in Valkoinen
Mokki airport, Keith and Quint will enter a Projector Room shortly after
viewing a video of a soldier getting killed. This handprint is on the right
side of the projector screen on the west side of the Projector Room.
-------------------------------------------------------------------------------
_
|_|
Hand Print (20/30)
Episode: Episode 5 - Secrets Uncovered
Location: Bilge Passageway Lift Area/Queen Zenobia
At the beginning of the Bilge Passageway Lift Area, after playing with Keith,
the game will switch back to Jill and Parker. This hand print is on the
notebook that is on top of a metal block on the northeast side of the lift
area.
-------------------------------------------------------------------------------
_
|_|
Handprint (21/30)
Episode: Episode 6 - Cat and Mouse
Location: Walkway to Antenna/Queen Zenobia
While Jill and Parker are about to fix the antenna right near the end of the
episode, the handprint is on the controls for the antenna. This can be scanned
in Episode 7 also.
-------------------------------------------------------------------------------
_
|_|
Handprint (22/30)
Episode: Episode 7 - The Regia Solis
Location: Heliport/Queen Zenobia
While out on the heliport looking for the UAV, after fighting all waves of
Hunters, run to the far west end of the heliport and step out onto the catwalk.
The handprint is on the grating on the far west side of the catwalk.
-------------------------------------------------------------------------------
_
|_|
Handprint (23/30)
Episode: Episode 7 - The Regia Solis/Episode 8 - All on the Line
Location: Cargo Room/Queen Zenobia
When Jill and Parker enter the elevator after dashing down the corridor with
several Hunters and Ooze Mutants while under a time limit the elevator will
take them up to a Cargo Room. This handprint is on the inside window of the
control room off to the left as soon as the characters step through the
doorway. The control room portion of the Cargo Room is on the west side of the
area.
Get this in Episode 8! When Jill and Parker swim out of the control room, they
will have to climb a ladder that will take them back to the upper floor of the
cargo room. While in the cargo room at that time, they will not be under a
time limit. Run over to the control room of the cargo room and scan the
handprint on the inside glass at that time.
-------------------------------------------------------------------------------
_
|_|
Handprint (24/30)
Episode: Episode 8 - All on the Line
Location: Sterilization Area/Queen Zenobia
While in control of Jill while Chris is with her, the two will have to register
a fingerprint in a Filing Room then open a set of double doors by using
fingerprint access. In the Sterilization Room on the other side of the double
doors, this handprint is on the left set of locker doors. It's on the fourth
door without a lab suit inside the locker.
-------------------------------------------------------------------------------
_
|_|
Handprint (25/30)
Episode: Episode 8 - All on the Line
Location: Experiment Room/Queen Zenobia
In the Experiment Room, on the other side of the two Sterilization Rooms that
Jill and Chris get trapped in, this handprint is on the west side of the tank
with fish inside. It is on the left glass panel while facing the west side of
the fish tank.
-------------------------------------------------------------------------------
_
|_|
Handprint (26/30)
Episode: Episode 8 - All on the Line
Location: Underground Tunnel/Queen Zenobia
In the Underground Tunnel that Jill and Chris come to after using the elevator
in the Experiment Room after fighting the Scarmiglione, this handprint is on
the left side of the first arch in the tunnel. As Jill and Chris step forward,
this will be off to the left when they first start to talk in the tunnel.
-------------------------------------------------------------------------------
_
|_|
Handprint (27/30)
Episode: Episode 9 - No Exit
Location: Lab Morgue/Queen Zenobia
In the Lab Morgue, this handprint is on the wall behind the PC on the desk off
to the right. This is on the southwest side of the room.
-------------------------------------------------------------------------------
_
|_|
Handprint (28/30)
Episode: Episode 11 - Revelations
Location: Queen Zenobia Wreckage/Queen Zenobia
During the first battle with the Malacoda boss with Jill and Chris, this
handprint is on the big pipe that sticks out of the wreckage in the center
portion of the part of the ship that Jill and Chris stand on. The pipe will be
to their backs while fighting. Scan the handprint while fighting the boss.
-------------------------------------------------------------------------------
_
|_|
Handprint (29/30)
Episode: Episode 12 - The Queen is Dead
Location: Dining Room/Queen Dido
While playing as Jill and Chris in the Queen Dido, they will eventually enter a
Dining Room with several bodies on a long table. Look on the south wall and
this handprint will be on the big blood splatter on that wall.
-------------------------------------------------------------------------------
_
|_|
Handprint (30/30)
Episode: Episode 12 - The Queen is Dead
Location: Throne Room/Queen Dido
When Jill and Chris enter the room where Norman sits on a throne, this
handprint is on the side of the platform right below Norman. It can be scanned
before the boss fight in the room starts.
-------------------------------------------------------------------------------
[LI03]
===================
ENEMY LOCATION LIST
===================
All of the following enemies must be scanned in order to receive the
"Researcher" mission and receive the Edge Runner 2 custom parts for Campaign
mode. A player must complete one full scan on each enemy. The enemy does NOT
have to turn white while the scanner is equipped - one full scan is all that is
needed.
Each listing list out a description of the enemy along with the episode,
scenario and area where they can be found for the first time. Some enemies are
met earlier than the times that I have listed, but a scanner is not available
at that time. This list is only for locating each enemy for the Researcher
mission, not full details about each one.
-------------------------------------------------------------------------------
_
|_|
-- Globster
Description: Giant carcass - big lump of flesh with mouth on bottom
Episode: Episode 1/Scenario 1
Location: Sea Coast
-------------------------------------------------------------------------------
_
|_|
-- Ooze
Description: Humanoid Ooze
Episode: Episode 1/Scenario 2
Location: Kitchen/Queen Zenobia
-------------------------------------------------------------------------------
_
|_|
-- Fenrir
Description: Wolf enemies with exposed rib cages
Episode: Episode 2/Scenario 1
Location: Mine/Moutains in Europe
-------------------------------------------------------------------------------
_
|_|
-- Claw Ooze
Description: Ooze with claw arms
Episode: Episode 2/Scenario 2
Location: Library (Second Floor)/Queen Zenobia*
* Appears after reentering the room once weapons are found.
-------------------------------------------------------------------------------
_
|_|
-- Bone Shooter Ooze
Description: Ooze with big right arm that fires bones
Episode: Episode 3/Scenario 2
Location: Dining Room/Queen Zenobia
-------------------------------------------------------------------------------
_
|_|
-- Scagdead
Description: Big Ooze with a big mouth on his head and a human body on his left
side.
Episode: Episode 3/Scenario 2
Location: Promenade/Queen Zenobia
-------------------------------------------------------------------------------
_
|_|
-- Ghiozzo
Description: Big fish with large teeth
Episode: Episode 4/Scenario 1
Location: Casino/Queen Zenobia
-------------------------------------------------------------------------------
_
|_|
-- Infected Rachel
Description: Red female Ooze boss - Rachel mutation
Episode: Episode 4/Scenario 1
Location: Corridor to Examination Room/Queen Zenobia
-------------------------------------------------------------------------------
_
|_|
-- Sea Creeper
Description: Underwater enemy with tentacles
Episode: Episode 5/Scenario 2
Location: Floodgate Area/Queen Zenobia
-------------------------------------------------------------------------------
_
|_|
-- Farfarello
Description: Gray Hunter that can turn transparent
Episode: Episode 5/Scenario 3
Location: Crash Site/Mountains in Europe
-------------------------------------------------------------------------------
_
|_|
-- Exploder Ooze
Description: Gray Hunter that can turn transparent
Episode: Episode 6/Scenario 1
Location: Underground Room
-------------------------------------------------------------------------------
_
|_|
-- Draghignazzo
Description: Large boss enemy with shell
Episode: Episode 6/Scenario 2
Location: Observation Hall/Queen Zenobia
-------------------------------------------------------------------------------
_
|_|
-- Hunter
Description: Green humanoid enemy with sharp claws
Episode: Episode 7/Scenario 1
Location: Promenade OR Helipad/Queen Zenobia*
* Most players will likely want to take the long way to the Deck, so they will
not meet Hunters until they are at the Heliport.
-------------------------------------------------------------------------------
_
|_|
-- Scarmiglione
Description: Large creature with lance and shield arm
Episode: Episode 8/Scenario 3
Location: Sterilization Room/Queen Zenobia
-------------------------------------------------------------------------------
_
|_|
-- Malacoda
Description: Large whale enemy with tentacle arms
Episode: Episode 11/Scenario 1
Location: Queen Zenobia Wreckage/Queen Zenobia
-------------------------------------------------------------------------------
_
|_|
-- Final Form Abyss
Description: Final boss - much like a Tyrant
Episode: Episode 12/Scenario 2
Location: Throne Room/Queen Dido
-------------------------------------------------------------------------------
[LI04]
===============
UNLOCKABLE LIST
===============
****************************************
Unlockable Raid Mode Characters/Costumes
****************************************
Perform the following actions to unlock Raid Mode costumes. The costumes will
appear under the "Characters" option once they are unlocked.
-------------------------------------------------------------------------------
-- Chris (Snow)
Finish Episodes 1-3 in Campaign mode.
-------------------------------------------------------------------------------
-- Chris (Ship)
Reach player level 30 in Raid Mode.
-------------------------------------------------------------------------------
-- Jessica (Snow)
Reach player level 10 in Raid Mode.
-------------------------------------------------------------------------------
-- Jessica (Ship)
Finish every stage on Trench difficulty in Raid Mode.
-------------------------------------------------------------------------------
-- Jessica (Terragrigia)
Reach player level 40 in Raid Mode.
-------------------------------------------------------------------------------
-- Jill (Ship)
Finish Episodes 1-3 in Campaign mode.
-------------------------------------------------------------------------------
-- Jill (Beach)
Finish the first Raid Mode stage.
-------------------------------------------------------------------------------
-- Keith (Snow)
Finish Episodes 4-6 in Campaign mode.
-------------------------------------------------------------------------------
-- Keith (HQ)
Finish 50 missions.
-------------------------------------------------------------------------------
-- Morgan
Find the real exit on the Bonus stage (stage 21) in Raid Mode.
-------------------------------------------------------------------------------
-- Norman
Obtain all rare weapons in Raid Mode.
-------------------------------------------------------------------------------
-- O'Brian
Finish every stage on Abyss difficulty.
-------------------------------------------------------------------------------
-- Parker (Ship)
Finish Episodes 1-3 in the main game.
-------------------------------------------------------------------------------
-- Parker (Beach)
Reach player level 20 in Raid Mode.
-------------------------------------------------------------------------------
-- Parker (Terragrigia)
Obtain one rare weapon in Raid Mode.
-------------------------------------------------------------------------------
-- Quint (Snow)
Finish 100 missions.
-------------------------------------------------------------------------------
-- Quint (HQ)
Reach player level 50 in Raid Mode.
-------------------------------------------------------------------------------
-- Raymond
Clear every stage on Chasm difficulty in Raid Mode.
-------------------------------------------------------------------------------
***************************
Unlockable Raid Mode Stages
***************************
-------------------------------------------------------------------------------
-- Stages 1-7
Finish Episodes 1-3 in Campaign mode.
-------------------------------------------------------------------------------
-- Stages 8-12
Finish Episodes 4-6 in Campaign mode.
-------------------------------------------------------------------------------
-- Stages 13-17
Finish Episodes 7-9 in Campaign mode.
-------------------------------------------------------------------------------
-- Stages 18-20
Finish Episodes 10-12 in Campaign mode.
-------------------------------------------------------------------------------
-- Bonus Stage 21
Finish all of Campaign mode.
-------------------------------------------------------------------------------
*********************************
Unlockable Raid Mode Difficulties
*********************************
Finish all of the following difficulties in Raid Mode to unlock the following
extra difficulty levels. The Bonus stage does not have to be finished.
-------------------------------------------------------------------------------
-- Trench Difficulty
Finish all Raid Mode stages on Chasm Difficulty.
-------------------------------------------------------------------------------
-- Abyss Difficulty
Finish all Raid Mode stages on Trench Difficulty.
-------------------------------------------------------------------------------
***************************
Unlockable Raid Mode Colors
***************************
Finish every level in Raid Mode on the following difficulties to unlock
different colors for your name. The Bonus stage does not have to be finished.
-------------------------------------------------------------------------------
-- Green Color
Get an S rank on every level of Chasm difficulty in Raid Mode.
-------------------------------------------------------------------------------
-- Blue Color
Get an S rank on every level of Trench difficulty in Raid Mode.
-------------------------------------------------------------------------------
-- Pink name
Get an S rank on every level of Abyss difficulty.
-------------------------------------------------------------------------------
[EE00]
===============================================================================
__ _
/__\| |_ ___
/_\ | __|/ __|
//__ | |_| (__ _
\__/ \__|\___|(_)
E V E R Y T H I N G E L S E
===============================================================================
*******************************************************************************
UPDATES
*******************************************************************************
2/7/12 - First version. Finally up! Got several things to add and edit which
will come in time! The guide is very much unfinished.
2/9/12 - Entire walkthrough is now proofread. The next update will add a lot
more content. I'll probably start with Raid mode.
2/10/12 - Added Mission List and Unlockable List. Missing a few Missions at
the moment.
2/13/12 - Added Enemy Location List and added several extras to the
walkthrough. Changed Final Form Abyss to "Malcoda" and also changed the final
boss name. Yeah.
2/14/12 - Added Type D controls and redid all control types. All controls
types are now listed correctly. More info on how to control the camera with
the touch screen while using Type A or B controls was added to the "Map Screen
Camera Controls" as well. The walkthrough formatting for each episode is now
redone.
2/15/12 - Weapons section is now up. I'll add much more to it later. Working
on info for Raid Mode at the moment - stage by stage.
2/17/12 - Added more weapon info - still not completely done with the weapons
section yet.
*******************************************************************************
CONTACT INFO [CI00]
*******************************************************************************
I can be reached at my email address, which is berserker_kev(at)yahoo.com, so
please contact me if you have any questions, comments, etc. Replace the (at)
with @. I don't mind receiving emails at all. Don't add me to your Yahoo
Messenger though; I use Yahoo Messenger only for close friends.
You can contact me through Xbox or PSN. I'm online nearly all the time. Don't
send a friend request though.
Xbox LIVE Gamertag: Berserker Kev
PSN: Berserker_Kev
I do have a few guidelines however:
1) Give me a subject in the email, preferably one including the name of the
game. An actual subject looks damn sexy in my inbox compared to an
unattractive blank subject line.
2) Read the guide over and make sure that your question is not already
answered.
3) Please speak in English and attempt to use some correct grammar. This is in
no way meant to offend those that cannot speak English well. I have spoken
with some readers that claim they cannot speak English when, in fact, they
speak better English then some Americans. So basically if you "try" to talk
to me then that is good enough. :)
And last, but not least, if you found this walkthrough helpful, an email would
be most appreciated. It is very true that I write these guides as a hobby, but
just that little email that lets me know that I have helped someone always
makes me feel special for about five minutes. Don't worry, I won't tell anyone
on the gaming boards that you used a guide. ;)
If you have a youtube account, you could also give me a subscription on
youtube. I promise to keep you entertained with plenty of Chris Redfield
action!
www.youtube.com/BerserkerSTARS
*******************************************************************************
ABOUT ME [AM00]
*******************************************************************************
My name is Kevin Hall. I'm 31 years old and live in the US, in a small town in
Mississippi. Ever since I was really young, I have been a huge fan of video
games since I was first introduced to them via the Atari 2600 and NES 8-bit.
My favorite gaming series is the Resident Evil series followed closely by the
Castlevania series. I'm a complete horror gaming junkie - survival horrors are
my main cup of tea. Capcom is my favorite video game company. They hardly
ever let me down when it comes to games with plenty of replay value.
"My Chris will FAQ you up!"
I have been deeply involved in the Resident Evil Mercenaries community ever
since the release of Resident Evil 5 in March 2009. The Mercs portion of RE5
hit me like no other mini game has before and I've spent the past few years
fully dedicated to it for the most part. I'm pretty well known for using only
Chris Redfield in RE5 Mercs and continue to do so in other games. Why? Chris
Redfield has always been my favorite RE character and I'm biased when it comes
to my selected character!
My known aliases are Berserker or Berserker Kev. Many people call me "Kev" and
I've also gained the nickname "Kevo" from the Mercs community.
-------------------------------------------------------------------------------
--> My Youtube page:
Videos with RE5 Mercs Chris Redfield gameplay and videos for plenty of other
games that I have worked on can be found on my youtube page.
www.youtube.com/BerserkerSTARS
-------------------------------------------------------------------------------
--> Berserker: Tear Through the Game (My Gaming Blog)
My own site with game reviews, discussions of my guides (some), and random
thoughts about video games. Feel free to post up some comments on the blog. I
don't bite... well not that much... and not too viciously...
http://berserkersblog.blogspot.com
-------------------------------------------------------------------------------
--> IGN FAQ Writer of the Month interviews:
July 2005 - http://faqs.ign.com/articles/637/637797p1.html
December 2008 - http://faqs.ign.com/articles/941/941068p1.html
-------------------------------------------------------------------------------
--> My other work can be found at both IGN and GameFAQs.
IGN - http://club.ign.com/b/contrib?username=berserker_kev&which=faqs
GameFAQs - http://www.gamefaqs.com/features/recognition/21400.html?type=1
*******************************************************************************
DONATIONS [DO00]
*******************************************************************************
Paypal Address: [email protected]
I'm not going to bore you with a huge sermon or provide tons of reasons why you
should donate, but I would like to mention that I do take donations now. If
you go to my site at http://berserkersblog.blogspot.com there is a Paypal
donation link on the right column if you look down the page that you can use as
well.
All donations will be used to help make my future guides better as I am able to
afford better equipment. A donation will never go toward personal gain items
such as a new game or any other personal commodity for myself.
Here's more of an explanation:
http://berserkersblog.blogspot.com/2008/12/donations.html
Be sure to email me if you donate, so I can thank you personally! Big thanks
to the readers that have donated so far. You know who you are and you're some
very generous people.
If you don't have a Paypal account, then check out my items on Half.com and see
if you can find anything that might interest you:
http://shops.half.ebay.com/cadman-half_W0QQsellerZcadmanQ2dhalf
I post up items on Half.com regularly and am constantly rolling back prices.
My father and I share an account on eBay, hence the username.
*******************************************************************************
COPYRIGHT
*******************************************************************************
This document Copyright 2011 Kevin Hall (Berserker)
Resident Evil: The Mercenaries 3D Copyright 2011 Capcom Ltd.
This document is for private and personal use only. Do not try to sell this
document for profit. This is a free document and should remain free. Do not
try to reproduce this document in any way, shape, or form. Do not alter this
FAQ in any way. Use of this guide on any other web site, besides the sites
that have contacted me, or as a part of any public display is strictly
prohibited, and a violation of copyright.
If you want to use this FAQ on your site, then contact me for permission first.
This FAQ can only be found on a few sites as of now and I am keeping a list of
those sites. Contact me if you want to use it.
*******************************************************************************
SPECIAL THANKS
*******************************************************************************
- All of the friends that I've gained from the RE5 Mercs community. Truly too
many to list!
- Ned Jordan for getting this game to me early!
- - -
Through me you pass into the city of woe:
Through me you pass into eternal pain:
Through me among the people lost for aye.
Justice the founder of my fabric moved:
To rear me was the task of Power divine,
Supremest Wisdom, and primeval Love.
Before me things create were none, save things
Eternal, and eternal I endure.
Abandon all hope, ye who enter here.
La Divina Commedia Inferno, Canto III
- - -
Lasciate ogne speranza, voi ch'intrate
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
., ,.
\ '. - - http://berserkersblog.blogspot.com - - .' /
'. '. - - http://www.youtube.com/user/BerserkerSTARS - - .' .'
'. '. ___ __ __ __ __ __ __ __ .' .'
'.| / __\ /__\/__\/ _\ /__\/__\ /\ /\ /__\/__\ |.'
.., /__\// /_\ / \//\ \ /_\ / \// / //_//_\ / \// ,..
( \ '. / \/ \//__/ _ \_\ \//__/ _ \/ __ \//__/ _ \ .' / )
'. \ '.. \_____/\__/\/ \_/\__/\__/\/ \_/\/ \/\__/\/ \_/ ..' / .'
'. \/\ '. .' /\/ .'
'. \/\/' '\/\/ .'
'.....' T E A R T H R O U G H T H E G A M E! '.....'
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/



