Resident Evil: Revelations

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"Walkthrough" Guide for Resident Evil: Revelations

Resident Evil: Revelations Walkthrough

By HeartBlade
---------------------------------------------------------------------------
About this Walkthrough
-----------------------
Hi, everyone. This is HeartBlade and this is my third FAQ. Im a fan of RE
and had a great time with this game. I highly recommend this to RE fans
and to non-RE fans who are looking to expand their tastes. This is by far
the best looking 3DS game we have out as of early 2012 imo. I hope you
enjoy playing this game as much as I had.

I don't want to ruin the story of this game so will not put in any
descriptions of cutscenes. The information in this guide will be to help
people in the game. Items that can be picked up will be marked in bars
<>. This guide goes through the game at normal difficulty.

Contents
---------
1.Story
2.Game Mechanics
3.Campaign Walkthrough
4.Raid Mode
5.HELL Mode Walkthrough
6.Missions
7.Enemy Strategies
8.Boss Strategies
9.Weapons
10.Custom Parts
11.Raid Store
12.Tips and Tricks
13.Trivia
14.Copyright

==========================================================================
HISTORY
0.5v	Initial guide finished but incomplete for normal
0.6v	Revamp enemy strategies section and weapons section
==========================================================================
-----------
1. Story
-----------
In 2005, Veltro reappeared and threatened the BSAA with infecting
approximately one fifth of the Earth's oceans with the T-Abyss virus, a
marine virus derived from the deadly T-virus. As a demonstration of their
power, Veltro terrorists have hijacked the ocean liner SS Queen Zenobia
and caused a viral outbreak aboard the ship. BSAA agents Chris Redfield
and Jessica Sherawat were sent to investigate Veltro activities, but
contact was lost with both agents during the mission. The BSAA then
assigned Jill Valentine and Parker Luciani to locate the missing agents
and sent them to their last known location - the SS Queen Zenobia.
==========================================================================

Characters
----------
BSAA
-Jill Valentine-
-Parker Luciani-
-Clive R. O'Brian-
-Chris Redfield-
-Jessica Sherawat-

FBC Members
-Morgan Lansdale-
-Raymond Vester-
-Mysterious Terrorist-

==========================================================================
------------------
2. Game Mechanics
------------------
==========================================================================
CONTROLLING YOUR CHARACTER
---------------------------

=Moving=
Resident Evil: Revelations retains the traditional "tanks controls" used
throughout the series. Tank controls move the character similar to a tank.
The character moves forward/backward when the analog stick is pushed
forward/backward. The character turns left/right when the analog stick is
pushed left/right.

Tilt the analog stick fully to make your character run. Tilt a little for
the character to walk.

=Dodging=
A callback to RE3, dodging is back in Resident Evil. When the bio weapon
is about to hit your character, tilt your analog stick forward or
backward + B. With the right timing, your character will sidestep or duck
under the attack and will be at the side of the enemy, allowing you to run
away. Be aware of your surrounding however since although you get
invincibility frames during your dodge, you can get stuck between enemies
if you are in a small space.

=Melee=
Although melee attacks are back, they are much harder to perform in
Revelations than in RE4 and RE5. The ooze are more resilient to bullets
than the las plagas of RE4 or the uroboros of RE5 so a quick head shot and
follow up kick will not work here. For the melee icon to appear, you need
to stun your enemy (such as shooting the ooze in both hands) and run up.
You will see a hand icon with the Y button so press and hold Y to charge
up your melee attack to deal maximum damage.

=Down=
Revelations has added a new feature where the character can be hit down on
the ground after getting hit by an attack. In this position, the character
can still move slowly and fight back but is limited to the handgun. Mash Y
to get your character back up on his or her feet.

=Swimming=
Swimming is a new control scheme featured in RE. When in deep water, press
Y for Jill to dive into the water. Use the analog stick to have Jill face
the direction you want to swim toward and hold B for Jill to kick her legs
and swim forward. Tap B to swim faster. Remember that your character does
have an oxygen meter and cannot stay underwater forever.

STATUS
-------
=Health Meter=
For people new to the RE franchise, you will notice that your character
has no bars to indicate health. Revelations has removed the health bar
introduced in RE4 and RE5 and you have to return to judging your
character's health based on appearance although it is much easier than in
the past. I will use three descriptions to describe the character's health.
If you have a herb, press A to heal.

-Fine-
You are near full health. Your screen is clear and your character can both
walk and run. This is the status you want to keep.

-Hurt-
Character has been hit quite a few times. You can see red blood at the
edges of your screen. Your character can still walk and run but your
vision is impaired a little. You want to heal before a big fight.

-Critical-
Your character has been hit down to critical health. Your vision is darker and
more monochrome. The red blood at the edges of the screen are further
toward the center. Your character is clutching his/her side while running
which slows you down a little. You want to heal immediately if you have
the herbs.

Note: Your character's health carries over in cutscenes but not across
      episodes although herbs do.

=Oxygen Meter=
Similar to the health meter, the amount of oxygen you still have while
swimming can be seen on screen. As you being to get low on oxygen, your
vision gets darker and you see black near the edges of your screen. Your
character can hold his/her breath for a long time however.

SUB-MENU
----------
This is the menu available on the lower screen during campaign mode. The
menu is divided into five sections: one main menu during play and four sub
menus when you open the sub-menu (hit the slider on the right).

MAIN MENU
----------
This is the menu you will see on screen during normal gameplay. The top
row shows your guns with the right most gun being the one you have equipped
Press =D-pad right to switch guns quickly=

The left top square shows your sub-weapon. Click the square to see the
sub-weapons you have and quantity.
=D-pad left to switch sub-weapons quickly=

The left bottom square shows your scanner, Genesis.
=D-pad up to switch between weapon and Genesis=
=D-pad right when holding Genesis to switch to gun=

Sub-Menu 1
----------
This menu shows how many herbs and grenades of different types you have.

Sub-Menu 2
----------
This menu shows how many of what type of ammunition you have.

Sub-Menu 3
----------
This menu shows your keys and control guides.

Sub-Menu 4
----------
This menu brings up your map. It shows your location in blue, weapon boxes
with a gun mark, and your objective location in orange. Use d-pad to cycle
through rooms to see where you need to go if lost.

Save system
------------
Unlike past Resident Evil games where the player had to manage their saves
using ink ribbons with a typewriter, Resident Evil Revelations forgoes the
typewriter completely. The game is saved when the character reaches a
check point in the game, usually after a cutscene.


Difficulty
-----------
At the very beginning, you can choose two difficulties
-Casual-
-Normal-

Grading System
--------------
The game has a grading system which grades your performance on the game
based on three criteria: Accuracy, Number of Deaths, and Time. The ranks
range from S to C, S being the highest. The higher your overall rank, the
more BP you receive. You are graded both at the end of notable sections
which may involve switching characters and at the conclusion of the
episode.

Accuracy: The number of shots that land on the enemy. To keep accuracy high,
          don't bother going for headshots and shoot the body. The ranking
          you get for percentages differs depending on the episode, some
          having lower requirements than others.

Number of Deaths: Self-explanatory. Do not die during the chapter. You can
                  cheat the system by quitting the game before the game
                  reloads and saves the death.

Time: The time it took for you to beat the level. (No bearing first time)

You are given three grades: once midway through the episode, once at the end
of the episode, and one overall grade (composite of both scores).

To get an overall S, you need to get S rank for both accuracy and deaths. If
you get one A, your S averages out to an A. You need all S for an overall S.
=============================================================================
-----------------------------------------------------------------------------
=============================================================================
-------------
3. CAMPAIGN
-------------
=============================================================================

==========
=Prologue=
==========

=Opening Cutscene=

---------------------------------------------------------------------------
Check List|
----------|
Key Items
N/A

Handprints
N/A
---------------------------------------------------------------------------

Move up the bridge to the locked door. Go to the chained door. Jill says she
can shoot off the lock with R + Y. You can shoot off the lock but can also
cut it off with the knife. Do so and enter.

Nothing in this room. Go through the door with the yellow light on top. Go
down the stairs and through another door.

Your first glimpse of ooze. There is no fighting yet so just go through the
door.

Go down the stairs and to your right. The elevator is out of power. Go left
and follow the corridor. Open the right locker at the end for a <>

Go forward and rats will jump out of the power box. Go around the garbage to
the door in the back with a green light above. Before going in, turn to your
left to find a locker. Open it for <>. Go through door with
the green light.

Go to the crate in the center.

=Cutscene and Save=

------------------------------------------------------------------------------
------------
Fight: Ooze
------------
Recommended Weapon: Handgun
Weak point: head (damage), arms (stun)

This is your first encounter with the enemy. The ooze is the common enemy you
will be facing and you will find that it has much more in common with the
zombies of past RE games to recent ones. The ooze require quite a few shots
to down and a simple headshot or knee shot is not going to stun it easily.
Aim your shots in the body to keep your accuracy high.

If you want to melee the ooze, shot its swinging arms. Around three or four
shots may be enough. This will cause the ooze to stop moving and slump a
little backward with its sucker tongue hanging out so quickly run up and hold
Y to unleash a full-powered kick on it if this happens.

This is a good time to practice dodging the ooze attacks if you’re not good at
it yet. Press the analog stick up a little bit after the ooze pulls back to
attack. You will know you succeeded if you see Jill crouch and side-step the
attack.
------------------------------------------------------------------------------

============================
=Episode 1: Into the Depths=
============================

=Cutscene=

------------------------------------------------------------------------------
Check List|
----------|
Key Items
N/A

Handprints
1. On the FBC box in the second area you visit through the tunnel while
   scanning carcasses
------------------------------------------------------------------------------

Read the manual on how to use the Genesis. Before jumping down, turn to your
left to scan the carcass under the wood. Scan the carcasses. The one next to
the two boats has a metal detection. Examine for a cutscene.

Before going to the right side, go to the boat on the very right to pick up
<>. Scan the small carcass hanging on the wall. Go along
the right to a fallen branch and barrels to find <>.
Go scan the two carcasses. One of them comes to life. Dispose of it.

The moved carcass should have left a <>. Go through the tunnel and
scan the small carcass on the bottom left.

Attempt to scan the carcass. It will rupture. Scan it again for the data. Go
to the barrel to pick up a <>. Go straight and pick up
<>. Go to the boat on the right and pick up a
<>. Go to the other side and scan the log to find
<>. Scan carcass under bridge. Go into the water and scan
the carcass at the end of the bridge to complete your scan and get a vaccine.
Before going back, go to the opening on the right and scan the end of the
area to find a <>. There is another carcass here to scan if you
still do not have enough data. Scan the FBC box for a <> before you
leave.

On your way back, another carcass comes back to life and attacks you. After
killing it, go back and give the data to Clive.

**Checkpoint** =Cutscene and Grade=

------------------------------------------------------------------------------
Check List|
----------|
Key Items
Crew Quarters area Key

Handprints
1. In room with two Ooze that killed Rachel. Opposite wall of blood stain
2. Next to the vending machine on the wall.
------------------------------------------------------------------------------

Take out your Genesis with D-pad Up and scan both the ooze and around the
room for a total of <>. Go to through the door w/ Green
light the previous room to scan for another <> if you need
more.Go back to the starting room and go through the other, more round steel
door.

Backtrack out of the room back to the vending machine and scan the wall to
collect a <>. Backtrack to the first room and go through the other
door.

Go forward to the red door and examine for Jill to look through the vent. You
will get a new objective to find the key to the door. Go through the blue door
to the right and up the stairs to find a <>. Go through the door.

Scan to find two pick up spots for a total of <>. Go through
the door and through the bathroom. An ooze will come out so dispose of it and
scan it for some virus data. Go through the room and through the door to the
other side. Don’t bother with the lockers as they are empty.

Turn left and go straight. Ignore the anchor door. Scan the boxes for
additional <>. Turn left and go past the red door and head
through the door. You will hear a scream. Go down the stairs to see new
character Rachel be butchered by two ooze and eaten. (Fans who followed the
trailers know who this character is. Check it out in youtube for more).

Turn right and open the locker for <>. Go straight and turn
right to go through the blue door.

=Save=

You are in the room with the two ooze. Take them out. Scan around the room to
find <>, <>, and a handprint. Go out
of the room and scan the small gap before turning left to find a
<>. Go up the stairs to encounter an ooze. Kill it, scan and
backtrack through the door.

Before going back to Parker, open the red door to your left with your new key.
Inside is a <> and <> on the table. Kill the
ooze and scan the room for an additional <> and
<>. Leave the room.

Backtrack to the bunkroom. The will be one ooze which immediately meets you so
prepare to dodge if possible. After killing and scanning, go through the bath
room to find another ooze crawling out a vent. Kill it and scan. Finally, you
meet one more ooze at the door. Kill and scan. If you killed and scanned all
ooze so far, this should get you a 100% scan and a <>. Scan the
bed for another <>.

Leave the room and scan the end of the hall for <>. Go down
the stairs and go to the very bottom to the dead end. Scan for <>.
Go back up one flight and through the door to meet Parker. Use the key on
the red door to the room we were trying to get into.

=Cutscene= End of Episode 1

===========================
-Episode 2: Double Mystery-
===========================

=Cutscene=

------------------------------------------------------------------------------
Check List|
----------|
Key Items
Flight Plan

Handprints
1. Inside cockpit of fallen plane. Open door and scan inside room body falls
   out of.
2. On the hanging stalagmite to your left after jumping over the bridge gap.
-----------------------------------------------------------------------------

Since we are a different character, we have different equipment. Chris starts
with a shotgun with 13 shells and a handgun with 50 ammo. It’s hard to
describe where to go so follow the map on your bottom screen and keep going
down until you get to a cliff. Jump down.

Start to examine the plane. On the right side next to the engine, scan with
genesis to find <>. To the left of it past the box with the
biohazard sign is <>. Open the box and scan the inside
carcass for some data. Go to the left and scan next to the fallen engine for
<>. Scan near the boxes to get another <>.
Open the box and scan the carcass inside for some data.

Go to the end of the plane where Jessica is and open the door. Scan the inside
of the cockpit to get a handprint. Scan the body to pick up <>.
Go through the opening on the left and break open the boxes to pick up a
<>, <>, and <>. Examine the gate to
lift it up.

=Save=

Jump down the two small cliffs and ready your handgun or shotgun. Three
infected dogs attack. Eliminate them with the handgun if possible but use
the shotgun if you are having trouble hitting them. Scan near the right of
the entrance of the tent to pick up <>.

Go down the left path and break open the box for <>. There
is a dog ahead to try to take it out from afar. Go straight and you will find
<> and <> on the table.

Go across the bridge and you will run into three more dogs. I recommend using
the shotgun here because there is little space to move around here to avoid
the dogs. After taking care of them, jump across the bridge and pick up
<>, <>, and <>.

Jump down the cliff and get ready for a big fight. One large dog and two dogs
will come to chase you, followed by two dog and another two dogs for a total
of 7 dogs. Go to the box on the right to pick up <>. The
pile of boxes in the center have <> and <>.
The box on the far left has a <>. Scan the rocks at the end to
collect <> and <>.

Continue along the path. When Jessica starts talking about Jill, turn left
and scan the very right hanging stalagmite for <>. Continue along
the path.

Go down to end and break open the four boxes to find <>,
<>, <>, and <>.

=Save=

Break open the box for <>. Go along the path and jump
across. The ledge will break and Chris will fall. Don’t bother pressing y to
get up or d-pad right to switch, you can only use your handgun and subweapons
in this fight.

------------------------------------------------------------------------------
-----------------
Fight: Dog Swarm
-----------------
Recommended weapon: B.O.W. Decoys
Weak point: Head

You've fallen of the cliff and hurt your leg so you can't move. Meanwhile, a
pack of bio weapon dogs approach. Since you are on the ground, you can only
use your handgun and sub weapons in this fight.

Strategy
The knife is no good here so switch your sub weapon to decoys or hand grenades
since those weapons are good against packs of enemies. You should have enough
decoys to deal with the dogs.

A lot of dogs both big and small will come after you so try to shoot the
dogs when they are still far away and throw decoys when you are overwhelmed.
This is a timed fight waiting for Jessica to come help you up rather than a
fight to kill the dogs. Throw decoys when overwhelmed and shoot the dogs from
afar when possible to survive.

TIPs
The dogs come at you from both the left and the right so make sure to look
around you and not get stuck focusing on one pack.
The dogs are bio weapons so use the decoy to draw packs away from you and
take some out in the blast
------------------------------------------------------------------------------

After the fight, walk over to the yellow ladder. Continue forward and open the
gate.

**Checkpoint** =Cutscene and Grade=

---------------------------------------------------------------------------
Check List|
----------|
Key Items
Screwdriver

Handprints
N/A
---------------------------------------------------------------------------

Back to Jill on the ship. (Fans who played the demo will be familiar with this
next scene). Push the cabinet blocking the door and go through it. Behind the
door is a <>. Dain the bath and be dismayed. Open the toilet to
find <> taped to the cover. Go out and encounter an ooze. Too bad
we have no weapons. Stay next to the TV and wait for the ooze to come toward
you and attack to dodge its attack (a prompt will come up for this dodge to
make it easier). Go to the electric panel next to the door and unscrew the
bolts. 


Start

		----------------------------------
		[    O	        O	   O	]
                [                               ]
		[    	    	                ]
		[    	    	                ]
		[    O	        O          O 	]
		[     	                   	]
		[    	     	                ]
		[    	            	        ]
		[    O          O          O	]
		[				]
		----------------------------------






Final solution should look like this

		----------------------------------
		[    O	      / O\	  O	]
                [           /      \            ]
		[    	  /   	     \          ]
		[   	/    	        \       ]
		[    O/	       O          O 	]
		[     \	                /  	]
		[    	\     	      /         ]
		[    	  \         /	        ]
		[    O      \  O  /       O	]
		[				]
                ---------------------------------

=Save=

Unlock the door and go through. Head straight and pick up <>
Dodge past the ooze and go through the door. Go into the door straight ahead.
You should be in a bathroom. Quickly pick up the <> and exit
before the ooze comes in. Go right and up and through the door on your right.

You will see two ooze ahead of you. Turn around and go in the backroom. You
can find <> on the table and <> on the
table next to the bed. You can't get the shotgun here yet. Go back into the
hallway.

The ooze are hiding in the cabinet so quickly run past and go through the
door. Run through this corridor since there is nothing to see and past the
ooze. In the room, ignore the ooze eating and run to the door. Push the
cabinet blocking the door away and go through.

You should be in a big room with stairs now with a "Cafeteria" at the bottom.
Run down to the bottom to meet up with Parker. He says that he say weapons
along the way here so follow him through the door.

=Save=

Parker will warn that there is more ooze but gives you 2 <>.
They will automatically be equipped in the sub weapon menu. Go through the
door.

This first room is filled with two ooze. Dodge one if possible and go through
the door on the other side.

This next room has three ooze. Be careful not to get stuck in the gap close to
the first two ooze. After going past them or using a decoy, dodge or decoy the
third ooze and go through the door.

Go straight and pick up the <> on the table. Parker will call
you to the steel door. Kick it down and pick up your weapons. Go to the green
box and examine it.

This green box works similar to the storage box in past Resident Evils where
we can store excess weapons. However, it also is the place where Jill can
add/remove custom parts to her weapons. Take this opportunity to add our newly
acquired custom part to our handgun.

To add the custom part(s), put the cursor over the weapon you want to upgrade.
The upgrade button (y) should highlight. Press y to go to the custom parts
page. Select the custom part you want to add to your gun and select it on
an open section on the gun. Our new the custom part should be -Damage +10%- so
add that to your handgun and exit out the box.

=Save=

Now we have to backtrack toward the bridge. Before going back, go straight
into the room in front. Scan to find a <>. (This is the room
you start in the demo). Exit back to the corridor. Scan the picture on the
table to find <>.

The red door is locked so ignore it and begin to backtrack. Dodge or kill the
ooze and scan its remains for data. Scan the clock for <>.
Kill the second ooze and go through the door to the second bookshelf room.

Go into the second room and kill the two ooze and scan for data. If you get
100% data, you will get another <>. Go through the door.

Scan the box to pick up <>. Go through the door and kill the
ooze and scan for data. There should be <> if you are low
on a table on the left of the "Cafeteria". Go up the stairs and scan the shelf
to get <>. Go through the door on your left.

Take out the two ooze in the vase room and scan. Scan the large blood stain to
find <>. Go through the door at the end.

In the next room, go forward and scan the broken cupboard to get
<>. Go into the next room and take out the two ooze. Scan
and go through the door.

Go straight and turn left in this corridor. Turn left and go into the next
room.

In here you will find one normal ooze and one with upgraded one with spiky
arms. If you are starting to get low on ammo, just run around and avoid
rather than fighting. You can scan them for data if you want. Try to draw the
spiky ooze toward you and dodge the normal ooze to get to the door you need
to go to. It’s the door to your right when you first enter. Go through the
door.

You will be back to where you first were. Go down the hall and turn right.
Equip your knife and use it to break the lock off. Go through the door. On
the table you will find <>. Go down the hall and press the
button to call the elevator. Once inside, press the button and go to the
"Bridge."

Go through the corridor and into the door with the already broken lock. Inside
this room, scan the boxes for <>. Go to the lockers on the
left side facing right. The locker on the very left holds <>
and the locker on the right holds <>. Go through the door.

You will be in a short corridor. Go through the door ahead to enter the bridge.
Before activating the beacon, scan the pipes to your left for a
<>. Go to the panel and examine.

=Cutscene= End of Episode 2

=============================
-Episode 3: Ghosts of Veltro-
=============================

=Cutscene=

-----------------------------------------------------------------------------
Check List|
----------|
Key Items
N/A

Handprints
N/A
-----------------------------------------------------------------------------

We now play as newcomer Parker. We have a machine gun with 60 ammo and a
handgun with 7 ammo. Go left to pick up <> from the desk. Go past
that desk toward the front to pick up <>. Go to the front
of the desk to collect two <>. Go to the other side to
collect another two <> and a <>. Go
through the doors in the back.

Go left and go to the dead end to pick up a <>. Backtrack and go
down the stairs. Your task is to kill all the bio weapons. Use your machine
gun to gun down the enemies and stun them and follow up with a melee attack.
There is a <> in the top right corner and <>
next to the stairs. There is <> on the left staircase.
Underneath the stairs is <> and a <>.
On the left back staircase is a <>. 
In the back of the room, there is also a <>and two
<> close by on the floor to the right. There is
<> at the very back on a box and a <> to its
left. Make sure to pick these up before following Jessica to the elevator.
Go up the front right stair case and follow the path to meet up with her.

Follow Jessica through the corridor and go up the stairs. Hit the button to
open the elevator and take care of the hunter inside. Go inside the elevator
and push the button inside to go up.

=Save=

Go through the room and follow the corridor. Go through the red door. A hunter
jumps in through the window so take it out. Go forward to pick up
<> from the table. Turn left and go through the red door.

You see a hunter jump away. Chase after it and jump over the sign to find a
<>, <>, <> and
<> as well as the hunter. Kill it and backtrack and enter
the conference room. Deal with the hunter inside and pick up
<> from the chair at the bottom right of the table. Go
through the other door to the other side.

Once through the door, turn right to find a <>. Turn left and go to 
the end and through the door. Search the room to find two
<>, a <>, and two <>. Leave the
room, head straight and turn left through the corridor. A hunter will drop
behind and chase you but just ignore it and follow the corridor to the end
and go through the door.

In the next room, pick up <> and turn right. Open the locker in
front of you at the end of the room for <>. Turn back
and open the left of the two lockers for a <>. Turn left and
open the left of the two lockers for <>. Go through the next
door.

Go forward and take out the hunter that appears. Turn left and go through the
corridor. On the next left, there are two hunters waiting. Dispose of them
and continue along the path. Follow the path until you get to the door.

Go through the door to get to the staircase. Go up the stairs and pick up a
<>. Run up to the sixth floor (four and five are unavailable
anyway) and go through the door.

=Checkpoint=

Go right and right again before going through the door to get to a table with
<> and a <>. Go back and through the door.

In the office, go over the sign when the hunter is away (you can see his head
bobbing) and strafe to take him out. Behind you in the cubicle is a
<>. Go straight and strafe again to take out another hunter. Go
straight and open the locker for <>. Turn left to see
another hunter. Kill him if you want and go back to the corridor where the
second hunter was to find <>. Go through the door to your
right.

Turn right and go through the gate. Continue along the corridor to the
elevator.

=Save=

------------------------------------------------------------------------------
------------------------------
Fight: Hunters by the Elevator
------------------------------
Recommended Weapons: Machinegun, Shotgun
Weak point: face

Enemies: Hunter

Items
Hand Grenade		Top of boxes in front of entrance
Machine Gun Ammo +30	Left of hand grenade
Shotgun Shells +8	alcove in top right
Shotgun Shells +8	alcove in top right
Handgun Ammo +10	bench right of alcove
Machine Gun Ammo +30	bench on lower left of room
Machine Gun Ammo +30	bench on lower left of room
Machine Gun Ammo +30	top right side of room next to boxes
Green Herb		upper left corner of room

After calling the elevator, hunters will attack by falling from above and
jumping in through the windows at the sides. There is a near endless stream
of hunters so you will need to fight them off until the elevator arrives. Once
the elevator arrives, go in, dispose any hunters in the elevator with you, and
press the button inside to end the fight.

Strategy
This is a much tougher battle than in the airport since the hunters are more
numerous and more aggressive. The hunters often come for you in pairs of twos
so it is recommended you either keep backpedalling and shoot chasing hunters
or stick to one of the upper corners of the room and dispose any hunters who
come near to you. If you choose to stay in one place, I recommend the upper
two corners to protect your back or in front of the elevator so you can
quickly enter when it arrives.
The hunters are numerous and never-ending (in relation to our ammunition) so
I recommend moving around the area to avoid the hunters pinning down on you
and shooting them away with the shotgun. Try to aim for their face with your
shotgun or machinegun to get them stunned so you can follow up with an
uncharged melee attack. Use any hand grenades you have.

TIPs: The hunters often come in pairs which is why the shotgun is recommended
      over the machinegun. Try to keep both pairs in sight when fighting.
      Lobe hand grenades and empty your guns for this battle. No need for
      conservation here.
      Try to have the hunters chase after Jessica instead of you if possible.
------------------------------------------------------------------------------

After the elevator arrives, go through the corridor and out onto the helipad.
Head to the choppers.

**Checkpoint** =Cutscene and Grade=

-----------------------------------------------------------------------------
Check List|
----------|
Key Items
Helm Key
Queen Zenobia Ship Map
Crest
Lifebuoy Key

Handprints
N/A

Weapons
Shotgun: Windham
----------------------------------------------------------------------------
Back to Jill on the ship. Turn left and look at the end of the control panel
to find <>. Our ammo carrying capacity for Handgun ammo
has increased by 20. Go down the stairs on the bridge and through the door.

Straight ahead is a <> and <> on the table. Back
track and head through the corridor to find an ooze. Kill it and turn right to
enter a room.

In the room, examine the sparkle to your left to find <>. We can
now access some of those steel doors we found on the ship. On the left side
of the room on the floor is <>. At the end of the room on
the cart is two <>. On the table to the right is
<> and at the head of the table is <>. Leave
the room.

Go straight ahead through the steel door on the opposite side. We can now go
through since we have the Helm key. Examine the table to your left for
<>. Go to the picture in the frame Parker is looking at
to get the <>. Go to the bookshelf and pick up
<>. Examine the body in the chair and scan to find
<>. Exit the room.

Go through the corridor and Parker says you should go to the Emergency contact
room to contact HQ.

=Save=

Backtrack to the bridge and back to the elevator which you came from by going
through the door. In the locker room, there is an ooze so ignore or kill it.
Scan the boxes on the bottom right side of the room for <>.
Go through the door. Go through the corridor and into the elevator.

Go to the "Upper Cabins." Go through the corridor and go right. Pick up
<> and head straight through the steel door with the helm
key. Inside, scan the base of the bed to find <>. Leave
the room and turn right through the door. Go straight and left through the
next door. Here you will face the ooze with spike arms so attempt to dodge
its attack or go through the other side, avoiding the regular ooze. Go
straight through the door. Follow the corridor and take a left turn into
the next room. Insert the "crest" into the platform to get the hanging
<>. An ooze comes out of the cupboard so dodge out of its
attack and kill it or run out of the room.

Go through to the other room and move through the vase room. Take out or avoid
the ooze in the room and go through the door. In the next room, in the
"Cafeteria", take out the two new ooze. They have ranged attacks so watch out
for them. Go down to the bottom of the "Cafeteria" and so to the right door
and open the gate with the Helm key. Go through the door with the wheel and
another with a wheel.

=Save=

Go around the circle to find the door to the communications room locked by a
gate. A note tell us that the Comm. Officer has the key and he has gone to the
Promenade. Check the weapon box to add your new custom parts to your gun if
you want and go down the stairs. Go to the door with the black doormat with
the name Promenade and enter the door.

In the new area, turn right and go through the door. Head straight and pick up
<>. Check the shelf for <> and <>. Go
through the door and find <> on the table. Take out the ooze
across the hall. One shot with the rifle will do. Go straight and turn right
through the door to find a regular ooze and <>. Go straight and
turn right down the stairs. Collect <> from the table. Go into
the open room and scan to collect <>. Go back up the stairs
and head toward the white shutter with red arrows point up.

=Save=

Go forward into the room and collect <>. You will want to shoot
this lock instead of breaking it with a knife so you are far away from the
door when the Comm. Officer smashes it down. Our first Boss Battle.

------------------------------------------------------------------------------
===========================
BOSS: Mutated COMM Officer
===========================
Recommended Weapon: Shotgun, Rifle
Weak point: Head

Enemies
Ooze


Attacks
-Saw Cut- The comm. officer swings the saw on his arm three times. Try to keep
	  your distance from him and get a shot in after the third strike.
-Projectile- Comm. Officer shoots two projects that have significant reach.
             Try to stay out of direct line of sight to avoid. The first
             projectile hits the floor and the second heads straight.
-Bear Trap- After reaching the floor, the projectile becomes a bear trap and
            catches Jill's leg, keeping her pinned for the officer to catch up
            to. Mash Y to escape. Can also shoot to dispose.
-Finisher- Comm. Officer grabs Jill, lifts her up, and drops her on rotating
           saw on arm.

Items
Handgun Ammo +10	On table on the bottom floor next to door
Handgun Ammo +10	On table inside restaurant
Handgun Ammo +10	On table in front of blinder
Rifle Ammo + 7
Shotgun Shells + 3	On table inside restaurant
Shotgun Shells + 3	Inside room containing Comm. Officer

Fire Barrels Locations
-Inside room where boss appears
-next to bridge on top level
-Next to staircase on bottom floor
-Next to pillar on bottom floor

Strategy
This boss is a wakeup call if you are unfamiliar with Resident Evil. The boss
itself isn't too hard since it is relatively slow. The problem comes from the
never-ending stream of ooze who also join in the fight. Keep your firepower
focused on the boss and try to always use the rifle or the shotgun to deal
damage. Run around the area and pick up ammo on the bottom floor if you get
low.

Always keep yourself on the move unless you’re planning to trap the boss in a
blast. The ooze have projectiles which act as a drain on your health.

Use the fire barrels to your advantage. Use a handgun ideally and keep your
laser on the barrel and wait until the boss approaches. The blast is pretty
big so you don’t have to wait too long. If caught in the blast, the boss will
be stunned so use this opportunity to unload some lead or run up and use a
fully charged melee attack on him. Remember that charging the melee attack
gives no immunity frames so you are still open to attack from other ooze.
------------------------------------------------------------------------------

Run to cliffs to jump down from. The bottom level gives you more
maneuverability due to wider spaces and all the ammo is down there. Using the
jump motion gets you down quicker and gives you invincibility frames when
moving. Use it to your advantage.

After the boss is defeated. Its body decomposes and it drops the
<>. Pick it up and use it on the steel double door on the far
end of the bottom floor to leave the ooze filled area.

=Checkpoint=

Continue along the path through the double doors to get to an elevator without
power. Unscrew the panel next to the elevator.

Start

		----------------------------------
		[    O\	        O	/  O	]
                [    |  \             /     |   ]
		[    |	  \  	    /       |   ]
		[    |	    \	  /         |   ]
		[    O	      \ O \        O 	]
		[    |	    /       \       |	]
		[    |	  /   	      \     |   ]
		[    |	/      	 	\   |   ]
		[    O/	        O         O	]
		[				]
		----------------------------------

1. Move bottom left node right once
2. Move bottom right node up once
3. Move middle right node left once

Final solution should look like this

		----------------------------------
		[    O\	        O	/  O	]
                [    |  \             /     |   ]
		[    |	  \  	    /       |   ]
		[    |	    \	  /         |   ]
		[    O	      \ O         O 	]
		[     \	                 /  	]
		[    	\     	       /        ]
		[    	  \          /	        ]
		[    O      \  O   /        O	]
		[				]
		----------------------------------

Now you have the elevator working to take you to the deck or the bridge. Go to
"Deck" and scan for a handprint. Search the room to find <>,
<>, <>, 3 <>, and a
<>. Scan the target next to the chair with the handgun ammo to
find <>. Return to "Promenade Deck".

Exit out the double steel doors and through the small steel door. Go up the
stairs and backtrack. Go through the wood door. Go through the corridor and
through the wood door. Go down the stairs and break open the box at the bottom
for <>. Go through the wheel doors to return to the
"opera house."

=Save=

Climb up the stairs past and up to the locked door. Use the key to lift the
gate and go through the door.

=Cutscene= End of Episode 3

==================================
-Episode 4: A Nightmare Revisited-
==================================

=Cutscene=

---------------------------------------------------------------------------
Check List|
----------|
Key Items
Iron Anchor Key
Coin

Handprints
N/A

Weapons
Machinegun: MP5
---------------------------------------------------------------------------
Collect <> on the monitor board. Look to your right to find
<> and <>. Exit through the doors and return to
the "Opera Room."

Raymond gives us <>. Tells us to go to the Casino and up the
elevator to the Bilge. He also mentions his partner Rachael and how she has
lost contact since the Bilge...

Go to the weapon box and change custom parts if you want to. Go down the stairs
and behind the staircase to get to the door leading to the casino. Use the
key to lift the game and go through the door.

Go down the escalator to the casino floor. To your left on the left side of
the escalators is a <>. Go past the status and up the stairs.
Examine the lever to turn on the breaker and bring the casino back to life.

Go back to the fountain and press the button. The virus flows into the water
and infects the fish, turning them into deadly bio weapons. The fish will
chase you so take them out from afar with the handgun or shotgun if they are
too close for comfort. Killing the last fish will drop a <>.

Turn right past the slot machines and go to the cash out counter to find a
<>. Now go to one of the three highlighted slot machines.
There is a slot machine on the right side, center, and left side of the casino
which you can play. The game is automatic so keep depositing the coin until
you win a <>.

Go up the stairs to the door with the lady hold the tray. We have to put a
certain number of coins on the tray for the door to unlock.

Brose coin: 7g
Silver coin: 9g
Gold coin: 17g

we need to place 107g on the tray which is 3 Bronze, 2 Silver, and 4 Gold.
Place the coins to unlock the door and go through.

=Save=

You can find <> on the sofa in front of you. There is a
<> on the chair, <> on the blackjack table,
and a weapon box. Collect the ammo, go to the weapon box to custom your guns
if you want, and jump down the ladder to the right of the box. Jump down
another ladder. Climb up the ladder in front and go down the corridor. You
will get to the life. Before going on, go around past the green double doors
and pick up <>. Check center panel on the lift to find that the
key is gone. Go through the double green doors.

Go through the corridor to find an elevator. Go to the panel to its right and
unscrew it.

Start

		----------------------------------
		[    O \\       O     ----O	]
                [       \  \ ---     /   /      ]
		[    	  \     \  --- \/       ]
		[    	    \	   /  /\        ]
		[    O	      \ O /  /  \ O 	]
		[    	            /   /   	]
		[    	     	   /   /        ]
		[    	      	 /---           ]
		[    O	        O         O	]
		[				]
		----------------------------------

1. Move top left right once
2. Move middle center left once
3. Move bottom center left once
4. Move middle right down once
5. Move bottom center left once
6. Move top right down
7. Move middle right left
8. Move top center right
9. Move middle left up
10. Move top left right
11. Move middle center left

		----------------------------------
		[    O	        O	__  O	]
                [                     /     |   ]
		[    	    	    /       |   ]
		[    	    	  /         |   ]
		[    O--------- O           O 	]
		[    |	                    |	]
		[    |	     	            |   ]
		[    |	      	 	    |   ]
		[    O----------O-----------O	]
		[				]
		----------------------------------

Go through the activated elevator and go up.

=Save=

Parker states that Rachel is in the Bilge and most likely has the key. Rachel
is the person we heard screaming and get killed by the ooze earlier in the
game.

------------------------------------------------------------------------------
NOTE: This is an ammo searching run: If you want some ammo, follow the
paragraph. If not, just skip to the next.
------------------------------------------------------------------------------
Turn right and left and follow the path up the stairs into the next room.
Scan the boxes to your left to find <>. Go through the door
on the other side. In the next room, scan to find virus data in the pool of
blood and <>. Go outside to the door and scan near the big
boxes to find <>. Backtrack to elevator.

Take out the spiky ooze in the corridor and pass the first door to go to the
end of the corridor. Open the right locker for <>. Go into the
room closest to you.

This room should be familiar so go through it quickly. Two ooze drop down from
the ceiling so you want to dodge them and get to the door on the other side.In
the next room, scan for three items to collect <>,
<>, and <>. Go through the door.

Go through the corridor and peak through the opening in the red door where the
fake Chris was. An ooze will pop out. Enter the room and kill the ooze.
Scan the room for <>. Look at the upper right part of the
room next to the boxes to find <>. Leave the room and go left
and up the stairs through the door.

There is an ooze so dodge or kill and go past through the corridor. Go through
the bunkroom but be careful as an ooze drops down from the ceiling. Go through
the bathroom and the other bunkroom to the other side. Go forward and use the
Iron key to enter the steel door on your left. Inside is
<>, >>Machinegun Ammo +75>>, a <>, and a
<>. Go through the blue door. Here, you will find a 
<> and a weapon box. Change your arsenal (since you can only carry
up to 3 guns) and your custom parts accordingly.

------------------------------------------------------------------------------
NOTE
A boss battle is coming up soon so you want to be prepared. I recommend
bringing the machinegun with bind1 attached to this battle since its stun
will be helpful.
------------------------------------------------------------------------------

Leave the room and go left through the corridor. Go through the blue door and
down the stairs. Turn right and open the locker at the end for some
<>. Go through the door with the green light.

=Save=

You can find <> on the table. Go to the sparkle on the floor
where Rachel's body previously was to find a diary. Read it and exit. You can
see the Rachel ooze on the other side of the window looking at you. Get ready
for a fight.

------------------------------------------------------------------------------
=====================
BOSS: Mutated Rachel
=====================
Recommended Weapon: Machinegun, Shotgun
Weak point: Head

Enemies
Ooze

Attacks
-Swinging Arm- Rachel swings her arm similar to a regular ooze to attack you
-Bite- Rachel will grab you and suck you like a regular ooze. Mash Y to escape

Strategy
This is a fight in closed spaces and can become overwhelming if you are not
prepared for it. I recommend bringing the machinegun with bind1 attached
and shotgun with faster shooting and higher damage. You don’t really want to
use the rifle since you need to reload after every shot and you fight
Rachel in closed spaces. You can try to get a shot off if you want.

Rachel acts very much like a regular ooze except she is slightly faster. Her
attacks are nearly the same and follow similar animations you dodging should
not be too difficult. Try to focus more on dodging rather than attacking in
the early fights. After dealing damage, Rachel will run into the vents and
you need to chase her.

The first fight is in the stair case immediately out of the room. You have
some lateral space here to move to dodge her attacks and shoot her with the
machinegun. There is no ooze to bother you two here.

The second fight is in a stair case corridor. You are in a tight space so
unload your machine gun or shotgun when Rachel gets close and be prepared to
dodge her attacks and move out the way.

The third fight is in the bathroom. You have more space to move so you can
attempt to use the rifle here for more damage if you have it.

The fifth fight is in the room with the broken breaker. Ooze emerge quite
constantly from the vents so focus your attacks on Rachel. Use the shotgun
here so you can take out ooze close-by as well.

TIPs: If you lose Rachel, just listen to the music. If you hear her theme
(different from the usual music in the area), wait and she will come.

If you are having trouble with this boss, just ignore ooze and run back to
the elevator. You can meet up with Parker quicker and then backtrack to hunt
down Rachel.
-----------------------------------------------------------------------------

After killing Rachel, her body leaves <>. Run back to the blue
elevator and go down. Go through the corridor through the green doors. use the
life key on the center panel and use the lever on the right to move the
elevator.

=Cutscene= End of Episode 4

===============================
-Episode 5: Secrets Uncovered-
===============================

=Cutscene=

-----------------------------------------------------------------------------
Check List|
----------|
Key Items
Screwdriver

Handprints
1. On projector screen to right after room where terrorists shot video.
-----------------------------------------------------------------------------

We play as new character. Scan the boxes to your right before going down the
stairs to collect <>. Go down the stairs and follow the
corridor. Keith will trip over the barrel. Scan the can that fell off the
shelf to get <>. Open the door and go into the next room.

Check the bunked on your right for <>. Go left and pick up
<> on your right. Go through the door.

Go along the corridor. On the right of the door with the electronic panel is
<>. Examine the electronic panel to the left of the door on
your left.

Start

		----------------------------------
		[    O__	O	/--O	]
                [     \  \             //       ]
		[      \  \___________//        ]
		[    ___\/_____  ____ \____     ]
		[    O	 \      O     /    O 	]
		[     	   \        /        	]
		[    	    \  	   /            ]
		[    	      \  /     	        ]
		[    O          O          O	]
		[				]
		----------------------------------

1.Move middle right left
2.Move middle center up
3.Move middle left right
4.Move top right down
5.Move top left down

		----------------------------------
		[    O	        O	   O	]
                [                               ]
		[    	    	                ]
		[    	    	                ]
		[    O	        O          O 	]
		[     	                   	]
		[    	     	                ]
		[    	            	        ]
		[    O          O          O	]
		[				]
		----------------------------------

Go through the door. Scan the bookshelf for <>. Get
<> to left of bookshelf. Examine the computer to unlock the
other sealed door.

=Cutscene=

Go through the newly unlocked door. Scan for <>, 
<>, <<>>, and <<>>. Pick up <> from chair.
There is <>

----------------------------------------------------------------------------
NOTE: The Security Token is on the floor next to the boxes. Picking it up
will lead to a cutscene where the characters leave the area. Scan the
handprint at least before picking up the security token.
----------------------------------------------------------------------------

**Checkpoint** =Cutscene and Grade=

----------------------------------------------------------------------------
Check List|
----------|
Key Items
Lower Interior Map
Cog
Restart Key

Handprints
N/A

Weapons
Machine Gun: AUG
----------------------------------------------------------------------------

Back to Jill. Get off the elevator and to through the door on the bottom-left
of the room. Go down the ladder. Walk through the water to the door and open
it. Wade through the water and up the stairs and through the door into the
control room. Examine the red screens. We learn that we need to find the
engine room.

=Save=

There is a weapon box here so change your weapons and custom parts
accordingly. Then, go through the door to your left. On your left are two
boxes. Break them open for 2 <>. Follow the path down into
the water.

There are infected fish in this area and this time, we are fighting on their
territory. I recommend running past them. Go through the door.

In this room, avoid the big jet of steam as it can hurt you and go through
the door to the next room. Here, take the watery path on the right to find
a <> to your left. Go through the door.

In this area, turn right and go through the steel door on your left. Go up the
stairs and to the control panel and a lever. Use the lever to turn of the
steam flowing from the lower pipe. Go forward to collect a <> and
backtrack out into the water. This time, go left and through the center door.

Collect <> to your right and go through the pathway previously
blowing steam. Collect <> on the wall to your left and
go through the door and up the ladder.

=Save=

Pick up <> on your left. Down the stairs on the table on
the left is <>. The table on the right has a
<>. Go through the door and defeat the ooze you encounter. Pick
up <> and <> from the table. Backtrack and
wade through the water up the stairs. Pick up <> and go
through the door.

Go straight and pick up <>. Pull the lever to shut off
the steam in the top section of the room so you can get to Parker. Pull the
first lever again and Jill will comment that the steam has not stopped in
this room. Leave through the door behind Parker.

Go down the stairs and into the water through the steel door. Again, run past
the fish and into the next room across from you. Go through the room into the
next room.

You notice the steam previously blowing in this area has died down. Take this
opportunity to go into the new area. You can find <> and a
<>. Scan in the water to find <>. Examine the red cog
wheel and spin the analog stick to turn the steam off.

=Save=

Backtrack to Parker. There are fish in the previously unoccupied area and
ooze in the area with fish so run past them. When you reach Parker, run past
him and through the door. Go down the stairs on the right and through the
water. There is ooze and fish in here so run past them. Set the cog in the
machine at the top of the stairs. Get rid of the ooze and any fish that follow
you onto land with your handgun. Press the button on the left of the cog
machine to pick up <>.

Backtrack to Parker by going down the stairs and through the water. You can
use shock grenades to get rid of the fish if you are low on health. Get to
the panel on the other side and insert Restart Key.

=Cutscene=

Get to Parker after the cutscene while the water is running.

=Cutscene and Save=

-----------------------------------------------------------------------------
Check List|
----------|
Key Items
N/A

Handprints
N/A
-----------------------------------------------------------------------------

You are back as Keith. You are tasked with checking the crash site. On
your way, two dogs will come after you. Deal with them and continue on. Next
three dogs come after you so take care of them. Quint will run on ahead so
deal with the dogs or run away from them as you see fit. Run to the crash
site and off the cliff.

=Save=

After jumping of the cliff, turn right and scan to find <>. Go
toward the crashed plane. You will see Quint suddenly fall and get back up.
We finally find out what that bio weapon was that was killing everyone inside
the building.

-----------------------------------------------------------------------------
---------------
Fight: Hunters
---------------
Recommended weapon: Shotgun, Machinegun
Weak point: face

Enemies
Invisible Hunter

You do not want to be using the handgun in this fight. These hunters can
take a hit and you want stopping power. Use the shotgun if the hunters
get close or the machine gun. Be careful with the machine gun though
since the kickback from the gun skewers your aim.

There are about 6 or 7 invisible hunters in this battle. The hunters' camo is
really good, allowing them to blend in perfectly in the environment. Their
attacks are the same as regular hunters however.

TIPs: Keep your back to the wall so you can always have the hunter in front of
      you. A well placed shotgun blast will keep them away if they get too
      close.
      Use Quint as bait. Stay behind Quint and have the hunters attack him.
      The hunters lose their camouflage when they attack so use the
      opportunity to find and kill them.
      Remember you have at least two hand grenades so don’t be afraid to use
      them. The knife is pretty useless here because you can’t cut what you
      can’t see.
      Even if the hunter is invisible, it is not invulnerable. When the hunter
      begins to camouflage, you can still distinguish it because it distorts
      the background a little (like invisible Elites in Halo). Unload while
      they are invisible. However, hunters can sidestep quickly so don’t just
      unload at the spot you think they are in.
-----------------------------------------------------------------------------

After successfully clearing the new hunters, scan the big silver containment
unit on the right for <>. Scan the two rocks on the
left for <>. Scan on the left near the wreckage to find a
<> and <>. Scan the rock past the big
silver containment unit on the right for <>. A little
father on the right, scan for <>. There is a box with
<> on the left next to the wreckage and <>.Scan
near the rocks here for <. On the right is a box with
<> and two boxes further up with <> and
<>. Examine the cockpit for Keith to pull off the cover.
Scan the bottom right for <>. Go to the cockpit and examine
the computer to use the Security Token.

=Cutscene= End of Episode 5

==========================
-Episode 6: Cat and Mouse-
==========================

=Cutscene=

---------------------------------------------------------------------------
Check List|
----------|
Key Items
Ship Interior Map

Handprints
N/A
---------------------------------------------------------------------------

Back as Chris on the ship. Go into the door straight ahead (ignore the door
on the very right since you can’t get into it). There is a weapon box here but
Chris won’t do open it so ignore it. Scan the vase for <>
Check the table for <>. Scan the orange vase at the end of
the room for <> and take <> from the wall.
Go on the elevator and go down.

=Save=

Go through the steel doors. An ooze with drop to your right. There are allot
of ooze here so be on the run. Go up the stairs and on the table next to
the room which contained the Comm. officer is a <>. On of the
tables on the bottom floor is <>. Go through the single
steel door on the other side of the bottom floor.

Go through the corridor, up the stairs, and follow the path. You will pass by
a table with <>. Follow the path and go through the two
wood doors. Before going through the door with the wheel, go down the stairs
to find a <> on the bottom right. Go through the wheel door to
the "Opera House"

We get info that Jill and Parker are in the Bilge. Go behind the pendulum
to the door to get to the casino.

=Save=

You can hear knocking on the door coming from the cash out door. Pick up a
<> from the nearby chair. The door falls and two chainsaw ooze
comes through.

----------------------------------------------------------------------------
--------------------------
Fight: Dual Chainsaw Ooze
--------------------------
Recommended Weapon: Machinegun, Hand Grenade
Weak point: head

Items
<> back right side of the casino next to slot machines
<> chair next to blackjack table
< On right blackjack table
< On right side of water fountain

Strategy
You will have to battle two chainsaw ooze at the same time. Luckily, they
are not too fast and often stay together. Although it is tempting to run up
to them and give them a shotgun shell to the face, they do not recoil much
from shotgun blasts. Backpedal and fill both ooze with lead with your
machinegun. If the ooze get close, quick turn with B and get some distance.
You will want to use your hand grenades here. Try to move through the slot
machines so you can force the two chainsaw ooze together and hurt both with
a hand grenade and with a follow up max-charged melee attack.

TIPs: Do not stay close to the chainsaw ooze. They have an instant kill where
      they grab you and throw you onto their saw blade, instantly killing you
      regardless of health. Their attacks are also harder to dodge.
      Move through the slot machines. The ooze are not agile so they won’t be
      able to follow you as well and you can keep them together for a good
      hand grenade blast or shotgun shell.
----------------------------------------------------------------------------

The second chainsaw ooze with drop the <> when defeated. Go into
the room where the chainsaw ooze came from and pick up a <> and
<> from the table. Use the key on the steel door and go through.

=Save=

Jump down the hole. There is an exploding ooze up ahead so kill it with your
handgun. There is <> on the shelf to your left. Go through
the door.

In the next room, there is a projectile ooze and another exploding ooze close
by. Try to kill the exploding ooze before it gets too close. Be careful since
its blast radius is pretty large. Scan the boxes to your left for a
<>. Another exploding ooze will come emerge so shoot it with
the handgun as well. There are also two ooze in the area. Go straight past the
projective ooze and turn left to scan the two blood piles to collect
<> and a <>. A spiky ooze drops from the
ceiling so dispose or kill and climb up the ladder to the next area.

Up the ladder is another exploding ooze. If you are not ready, jump down and
run away from it to get some distance before killing it. Go through the
corridor to the end and jump down. Go to the elevator and pull the lever.

=Cutscene=

Leave the elevator and go through the door at the bottom left. Go down the
ladder and through the door. Go through the corridor and through the door.
Pick up <> on the panel in front of the red screens. There
is 2 <> on the panel in front of the window at the very right.
There are three exploding ooze outside the window. You can deal with all of
them at once with a single hand grenade since their explosions set each other
off as well. Go through the now empty room (you can check to see the ooze are
dead through the window) and go through the open door and down the stairs.

There is a projective ooze waiting for you after the second flight of stairs
so strafe and unload your handgun on it. Past the projective ooze you will run
into two ooze and an exploding ooze. The best way would be to use a hand
grenade to take them out. After killing them, continue down the path and
through the door.

There is four ooze and an exploding ooze in the room with the cog. Take out
the regular ooze with a shotgun and try to draw out the exploding ooze from
afar. Go inside the room the exploding ooze was in for a <>,
<>, <>, <>,
and <>. Go through the blue door.

In the next room is a projective ooze, a spiky ooze, and an exploding ooze.
Use a grenade and leave the area to take out the exploding ooze and use
your machine gun or shotgun on the other ooze. GO to the next room.

Next room contains one projectile ooze and two crawling normal ooze. A normal
ooze also drops down from the ceiling in the right. Use your machine gun on
the projective and shotgun when the normal ooze get too close. Go through the
left door to enter the engine room.

**Checkpoint** =Cutscene and Grade=

-----------------------------------------------------------------------------
Check List|
----------|
Key Items
Pipe

Handprints
1. On the electric control panel to access the antenna
-----------------------------------------------------------------------------

Back to Jill and Parker. We need to now use swimming controls in this game.
Dive into the water and swim around the area. You are going to have to find
two pipes lying around in the area. Here are their locations:

a. Next to panel where Parker was at
b. very bottom of the floor in the center

After obtaining one pipe, swim to the vent in the center and use it try to
to pry the grate open by mashing Y. The first time will fail but the second
will succeed.

=Cutscene=

Go through the corridor and pick up <> and a
<>. Drop down the hole at the end. The water in the room
is filling up slowly so backtrack to the control room by going through the
silver door through your right and through the room where you previously
picked up the cog. There are infected fish here so run quickly. Run through
the water and up the stairs and go through the door.

=Cutscene=

Go through the other door and through the water. Turn right and go to the
ladder. Two ooze emerge to appear from the water so ignore them and climb
up the ladder and go through the door. Go to the elevator and pull the lever
to go up.

=Cutscene=

Get off the elevator and go through the pipe. Go forward and climb up the
ladder. Run to the next ladder. An injected fish will drop down but ignore it
and climb up the ladder. Climb up the next ladder to get back to the VIP room
in the casino.

Scan the lamp to your right to get <>. Use the weapon box here
to change your guns. Leave the room. Turn around and scan the woman guarding
the door to find <>. Go up the stairs and through the
wheel doors to get back to the "opera room."

=Save=

----------------------------------------------------------------------------
Note: If you haven't been customizing your weapons at the weapon box for a
while, I highly recommend you do so now. You will want to have your shotgun
for the upcoming event.
----------------------------------------------------------------------------

Get on the elevator (Parker will go there automatically) on the opposite side
of you that is on the bottom floor and call it down. Go in and press the
button inside to go up. The window will crack and a bio weapon will appear
behind you start shooting.

------------------------------------------------------------------------------
----------------------
Fight: Draghignazzo 1
----------------------
Recommended Weapon: Machinegun, Shotgun
Weak point: N/A

Strategy
The weapon will show its body parts to you from one of three corners of the
elevator. I will assume in this battle that you have turned around (the door
of the elevator is to your back) and direct appearances accordingly.

First appearance is the head and eye in front of you.

Second attack is the arm in front of you. Shoot it for it to retreat before
it swings at you.

Third attack is the arm to your left.

Fourth attack is the arm to your front.

Fifth attack is the arm to your right.

Sixth attack is arm to your front.

Seventh attack is the head to your front.

Eighth attack is arm to your left.

I recommend using your machinegun, hopefully with bind to keep the weapon from
attacking with its arm.
------------------------------------------------------------------------------

After this, the elevator will begin to move up. 

=Save=

Exit the elevator and pick up <> and a <> on
your left. Use the weapon box if you want and the go right.

------------------------------------------------------------------------------
=====================
Boss: Draghignazzo 2
=====================
Recommended Weapon: Rifle
Weak point: right head (smaller head on the right)

Attacks
-Charge- Most frequent attack. The boss drops its arm to the floor and charges
         at you. Timing for dodge is forgiving so dodge as it too fast to
         escape unless you are far away.
-Tail Slam- weapon lifts its arm high and slams it to the ground, dealing
            remote damage and causing you to fall on the ground. Mash Y to get
            back up.

Items
Green Herb	 	wall closest to elevator
Hand Grenade		next to green herb
Hand Grenade		next to green herb
Rifle Ammo +6		behind first stand
Shotgun Ammo +6		behind second stand
Machinegun Ammo +40	behind second stand
Rifle Ammo +6	 	behind last stand.
Green Herb 		at the other side of the room on the sofa
Machinegun Ammo +40	at the other side of the room on the sofa

Fire Barrel
-Next to first stand
-Next to last stand

Strategy
This boss is tough and durable so you are probably going to use up all your
ammo for this fight.

This boss has few vulnerable points for you to exploit. Aim for the fleshy
parts of this boss, notably the head and the side of its body. The boss will
mostly drop its arm and rush at you or Parker so dodge with the analog stick
and ready your shotgun for a couple of head shots. If you dodged, the boss
should be close by, allowing you to get a good two or three shells in his
head.

Once you run out of ammo for the shotgun, switch to the rifle. The rifle does
much more damage than the shotgun but you only get about one shot in so make
it count. The boss can take a lot of damage so just keep on dodging its rush
attacks at you and heal when necessary.

TIPs: Not many tips to give here. Dodging the rush attack should leave you
      close to the boss and gives you the opportunity to put in a couple
      rounds in its head.
      If you dodge while reloading, your character will have a full clip w/o
      needing to complete the reload animation. Use this especially with the
      rifle.
-----------------------------------------------------------------------------

After the battle, a ladder drops down from the ceiling. Go to the large window
and you can find  <> near the center. Collect any
remaining ammo and go up the ladder. Pick up <> from the
desk to your left. Scan the boxes to your right for a <>. Use the
card key on the door and go through.

=Checkpoint=

Pick up <> and <> to your left. Follow along the
path to find a <>. Go up the stairs and up the ladder. Scan the
electric box for a <>. Examine the box. Unscrew.

Start

                ----------------------------------
		[    O______  __O	   O	]
                [          \\/_                 ]
		[    	    /  \                ]
		[    	   / \	\               ]
		[    O	  / __\__O__       O 	]
		[     	 / /   \    \\         	]
		[    	/ /    	\    \\___      ]
		[      / /       \     	 \\     ]
		[    O/_/         O       \O	]
		[				]
		----------------------------------

1.Move bottom right up
2.Move bottom left up
3.Move bottom center right
4.Move middle left right
5.Move bottom left up
6.Move middle center down
7.Move top center down
8.Move top left right
9.Move middle right up
10.Move bottom right up
11.Move bottom center right
12.Move middle center down
13.Move bottom center left
14.Move bottom right left

                ----------------------------------
		[    O	        O----------O	]
                [            __/           |    ]
		[    	  __/	           |    ]
		[    ____/    	           |    ]
		[    O          O          O 	]
		[    | 	                  /  	]
		[    |	     	        _/      ]
		[    |	             __/        ]
		[    O----------O___/      O	]
		[				]
		----------------------------------

=Cutscene= End of Episode 6

============================
-Episode 7: The Regia Solis-
============================

=Cutscene=

-----------------------------------------------------------------------------
Check List|
----------|
Key Items
N/A

Handprints
N/A

Weapons
Magnum: Python
Rocket Launcher
-----------------------------------------------------------------------------

Go down the ladder and the stairs back to the door to get inside the ship.
Our mission is to confuse the signal of the ship. Jump down the hole and
take the elevator on the right to go down. The door opens so climb up onto the
floor to get off.

=Save=

=============================================================================
-----------------------------------------------------------------------------
Note: Optional
This side quest is optimal but good if you want to get two illegal custom
parts and access to the Magnum: Python. It may be better to attempt to get
this on a second play through since you will be low on ammo and possibly herbs
for the upcoming event. If you decide to skip, skip the following text and
start on the next paragraph after the one ending with "opera house."
-----------------------------------------------------------------------------

Go down the stairs to get to the second floor. Quint tells us to get to the
deck. Go into the wheel door with the sign "Cafeteria".

Inside are two projectile ooze. Avoid or kill them and run to the stairs and
unlock the steel door. You can find <>, <>, and
<>. Scan the back desk for <>. Leave and go
through the wooden door on the left of the room. Use your card key on the
locked door and enter. Pick up <> from the desk. Scan the
bottom of the bookshelf for <>. An ooze will drop from
the ceiling so dodge or dispose and leave the room.

Go through the double doors to your left. There is a projectile ooze and
Rachel ooze will appear again. Rachel ooze will chase you so ignore her and go
through to the next door. In this room, there are two spiky ooze so take them
out and go through the door.

Rachel ooze will meet you here. You can choose to fight her or run away from
her. There is also a weapon box here if you go past Rachel and turn left (not
recommended if she is still alive). Scan the boxes nearby for
<>.
-----------------------------------------------------------------------------
NOTE: Killing Rachel ooze here is optional but if you do, you can scan her
      dead body for a huge virus data bonus. She also drops a
      <>.
-----------------------------------------------------------------------------

Go right from the entrance you came from and head through the door. Go into
the elevator at the end and go to "Upper cabins."

You will be greeted by two spiky ooze and a projectile ooze. Use your shotgun
or machine gun to dispose of them. Go forward and turn right to find
<> on the table to your right. Go forward, turn left and go
through the door ahead.

Here there is a projectile ooze and a spiky ooze. Run to your left and go
through the door. There is a projectile ooze in your way so blast him. Go
straight and unlock the safe in the wall to collect <>.
Turn left and kill the projectile ooze and go through the door on the other
side.

There is a spiky ooze on the far side of the room do eliminate it with your
gun. Go straight and turn left and go through the door. You will enter the
vase room. There are no enemies here so go through the room and through
the door on the other side.

You will be back in the "Cafeteria". Go down the stairs and to through the
right double doors. Go through the wheel doors back to the "opera house."
==============================================================================

Go to the bottom floor of the opera house using the stairs. Head to the
"Promenade" door (the door straight in front of you when you go down the
stairs). Go through the door.

Go down the stairs past the fallen ooze. Break the box for a <>.
Go through the door on your right. Go down the stairs and past another fallen
ooze. Go through the door on your left.

You see something run by. Go past the fallen ooze. Follow the path down the
stairs. There is another fallen ooze. Go past into the steel door. Go through
the room to the other side. Walk past the archway. Four hunters appear in
the room. Run past them through the steel double doors.

There are three hunters in this room. Dispose of them and continue toward the
elevator. Select the "Deck" and go up.

=Checkpoint=

You are on the deck. There is <> on the center table. Go to the
right side of the room to find a locker in the back. Use your card key to get
<>. Use your card key to unlock the door and go out to
the deck.

------------------------------------------------------------------------------
-----------------------
Fight: Hunters on Deck
-----------------------
Recommended Weapon: Shotgun, Machinegun
weak point: face

Enemies
Hunter

Items
Random Ammo	In front if going through door on left
Green Herb	In front if going through door on right
Green Herb	Box on helipad
Green Herb	Box on helipad
Random Ammo	Box on helipad

Hope you have your shotgun or machinegun because there are allot of hunters on
the deck. Go out into the deck and move forward a bit (you will see a little
lag as the game loads the hunters). Three hunters will come at you. There
are around 10 hunters total on the deck. 

After disposing the initial hunters coming toward you, walk onto the helipad.
5 more hunters will appear. Use your shotgun when the hunters get close and
backtrack to avoid attacks when reloading.

Strategy
You want to have the machinegun and shotgun, preferably both, and the rifle
ideally for this fight. When you exit out of the door, move forward until
you get some lag (game loading hunters) and immediately backpedal to the door
and shoot the approaching hunters with your shotgun or machinegun. If they
get too close, quick turn and go through the door. Go out through the door
again to see the hunters standing around for a moment so use that opportunity
to shoot and kill. Repeat as necessary.

If hunters do not appear for a while, move further out into the deck and
backpedal back to the door to see if more hunters come. The music should
be less "dramatic" when the first wave is over.

Sometimes a hunter remains motionless on the box on the deck so use your rifle
to snipe  him.

After the hunters are cleared, equip your shotgun and go to the helipad.
Backpedal while facing the hunters and shoot with your shotgun. If a hunter
swipes, dodge if you can then quick turn to keep them in your sight.

TIPs: Exiting out of the area by door and re-entering "resets" the hunters so
      they are not ready. Use this to kill hunters without suffering too much
      damage.
      If the hunters get too close in the first wave, quick turn and exit. The
      hunter's attacks cannot hit you when you are "in motion" going through
      the door
      Shoot the hunters when they leap at you to kill them instantly with a
      single bullet. Tough to do against a swarm but you can get a lucky shot
      with your shotgun blast or machinegun fire.
------------------------------------------------------------------------------

Examine the large steel box to find the UAV.

**Checkpoint** =Cutscene and Grade=

Backtrack across the bridge. We need to go to the control room to use the UAV.
Go through the door Parker suggests on the very right of the deck.

=Cutscene=

Head straight. There is a <> on your right. This is a timed
mission and we have 5 minutes to get to the control room.

------------------------------------------------------------------------------
-----------------------
Fight: Race to the UAV
-----------------------
Recommended weapon: Machinegun

Enemies
Ooze
Projectile Ooze
Hunter

There are hunters on the bridge we need to go across. You do not have time to
deal with all the monsters so run past them. After the three hunters, there
is a projectile ooze. Ignore and run forward and more hunters will appear. Run
past them and an ooze will appear. Run past and get to the door.

There are about three boxes along the bridge to the door. The boxes contain
<>,  <>, and <>. Monsters don’t bother
you when collecting the early boxes so use this opportunity to get the herbs.

Once you get to the end of the bridge, go through the door. There is a
projectile ooze and an exploding ooze so shoot the exploding ooze to get
both caught in the blast, call the elevator, get in and push the button
inside to go down.

=Save=

-----------------------------------------------------------------------------
NOTE: If you die or restart, you will return back to this position with 2
minutes on the clock. You can beat the clock with about 15-20 seconds left
still.
Infected Rachel will appear in this part of the race, regardless whether you
killed her or not back in the "Lower Cabin."
------------------------------------------------------------------------------

Enemies
Projectile Ooze
Infected Rachel
Bear Trap
Chainsaw Ooze (one before the door only)

Get out of the elevator and collect the <> to the right of the
entrance. There is a projectile ooze across from you. Rachel appears to your
right and chases you. Ignore the projectile ooze and dodge Rachel's attack.
Run right and ignore the random ammo to your right. The projectile ooze is
blocking the ladder so get close to the ladder and Mash Y to jump down.

Shoot the ooze to stun it and run past it. Go to the small alcove to pick
up <>. Run right and shoot the projectile ooze in front of
you. Shoot one of the ooze bear traps and run left. You will encounter another
projectile ooze and a bear trap. Shoot the ooze and the bear trap to get rid
of them. Run toward the stairs. A chainsaw ooze will emerge so throw a B.O.W.
decoy to the right of the staircase to get its attention. Run past and pick
up the <>. Go through the door on your right.

Run into the room. Here you will encounter two projectile ooze and infected
Rachel. Use the rocket launcher to clear them if you have it. Run past them if
you don’t have or don’t want to use it and take the hits. Mash Y to go through
the door. Go to the control panel in front of you and press Y to activate the
control panel for the UAV.

TIPs: You cannot get hurt when in motion (opening doors, dropping down ladder)
      so use these motions to avoid attacks while saving time and ammo.
      The rifle is too slow to use in this level so you want the machinegun or
      shotgun. Do not worry if you run out of ammo since the next episode is
      ammo light and you can restock.
      You can shoot the bear traps with a single bullet, regardless of gun, to
      get rid of them.
      Use B.O.W. decoys to distract ooze to run past them. This save at least
      one to distract the chainsaw ooze at the end before the door.
------------------------------------------------------------------------------

=Cutscene= End of Episode 7

=============================
-Episode 8: All on the Line-
=============================

=Cutscene=

-----------------------------------------------------------------------------
Check List|
----------|
Key Items
N/A

Handprints
N/A
-----------------------------------------------------------------------------
After the cutscene, move forward a little. The door will break and the room
will fill with water. This is another time-dependent mission since Jill
can't hold her breath forever. Remember to tap instead of hold B to swim
faster.

Swim through the corridor and turn left. A box will fall from above to avoid
it and follow the path to the door and go through.

After exiting the door, swim up to catch your breath. Swim to your left and be
careful of the vent that falls from above. Swim left again and head to the
ladder and climb it up.

Go right and pick up <> from the floor. Go into the room to get
<>. Go back and down the ladder to your right. Dive down and
go through the door at the bottom. Follow the path through another door and
you will get to a staircase. Go up for air. Swim down to the bottom of the
staircase, collect the <> in the middle of the floor, and go
through the door. You should still have enough air to be able to go through
the corridor and pick up <> off the wreckage as you swim
past. Swim up to the light square to get air.

Dive and swim to the right of the door down the staircase. You will see an
infected stingray to swim above it. Go into the room in the right and swim
above the tanks to collect 2 <>. Swim back out and up the
staircase.

Swim up the staircase and swim across to collect <>.
Avoid the stingray and swim down the ladder and go through the door. Swim up
to the center of the stage and find the light to surface for air. You can
climb up here and out of the water.

Walk through the corridor and jump into the water and dive in. There should
be a stingray that jumps out so swim to the right and through the door.
Swim up and collect <> from the top of the tank and swim right
to go through the door. Swim straight and go through the next door. Swim
until you see a door to your left and go into the control room. Swim up for
air and dive back in and through the door.

=Save=

Follow the corridor and go through the door. Follow the corridor and go
through the next door. There is an infected stingray here so try to avoid it
and swim up the ladder and through the door. In the elevator room, swim up
the distance to get to air. There are two infected stingrays here but you
should be able to avoid them by swimming up. Swim back down and go to the
elevator floating about midway in the water to collect <> and
<>. Return to the surface, go to the danger sign (black and
yellow stripes) and climb up to land.

There is a <> to your right. Go through the double doors to find
another <> on the floor to the right. Backtrack and climb up the
tunnel with the short ladder.

=Save=

Go through the tunnel. There is <> to your right. Drop
down the hole with the ladder back into the water. There is a stingray down
in the water near the bottom of the tunnel. You want to swim and
immediately start to swim up aiming for the ladder on the opposite side.
Swim up the hole and surface. Climb up the ladder back to land.

Follow the corridor and climb the ladder back to the VIP Casino room. Go to
the weapon box and customize your guns with your new parts. Go through the
door.

**Checkpoint** =Cutscene and Grade=

You are back as Chris and Jessica. After the cutscene, get ready for a boss.

----------------------------------------------------------------------------
======================
Boss: Underwater Ooze
======================
Recommended Weapon: Ship Gatling Gun
Weak point: mouth

Attacks
-Launch- The tentacle launches itself at you. Shoot the mouth to intercept
         its attack.
-Projectile- The tentacle launches three small projectiles at you. Shoot
             them down with the Gatling gun.

This is another fight for survival. Look at the bottom right of the screen
to see the status of your gun. The mark on the bottom left tells you how
many grenades there are left.

The tentacles first launch themselves at you so shoot them in the mouth.
After the wave, the next tentacle will launch three small projectiles in a
triangle formation at you so shoot them down.

The tentacles will alternate between launching themselves at you and
shooting you with projectiles so use that knowledge to know what to expect.

Half-way, Chris will look to the side of the ship. The pattern remains the
same although more tentacles launch themselves at you.

Near the end of the ship is a wave of tentacles launching themselves at
you so use your grenades to take them out if you have trouble shooting
their mouths.

TIPs: You can still heal with herbs when you are low on health
      Although you start out with 3 grenades, they regenerate over time so
      no need to be too conservative with them.
      You need to shoot the mouths to get the tentacles to flinch and miss.
      You need to shoot all three projectiles down or they will still hit
      you.
---------------------------------------------------------------------------

**Checkpoint** =Cutscene and Grade=

---------------------------------------------------------------------------
Check List|
----------|
Key Items
Trident Key

Handprints
1. On the container without a hazmat suit

Weapons
Magnum: L. Hawk 
---------------------------------------------------------------------------

Back to Jill although we get to partner with Chris. Chris gives us 4
<>. Scan the blackjack table to find <>. Go
down the hole. Go down the next hole into the water. Use the pulse grenade
with Y to kill the stingray. Swim up the other hole with the ladder and
climb up. Walk along the path and jump down.

Walk to the bottom left and scan the silver boxes for <>.
Jump into the water and dive down.

=Save=

Dive down to the bottom left of the map and go through the door using the
card key. Go through the corridor through the door. Swim through the
corridor and collect <> from the floor and go through the
door. There is a stingray and a hole for air here so come up for air.
Dive back down and go through the door to your right. Swim and pick up
<> from the floor and go through the door. Swim past
the stingray here and go through the door on the other side. Swim up to
the surface for air.

Swim below the rubble and move to the upper right area of the room. Swim to
the ladder and climb up it. Scan the pipes to your right for
<>. Go down the other ladder and swim over the debris
and down to go through the door.

Swim down the stairs and follow the corridor through to the next door. Swim
up to the surface and climb the ladder. Scan the cardboard box and the
electric box to your right to find 2 <>. Chris will give
you the <>. Use it on the door to open it and enter. Go to the
next door and enter.

=Save=

Go past the big door. Scan next to the door to find a <>. Go
into the room through the broken window on the side. Scan the machines on the
right for <>. Examine the computer. Hold your stylus on the
fingerprint area for the computer to register you to its database. Go back
out the window.

Go to the double doors and examine the panel to the left of the doors. Hold
your stylus on the print area to unlock the doors. Inside, scan the fourth
container from the left (the one without a hazmat suit) for a <>,
the suit for <>, and near the small shelves on the right
for a <>. Pick up the <> and
<> from the bench. Go into the sterilization chamber for
a fight.

-----------------------------------------------------------------------------
--------------------
Fight: Scarmiglione
--------------------
Recommended Weapon: Shotgun, Magnum
Weak point: Heart (exposed part of body)

Items
Handgun Ammo +5		Bottom right of room
Magnum: L. Hawk		On chair next to computer


Attacks
-Sword Swipe- the scarmiglione will pull back its sword and swing it. Getting
              hit will knock you down so mash Y to get back up
-Shield Bash- the scarmiglione will put up its shield and rush toward you,
              ending with a small bash with its shield after traveling a short
              distance. Dodge during the rush animation if you are close.
-Shield- The scarmiglione will put up its shield, blocking your aim to hit its
         weak point

The scarmiglione is slow but tough to hit due to its tough exterior and its
ability to use its shield to guard its weak point. You are initially stuck
with the scarmiglione inside the small decontamination chamber so use your
shotgun to attack its weak point and interrupt or dodge its attacks. When
Chris gets the door open, run out.

Use the terrain to your advantage and have the scarmiglione chase after Chris.
Conserve your ammo and wait for an opening to shoot its weak point. The best
times would be when it is going up the stairs or after dodging one of its
rushes. Keep your distance from the scarmiglione to avoid its sword swipe
which is harder to dodge imo.

After dealing enough damage, the top half of the scarmiglione will explode and
the ooze will just be a pair of legs with an electric spark on top. Shoot the
top half with the shotgun for it to fall. Keep shooting with the shotgun until
it is dead.

TIPs: Use the wide spaces to your advantage by running in circles up and down
      the stairs until you get an opening.
      If you are on the lower floor and the knight is above, it will jump down
      to the lower floor to meet you
      Chris is invincible so use him as your shield and bait while you wait
      for an opening
------------------------------------------------------------------------------

=Save=

Scan the sterilizing corridor Chris was in to find <>.
Go down the stairs and activate the elevator at the back of the room. Press
the button to go up.

Walk down the corridor. Scan the carcass in the pile on your right for virus
data. There is <> on the left further up. Scan the carcass
on your left. Go up to the door on the other end and examine.

=Cutscene= End of Episode 8

====================
-Episode 9: No Exit-
====================

=Cutscene=

-----------------------------------------------------------------------------
Check List|
----------|
Key Items


Handprints
N/A

Weapons
Rocket Launcher
Rifle: M40A1
Magnum: Python
-----------------------------------------------------------------------------

Back to Keith. Go down the stairs and through the door on the right. Go past
the bunk beds and through the other door. Ready your shotgun or machinegun.

Go down the stairs. You will run into two hunters so dispose of them. Go past
the first door and go to the door at the end of the corridor.

Go to the locker and open the right to collect <>.
Open the left locker for <>. Scan the chair next to the
table for <>. Scan the boxes on the shelves for
<>. Collect 2 <> from the right shelf. Press
the button, get on the elevator, and press the button inside to go down.

Immediately out the elevator, scan the dumpster on the right for a
<>. There are 2 <> to your left leaning on the
boxes. Check the shelves on the right for a <>,<>,
and a <>. There is a <> next to the two fallen red
barrels.

The shelves on the left father up hold 3 <>. Scan the computer
hard drive for <>. There are 2 <> on the
computer table and a <> next to the table. There is a
<> in an alcove to the very left next to the lever. Climb up the
ladder on the box to find a <> and <>.

Once you are well-stocked and know the locations of the weapons, activate the
generators by pulling the two levers.

=Save=

------------------------------------------------------------------------------
----------------
Fight: FBC Hack
----------------
Recommended Weapon: Machinegun, Shotgun

Enemies
Dog
Hunter
Invisible Hunter

Weapon Locations
Rocket Launcher x2	Leaning next to box to Quint's right
Rifle: M40A1		On the shelf to Quint's right
Magnum: Python		On top of the box to Quint's right

Items
Green Herb		Dumpster (scan needed)
Green Herb		Between two fire barrels
Green Herb		Next to lever to Quint's left
Green Herb		Shelf next to rifle
Rifle Ammo +27		Shelf next to rifle
Machinegun Ammo +60	Computer hard drive (scan needed)
Magnum Ammo +12		Next to Magnum on top of box
B.O.W. Decoy x3		Shelf in center of area
Shock Grenade x2	On computer table

Fire Barrels
-Two next to herb on right side
-One close to

While Quint is busy with the computer, you will be attacked by a wave of
dogs. After eliminating the first wave, the second wave will compose of
both dogs and hunters. During the second wave, the lever to the left of
Quint will shut off so you will need to move from your location to the lever
and turn it back on again. The third wave will be composed of dogs, hunters,
and invisible hunters. After Quint is finished with the file, he will help
you finish off the remaining bioweapons

Strategy
Before the fight, get as many herbs as you can carry, the machinegun, shotgun,
and rocket launcher (for kicks). Change your sub-weapon to B.O.W. Decoy.

This is not too tough a fight if you know what you are doing but it is a long
one. First, ignore Quint and climb up the ladder onto the box with the magnum
and put your back to the corner so two sides cover your back. This will
significantly narrow the field you need to see enemies come from.

In the first wave, dogs will jump from above down to the box. Use the machine
gun here since the dogs are quick. Keep your fire in short bursts. Ignore
Quint since he won't be harmed or be any help. The dogs will come to you so
keep your sight on the edge of the box as dogs jump up to it and shoot them.

The second wave will include hunters as well as dogs. Again, keep with your
machinegun and try to aim for the faces of the hunters. Don't bother with
melee attacks even if you can stun them unless they are close and even then,
use a regular uncharged melee. After some time, the lever will shut off so
jump down off the box, run to the lever, and switch it back on. This would be
a good time to pick up the <> nearby. Use red barrels as you see
fit and return back to your starting position on top of the box. Don't forget
to collect the <> from the hard drive on the way back to
the box.

Quint will tell you that the invisible monsters have appeared signaling the
third wave. You are probably low on machinegun ammo by now so considering
switching to the shotgun. You should have more than enough shells for the
incoming hunters. However, there will be times when you are overrun on the
small box so throw a decoy off the box, causing the dogs and some hunters
to run toward it and get blown up as well as buy you some time to reload.
Watch the number of shells you have and keep firing and healing as necessary.

TIPs: Although the magnum, rocket launcher, and rifle are all much more
      powerful than the shotgun and machinegun, they all have significant
      draw-backs in this fight.
	-Rifle needs to reload after every shot, you will be swarmed
	-Magnum only holds six bullets and reloads slowly
	-Rocket launcher at close ranges deals damage to you as well. You
         could kill yourself!!!
      When overwhelmed, use the B.O.W. Decoys to buy some time to reload or
      to heal while the enemies are distracted. If you run out, switch to
      hand or shock grenades.
-----------------------------------------------------------------------------

Quint finished clearing the data so go to Quint at the computer.

**Checkpoint** =Cutscene and Grade=

-----------------------------------------------------------------------------
Check List|
----------|
Key Items
Prototype Vaccine
Authentication Code

Handprints
1. On the top right behind the computer in the second lab room.
----------------------------------------------------------------------------
 
Back to Jill. Go right and pick up a <>. Go back and straight to
the other door. Examine the panel to the left of the door and touch the screen
with your stylus for your fingerprint to unlock and enter.

Collect the <> on the left. Scan the grate on the floor
to the right for <>. Pick up the <> on
the center table. Collect the <> on the right table and scan the
small shelf on the table for <>. Go down the stairs and
through the orange door.

Go through the corridor. Scan the bottom left near the center of the corridor
for a <>. Go through the next orange door.

Collect <> from the table on the left. Scan the boxes behind
the sheet for <>. Scan the <> on the wall to the
right of the computer. Don't open the containers with the lights marked up.
One of them contains a live ooze (not a problem but you want to conserve ammo)
Go through the orange door.

There is a <> next to the ladder on the right. Climb up the ladder
on the right for <> and <>. Climb the other
ladder for <>. There is a weapon box here so use it to change
and customize your weapons. Chris tells us we need to find a password to
access the lab computer.

Go along the upper left path. Chris will activate the elevator for you so take
it down.

Exit the elevator and turn left to collect <> and
<>. Don't run forward for the green herb since there are lasers
between the poles. Equip Genesis and use it to see the lasers.

From the elevator, turn right and between the window and the pole. Turn left
and straight before hitting the wall. Move left one pole and turn left to
pick up the <>. Go straight but stop before the dead body. Turn
right, then left and access the panel. We changed the laser set up.

Turn 180 and walk straight before hitting the wall. Turn right and go forward
one pole. Turn right and go forward one pole, then turn left. Back to the
elevator. Go to up one pole, left one pole, and down the ladder. Go through
the door.

Here you will face a projectile ooze and a knight ooze. I recommend shooting
the projectile ooze from afar and engaging the knight ooze with your shotgun.
After dealing with them, go up the short ladder. You will encounter another
knight ooze. Take him out with your shotgun. Go past the door and follow the
thin path up to the upper level where the knight was to find
<> and a <>. Go down and examine
the panel to the right of the door. Touch with your stylus to unlock the door
and go through. Go through the next door.

=Save=

Scan the bottom near the big box at the top left of the room for some
<>. Examine the table to your right for some
<> and <>. Examine the machine with the
red light.

Backtrack back to the laser room. You changed the laser setting again. After
climbing the ladder, turn right and go straight until you hit the wall. Turn
one 180 and go back one pole, then turn right. Turn left and walk up to the
body to collect <>. Go back through the lasers back to the
ladder and go down and through the door.

Go through the path, up the ladder, through the door, through the next door
back to the lab.

=Save=

Go to the inoculation machine (the machine on the far right end of the room)
and examine it. Jill will inoculate herself with the vaccine. After using
the vaccine, check the computer next to the machine. The computer will begin
downloading. Pick up the <>. Head toward the door. It
will burst and the room will be filled with infected water. The windows will
shut so swim through the doors back to the laser room. Be careful since the
lasers are still active. Swim up above the lasers and go through the broken
window at the very end. Swim up to get some air, then dive back down and swim
counter-clockwise near the base to pick up <>. Go back
near the center of the area and find the ladder to climb up (marked with a
yellow dot on your map).

=Save=

Customize your weapons with the weapon box and examine the computer in the
center.

=Cutscene=

------------------------------------------------------------------------------
------------------
Fight: Ooze Swarm
------------------
Recommended Weapons: Shotgun, Rifle

Enemies
Ooze
Projectile Ooze
Knight Ooze

The first wave will consist of three ooze, followed by two projectile ooze.

The second wave will be another three ooze and two projectile ooze on the
other edges of the area. After killing some of the ooze, a knight ooze appears
to attack you.

The third wave begins after the death of the knight ooze. Two more knight ooze
appear and two more ooze. Kill the two knight ooze and the remaining ooze to
end the fight.

Strategy
You want to make this fight as easy as possible so run up to one of the two
boxes with the ladder and climb up the box. The ooze cannot climb ladders so
will be stuck running into the box. Go to the edge of the box and kill them.
Two projectile ooze will appear so kill them with your machinegun or handgun.

You want to remain on top of the boxes for the second wave. Rinse and repeat
with the regular ooze and use your rifle on the projectile ooze who are far
away. When the knight ooze appears, ready your shotgun. You want to aim down
with your shotgun and try to hit the knight ooze in his weak spot. The knight
ooze can jump onto the box so when he does, jump down and run to the other box
and climb up it. This will force the knight to jump down and walk towards you
and the higher ground gives you a shot at his chest even with his shield up.

The third wave is a little trickier with two knight ooze but rinse and repeat
the fight. Climb up the boxes and aim down with your shotgun to expose the
knight ooze's weak point and keep at it until its top half is destroyed.

TIPs: Do not worry about Chris. Chris is invincible so let him handle ooze on
      the ground although he will join you on the boxes later.
      Jumping down the boxes and climbing the ladders give you invincibility
      frames where enemy attacks do not hurt you. Take advantage.
      You can still access the weapon box and change weapons/customize if
      needed
      The only drawback of the box is the limited dodging space when on the
      box with the knight. It is recommended you jump down and run to the
      other box sooner rather than later although watch where you land.
------------------------------------------------------------------------------

=Cutscene= End of Episode 9

==========================
-Episode 10: Tangled Webs-
==========================

=Cutscene=

-----------------------------------------------------------------------------
Check List|
----------|
Key Items
N/A

Handprints
N/A
-----------------------------------------------------------------------------

Back to Parker for this mission. Our mission is to get to the bridge. Jessica
will leave us. Go up the stairs, past the weapon box, and around the circle
to get to doors leading to the "Cafeteria."

There are two ways to get to the elevator: up the stairs or through the bottom
door.

------------------------------------------------------------------------------
Up the stairs:
Go up the stairs and through the door at the top. Here you will meet infected
Rachel and a projectile ooze. Avoid Rachel and the projectile and go through
the door on the opposite side of the room.

Go up the corridor and turn right. 3 exploding ooze come for you. Backtrack to
get some space and get one of the exploding ooze to explode to take the other
two out. Continue through the corridor through the next door.

Here is infected Rachel and an exploding ooze. 

If you decide to go through the door in the bottom, you will face exploding
ooze blocking the doors and infected Rachel trying to attack you. Dodge Rachel
and run through thr 


Bottom door:
The first room will contain infected Rachel and an exploding ooze at a close
distance. You need to get past the exploding ooze and through the double doors

There are two exploding ooze, one between the bookshelves in the middle and
one by the door. Just run past them through the door on the other side.

Infected Rachel, projectile ooze, and an exploding ooze by the door wait here.
Go left and past the projectile ooze and turn right and straight to the end
of the room. Pick up the <>, turn right and run to the door past
the exploding ooze.

There is a projectile ooze ahead of you and an exploding ooze to your right
blocking the door you need to get to. Ignore the projectile ooze, turn right
at the corridor and pass the exploding ooze through the door. Go straight to
the elevator and go up to the "Bridge."
-----------------------------------------------------------------------------

Go through the corridor and through the door. Open the lockers facing left.
The very right locker holds a <>. The very left locker holds
<>. Go through the door and out to the "Bridge".

**Checkpoint** =Cutscene and Grade=

Back to Jill. The door to the back is unlocked. I recommend changing your
rifle to your handgun here at the weapon box before proceeding. Go through
the door.

Go through the lab. Go through the corridor. Go through the lab and through
the door. Turn right and go past the big door all the way to the door at the
very end and go through. Follow the path and keep on going through the doors
until you get to the wheel door.

=Save=

Go down stairs and turn left. Jump down the hole into the water. Dive down
and follow the corridor through the bottom left of the map. You will see some
debris fall so swim over them to find <>. Backtrack a
little and turn right and swim up the ladder for air. Climb the ladder.

Go up the stairs and follow the path through to the door. Follow Chris. There
will be an explosion in this room. Go past the ladder and near the fire to
find <>. Go back and down the ladder into the water. Walk
to right and follow the path. Chris will be at the door but you will be
blocked from getting to him so go through the door on your right.

Follow the path to find Parker. 

=Save=

Talk to Parker to support him so he can walk. Go down the stairs into the
water and follow the path through the door.

In front of you is <>. Go right and you will be blocked by
steam. Go back and hit the button on the left behind the fire barrel to turn
it off. Two ooze will emerge so dispose them and go through the door.

You will meet up with Chris. Go left to find <>. Two ooze
will attack from the right so kill them and follow Chris. The next room has
two Projectile Ooze next to a fire barrel so shoot the barrel to kill them
both. Go into the room.

There will be an explosion followed by an Exploding ooze. Let Chris take care
of it and follow him to the door. Go through the water and up the stairs to
land and through the door. Go along the walkway.

=Cutscene and Save=

Another timed mission.

----------------------------------------------------------------------------
---------------------
Race: Self-Destruct
---------------------

Time: 4 minutes 30 Seconds
      1 minute 30 seconds (after save point)

Enemies: Projectile Ooze, Knight ooze

Items
Green Herb		right of entrance at the beginning of the race
Handgun Ammo +5		in box 
Custom Parts		in a box
Green Herb	

We are given 4 minutes 30 seconds to get off the ship. Run up the stairs and
through the door. Turn right and open the box for a <> There is
a projectile ooze. Jump down the space.

There will be a knight ooze and steam blocking your way. Run to the left
alcove to the red wheel. Spin the analog stick to shut off the steam and go
through. Break the box for <> and climb the ladder.
There is another knight ooze approaching you and a projectile ooze. Run past
the projectile ooze and the knight ooze and go up the ladder.

Go straight and jump down the hole. Two projectile ooze will drop down next to
you. Break the box for <> and climb the ladder up. The space
with the projectile ooze with explode.

=Save=

----------------------------------------------------------------------------
NOTE: If you die or restart here, you will have 1 minute 30 seconds.
----------------------------------------------------------------------------

Go through the door and break the box for a <>. You want to heal
and equip the handgun for faster movement. Go through the door outside. The
ship will begin to sink so boxes will fly at you. Run to the left next to 
the railing to avoid the falling barrel. Run right to pass the ship hitting
the deck. There are two falling barrels next to you but only one that will be
close to hitting you. Stay near the boat hugging the left and go forward for
the barrel to fly over your head.

Go further up for the second boat to crash down. This one will flip as it
falls so backpedal for the ship to flip above you. The falling ship will be
followed by three barrels coming toward you. The first bounces on the railing
and goes right. The second hits the railing and falls straight. The third
bounces to off the rail on the left and to through the center.

Run up the bridge and toward the door.

Strategy
You don’t have time to take out the ooze here so focus more on dodging attacks
rather than engaging with the ooze. During the first section, immediately jump
down the hole to avoid the projectile ooze. When you face the knight ooze, get
near and dodge its attack. Run to the left and turn the red wheel to shut off
the steam.

Dodge the knight ooze attack and run through the new area. Break the box for
ammo and go up the ladder. There upper walkway has a knight ooze approach you
so wait for it to come close and shoot the three red barrels to deal damage.
If it is still alive, dodge its attack and run by it. Ignore the projectile
ooze and climb up the ladder and drop down the hole. Break the box for the
<> and immediately climb up the ladder.

There are no more enemies. Break the box for a <> and turn right
through the door. The ship will start to go down so run straight. Hug the left
to the rails after the short scene to avoid the first barrel. Hug right until
you get the ship to fall and then hug the ship and go forward to avoid the
barrel falling toward you. Run straight hugging the rail. When the second ship
falls, backpedal so the ship misses you. Run and strafe from the left rails to
the right wall to avoid the three barrels. Run straight to the door to end the
race.

TIPs: Equip the handgun when running as it will allow you to run faster.
      Abuse ladder climbing to avoid taking damage and fighting the ooze.
      Do NOT strafe when hugging the first boat or you will be hit by the
      falling barrel.
------------------------------------------------------------------------------

=Cutscene= End of Episode 10

=========================
-Episode 11: Revelations-
=========================

=Cutscene=

-----------------------------------------------------------------------------
Check List|
----------|
Key Items
N/A

Handprints
N/A

Weapons
Rocket Launcher
-----------------------------------------------------------------------------

-----------------------------------------------------------------------------
======================
BOSS: Tentacle Ooze 1
======================
Recommended Weapon: Rocket Launcher
Weak point: Tentacles
Time: 3 minutes 30 seconds

Attacks
-Slam- the tentacles slam into the ground next to you
-Projectile- the tentacles shoot three projectiles at you

Items
Green Herb 		in front of you in the debris (need to scan)
Green Herb		on the left side of the area you run in
Green Herb		on the right side of the area you run in
Rocket Launcher		in boxes dropped by helicopter

Strategy
This battle is not too hard to beat as long as you keep your cool. Your guns
are going to be pretty ineffective against the boss so you should run around
until the helicopter begins to drop boxes. Inside these boxes are rocket
launchers so use them to shoot and kill the tentacles on the boss. There are
four tentacles to remove with the launcher so try to aim for the heads of the
tentacles. Four rockets at the separate tentacles should be enough to end the
battle.

TIPs: Equip the handgun and run left and right near the back of the area to
      avoid the slams and projectiles.
      When not holding the rocket launcher, equip the gun next to the open
      space so you can immediately switch to the rocket launcher when you
      pick it up.
      Aim for the heads of the tentacles for the highest chance of hitting
      them.
-----------------------------------------------------------------------------

=Cutscene and Save=

-----------------------------------------------------------------------------
======================
BOSS: Tentacle Ooze 2
======================
Recommended Weapon: Gatling Gun
Weak point: Head (of the Tentacles)

Attacks
-Slam- the tentacles emerge out of the body and hit you
-Projectile- the tentacles shoot one projectiles at you

Strategy
This battle is much easier than the first in my opinion. You have infinite
ammo with your Gatling gun but it can overheat so be careful of your meter
when shooting. The first sweep will bring the helicopter to the right of the
boss so shoot at its tentacles. The boss will initially show two but will
increase to three and four as you kill the tentacles. After the fourth one
emerges, the helicopter moves.

The next phase will have four tentacles coming at you so shoot the heads of
the tentacles to defeat them. There are two coming from both sides and the
tentacles will occasionally start to launch projectiles at you one at a time.
Keep the pressure up and don't afraid to use grenades when a tentacle comes to
close for comfort.

At the final stage, the pilot will hand you a rocket launcher with a lock-on.
Hold Y and center your target on the tongue of the boss while it has its mouth
open. After the rocket is locked on, press Y to fire and end the battle.

TIPs: There are usually two or three tentacles coming at you so if you are
      overwhelmed, launch a grenade with X to take one out.
      Chris does not overheat so look at where he is shooting if you are free
      to see other tentacles emerging.
      The grenades regenerate over time so use them in emergencies.
      Only one grenade is necessary to kill a tentacle.
      Aim for the head of the tentacle for the most damage.
      Mash B to cool down your gun
-----------------------------------------------------------------------------

**Checkpoint** =Cutscene and Grade=

---------------------------------------------------------------------------
Check List|
----------|
Key Items
Tourniquet

Handprints
N/A
---------------------------------------------------------------------------

Back to Parker in a flashback. Unlike previous chapters, our inventory from
previous episodes with Parker does not carry over. Go right and up the stairs
and turn left. There is a hunter at the top of the stairs. Take the
<> to your left and go on the elevator.

Get off the elevator and head straight out. You will see Raymond to your
right being attacked by monsters. Pick up <> and shoot
the hunters that come toward you. There should be around four hunters total.
Press Y to help Raymond up.

=Save=

Check the boxes to your right for <>. Go straight and past
the sign on your right and enter the door to your left. Pick up some
<> from the shelves in front and a <> on the
table on the right of the room. Go forward and through the door on the other
side.

Go forward and pick up <> from the boxes to your right. A
hunter will jump round the corner so take it out. Turn the corner to see
another hunter come out. Turn the corner again to find another hunter and
dispose it. Pass the door and go to the end of the hall into the door on your
right. Check the room for <>, a <>, and a
<>. Go out of the room, down the hall, and through the door to
your right into the conference room. Take the <> from the
conference table and go through the door on the other side. Move right once
outside the conference room.

After letting Raymond down, run straight back and go over the sign. You will
find a <> and <>. Go back over the sign and
through the door to your right. Go through the conference room through the
door, turn right and follow the path round the two corners and straight
through the door ahead.

Go through the room and through the other door. Go over the sign here and
follow the path and turn right at the end. Go through the door.

Go up the stairs. You will run into a hunter. Kill it and take the
<> on the floor. Continue going up and go past the fourth and
fifth floor up to the sixth. A hunter will appear so kill it. You can find
a <> and <>. Go back down to the fourth floor
and enter it.

Turn left to pick up <> from the top corner. Turn back and
go through the double doors.

In the office, open the center locker for <>. On the bottom
left cubicle is a <>. There are 3 hunters here, 2 among the
cubicles and one in the other room. Dispose the hunters and go to the far
locker to collect <> (bottom right on map). Go forward
to the pile of rubble to pick up a <>, <>,
and a <>. Check the left locker to your left for
<>. Check the cubicle on the right of the rubble for
<>. Check the plant for another <>.
Head back out of the office.

On your way down the stairs (between the third and fourth floor), another
hunter attacks. Dispose and go to the third floor.

At the third floor, two hunters will come and attack. Kill them and continue
along the path and over the sign. Turn right and through the door. Continue
through the room through the other door.

Go forward and another hunter attacks. Kill it and turn the corner. There
will be two more hunters. Continue and take the door on your left. You will
see two hunters jump over the sign. Go through the conference room. Raymond
is being attacked by three hunters. After they are dead, two more come. Talk
to Raymond.

=Cutscene and Save=

Go through the door Raymond was previously leaning against. Go through the
room and through the door on the other side. Turn left and follow the path to
the next area.

Go toward the bench and a hunter will appear. Kill it and collect
<> and <>. Break open the box on the
right for <>. Call the elevator and go down.

Exit the elevator and pick up <> from the bench on the left
and <> and a <> from the right. Go down the
stairs.

=Save=

Collect <> from the bench on the left and
<> from the rubble on the right. Go through the corridor.

A hunter will appear to your right so kill it. Continue along the walkway and
go down the stairs.

Pick up <> on the near the big windows. Go to the alcove
on the bottom right of the screen for <>. There is a box
up on the opposite stairs with a box containing <>. Under the
stairs next on a pile of boxes is <>. Go around to the
other side to find <> and <>. There is
<> on the stairs in the center. There is a <>
and <> on the table in the center of the room. There is a
<> and <> on the benches on the very left of the
room under the stars leading to the control room. 

You will first be attacked by three hunters. After killing them, go up the
center stairs on the right (the left is blocked by rubble). There is a box
containing <>. Go straight down the other stairs to the
rubble to find <>. Pass the double doors to the right to
find <> and <>. Go up to the double
doors leading to the command room. Raymond will leave and five hunters attack.
Kill them to bring an end to the mission.

=Cutscene= End of Episode 11

===============================
-Episode 12: The Queen Is Dead-
===============================

=Cutscene=

-----------------------------------------------------------------------------
Check List|
----------|
Key Items
Voice Recorder
Norman's PDA

Handprints
1. On the bloody wall to the right of the blood in the dining room.
2. On the stone pillar below where Norman is sitting.
-----------------------------------------------------------------------------

Spin the analog stick to open the door. Swim to the bottom right for
<>. There is a <> on the shelves to the left.
Go to the door. You will need to use the touch screen and follow the line
to open it.

                         ____________________________
			 |                          |
                   Start |-------                   |
                         |      |                   |
                         |      |                   |
                         |      --------------------| Finish
                         |                          |
                         |                          |
                         |                          |
                         |                          |
                         |__________________________|

Go through the door and through the corridor to the next door. There is
<> on the shelf at the top right. Avoid the carcass and look
to the door on the north.

                         ____________________________
			 |                          |
                         |                          |
                         |                          |
                   Start |------             -------|Finish
                         |     |             |      |
                         |     |-------------|      |
                         |                          |
                         |                          |
                         |                          |
                         |__________________________|

There is a <> on the shelf to the left. There is some
<> on the shelf to the right. There is
<> on top of the table on the right. Back track to the
previous room and go to the door to your right.

			 ____________________________
			 |                          |
                         |         ---------------- |
                         |        |                ||
                   Start |--------|           -----||
                         |                    |     |
                         |                    |     |
                         |                    ------| Finish
                         |                          |
                         |                          |
                         |__________________________|

Go into the room and avoid the various carcasses in the water. Go through the
door into the next area.

Go straight through the corridor and turn left. Go into the room and collect
<> on the right and <> on the left. Look
down at the pile to find <>. Exit the room and head straight.

Swim to the end and turn right to find another corridor. There is
<> on the ground. Go to the end of the corridor to the door.

			 ____________________________
			 |                          |
                   Start |-----                     |
                         |    |       -------       |
                         |    |      |      |       |
                         |    |      |      |       |
                         |     ------       |       |
                         |                  --------| Finish
                         |                          |
                         |                          |
                         |__________________________|

Go into the room. Collect <> from the shelf to the right. Examine
the electric box. Swim to the door on the left.

			 ____________________________
			 |    ---------------------- |
                         |   |                      ||
                         |   |                      ||
                         |   ----                   ||
                         |       |                  ||
                         |   ----|             ----- |
                         |   |                |      |
                   Start |---                 -------| Finish
                         |                           |
                         |___________________________|

=Save=

Swim into the room, above the rubble, and through the window in the right.
There is a carcass swimming here so swim fast wherever you go because if it
catches you, it is instant death.

Swim to the left and through the window above. Search for ground for a
<>. Swim out and swim close to the ground and to the right into
an opening. Swim through the room to the next opening. Collect the
<> on the grate and swim up to the next grate.

There is another carcass swimming counter-clockwise around debris in the
center in this area so swim above it to not be eaten. Swim through the grate,
turn the corner left, go through the right side of the debris while collecting
the floating <>, and swim into the lower grate straight
ahead. Collect <> and press the switch.

=Save=

Swim out the grate, through the right side of the debris and straight to the
grate. Go through the two areas and wait for the carcass to pass. Swim up
and through the grate to your right. Swim left to the room back to Chris.

Go through the door Chris unlocked. There is <> to your right
on the table. Swim up the hole with the ladder.

=Cutscene and Save=

Collect the <> from the body. We learn about the video log. Go
through the wooden door on your right. Go down the hall and turn left. Turn
left before the carcass and head straight through the doorway.

Pick up the <> on the chair next to you. Scan the body and
pick up <>. Go through the door on the other side.

Scan the white cloth on your left for <>. Scan the <>
on the bloody wall. Scan the broken cupboard to find <>.
Scan the broken cupboard on the right of the room for a <>. Go
through the opened door.

=Cutscene=

There is <> on the table in the top left at the right of
the projector screen, a <> next to the wheel door to its right,
and <> next to the projector. Scan the bottom left of the
projector screen for <>. There is a weapon box here so customize
your weapons. When you are ready go through the wheel door.

Go down the stairs. The body on the left has <>. Go to the
bottom of the stairs and open the wheel door.

Enter the room to see Norman reciting. You can find a <> on a
chair to your left. Scan the rock to your right for <>.
There is <> a little further up next to the green herb. There is
also a weapon box here. As you get close, Norman will clutch his stomach in
agony.

When you are close enough, scan the <> on the stone pillar Norman
is on. Scan the rock to the right of Norman  (your left) for some
<>.

Get close to Norman for him to drop <>. Head back to the wheel
door to leave.

**Checkpoint** =Cutscene and Grade=

------------------------------------------------------------------------------
======================
BOSS: Infected Norman
======================
Recommended Weapon: Rocket Launcher, Magnum, Shotgun, Rifle
Weapon: Parasite (Back)

Items
Green Herb	
Random Ammo
Random Ammo

Attacks
=First Phase=
-Teleport-	If you run away from Norman, he will teleport in front of you
-Distort Slam-	A variant, after teleporting, Norman will distort your vision
                to mess your timing for the dodge. Dodge when Norman becomes
                clear.
-Grab Finisher-	If you are too close to Norman, he will grab you. Mash Y to
                escape. 

=Second Phase=
-Illusion Slam-	
  -Version 1    Norman splits into three, two being illusions and slams. Look
                for the one emitting purple smoke and shoot to disrupt.
  -Version 2    Norman splits into two, the illusion being in front. Quick
                turn and shoot.
-Delayed Slam- Norman will teleport and an illusion of Norman will appear to
               smash at you, followed later by the real Norman smashing you.
               Wait for the smoke-emitting Norman and dodge.
-Grab Finisher- Norman will grab Jill. Mash Y to escape. If you do not mash
                fast enough to escape, Norman will instantly kill Jill
                regardless of health.

=Third Phase=
-Rush-		Norman will rush at you. Dodge when he gets close.
-Dual Rush-	Norman and his illusion will both rush toward you to try to
		hit you. Wait for the real one to swing to dodge.
-Distort Combo-	Norman will walk toward you and use his illusion. One, two, or
                three illusions will attack you but do no damage. The real
                Norman will appear after to attack so dodge when you see
                Norman with purple smoke.

Strategy
You are going to have to bring out the big guns and rely on your dodge for
this fight. You cannot run away from Norman and he will constantly hunt YOU.
Norman attacks you in his first phase with his slam which he telegraphs so
make sure Norman is in your sight and dodge the slam. When he distorts your
vision, try to wait until the distortion is gone (you can tell since Norman is
not fuzzy) and tilt the stick to dodge the attack. After dealing enough damage
he will stagger and roar. This is the start of the next phase.

The second phase is even tougher. Norman will split into three and all three
will simultaneously attack you. You cannot dodge this attack so you need to
interrupt it by shooting Norman. Look for the one emitting purple smoke. A
single shot with any gun is enough to interrupt him. After several rounds,
Norman will begin his delayed slam attack so watch out for the illusion and
dodge when you see purple smoke coming from the monster raising his arm.

After taking enough damage, Norman will start to kneel down and rush toward
you. This is the start of his third phase. During this phase, Norman will use
his Distort Combo so reload while the illusions are attacking you and get
ready to dodge the real attack. 

After enough damage, the parasite on Norman's back bursts and pulses red.
Chris will ask "is his immortal?" when this happens. Dodging Norman's attack
and shoot his back until he dies.

TIPs: Norman periodically uses a short swing with his right hand to catch you
      off guard which you can also dodge.
      Backpedal from Norman to make him come to you. Norman will periodically
      try to grab you with his right hand and if he does, his grab can become
      an instant finisher.
      Although ammo conservation is not too much of a problem, do not shoot
      Norman when he starts his illusion (Eye flashes) since your bullets will
      pass through him.
      If you are having trouble dodging, use the weapon box when Norman
      attacks for invincibility frames. (Cheap I know).
      If you still have the rocket launcher from the first race (to the UAV),
      use it here, optimally on the third phase since Norman lies prone more
      and is easier to shoot.
------------------------------------------------------------------------------

=Cutscene= End of Episode 12

=========
Epilogue
=========
The game briefs us of the fates of the characters we played as and encountered
during the game. Not going to spoil it for you so see for yourself...

To be continued in RE5 DLC, Lost in Nightmares...
==============================================================================
After the credits roll, you will be informed of what you unlocked. If this is
the first time you cleared the game, you unlock the following:

-New Game + (start from beginning but retain all weapons and equipment)
-"Hell" Difficulty for Campaign Mode
-Raid Mode
-Hydra Shotgun

==============================================================================
------------
4.RAID MODE
------------
==============================================================================
I am not the best "raider" so I will not be giving strategies in this guide to
get the best scores. However, I will list enemies that appear in the various
stages as well as the weapons I think are recommended for the various stages.

Most raid stages consist of getting from point A to point B or completing
missions very similar to the one during campaign. I recommend purchasing
full ammo for the guns/grenades/herbs you use since it would be tedious to go
to past missions to collect the ammo necessary and BP becomes negligent after
a while (you earn more BP for harder missions so the costs of refuelling
is not as high. BP is still important for upgrades but the amount of BP you
earn for harder missions easily cover your ammo costs).

Stage 1
Recommended Weapons: Anything

-Enemies-
Ooze


Stage 2
Recommended Weapons: 

-Enemies-


Stage 3
Recommended Weapons: 

-Enemies-


Stage 4
Recommended Weapons: 

-Enemies-


Stage 5
Recommended Weapons: 

-Enemies-


Stage 6
Recommended Weapons: 

-Enemies-


Stage 7
Recommended Weapons: 

-Enemies-


Stage 8
Recommended Weapons: 

-Enemies-


Stage 9
Recommended Weapons: 

-Enemies-


Stage 10
Recommended Weapons: 

-Enemies-


Stage 11
Recommended Weapons: 

-Enemies-


Stage 12
Recommended Weapons: 

-Enemies-


Stage 13
Recommended Weapons: 

-Enemies-


Stage 14
Recommended Weapons: 

-Enemies-


Stage 15
Recommended Weapons: 

-Enemies-


Stage 16
Recommended Weapons: 

-Enemies-


Stage 17
Recommended Weapons: 

-Enemies-


Stage 18
Recommended Weapons: 

-Enemies-


Stage 19
Recommended Weapons: 

-Enemies-


Stage 20
Recommended Weapons: Magnum, Rifle, Shotgun

-Enemies-
3 Scagdead
Infected Norman

Stage 21
Recommended Weapons: 

-Enemies-



==============================================================================
-------------
5. HELL Mode
-------------
==============================================================================
This is a walkthrough of HELL mode. As there is a detailed walkthrough of the
game above in Normal and there are few changes in Hell mode apart from more
enemies, tougher enemies, and some more items, I will make this walkthrough a
little more brief. This walkthrough will not try to go into too much detail on
where to go but try to point out the differences and provide new strategies to
deal with more resistant enemies.

TIPS BEFORE STARTING
The enemies can take many more bullets and you can only take three hits
to survive. Practice dodging at the lower difficulties until you can at least
confidentally dodge the ooze near consistantly unless you want to rage-quit
often.

Play on raid a few times before attempting HELL. This way, you have a good idea
of the enemy weakpoints and can aim accordingly.

Run as opposed to fight unless you need to kill enemies in the area. You do
not have the firepower necessary in the early stages to really go about killing
ooze.

==========
---------
Prologue
---------
==========
GO through the path and open the lock with your knife. Collect the
<> in the room and go through the area. Go through the
room through the blue door on the other side. Go through the corridor to the
next area. There is a <> at the end of the corridor in the right
locker so collect it and go through the room closest to you. Go around the
garbage and to the other room. Examine the grate and kill the ooze.

-----------
Fight: Ooze
-----------
This is your first taste of the difficult enemies of HELL difficulty. IMO the
handgun is near useless so I recommend using the shotgun in this fight to get
the fight over with quickly.

===========================
---------------------------
Episode 1: Into the Depths
---------------------------
===========================
Collect the three <> on the beach (on boxes in water, next to
O'Brian, and next to hut). Scan the carcasses and fight the one on the end. You
only have a handgun so keep your distance and shoot the mouth when the globster
roars to deal maximum damage. Pick up the <>, go through the tunnel
and continue scanning. You can find 2 <> here (on on the barrel,
on on the boat to your right). Go to the end of the path through the water for
another <>. Go back through the tunnel and the globster attacks so
kill it. Go to O'Brian.

Go through the corridor and examine the red door. Go through the door on your
left and go downstairs to scan for <>. Go up the stairs and collect
a <>. Go through the door. Go through the corridor and scan the
right for <>. Scan the boxes on your left for
<>. Go left and through the door.

Go through the bunk beds, scan the bottom right for ammo if needed. An ooze
appears so dodge its attack and go past. Go through the bunk beds and through
the other door.

Go left down the corridor and all the way down to the end of the corridor and
through the door. Go down the stairs and see Rachel get killed. Scan the room
near the bottom for the key before going in the room. Go left, follow the
path, and into the room.

=Save=

The ooze are eating so run next to them and pick up the key, then run out. If
you are worried, throw a hand grenade and take the ooze out beforehand. After
getting the key and running out of the room, run up the stiars and through the
door. Go into the red door to your left, scan for three ammo pick ups, and pick
up a <> and <>. An ooze appears so run out
before it attacks you.

Go left and through the door at the end to your right. 


Start

		----------------------------------
		[    O	       _O___   ____O	]
                [           __/     \ /  _/     ]
		[    	   / 	   / \  /       ]
		[    	  /  	 /    \/____    ]
		[    O----------O-----/-----O 	]
		[     \_/     /     _/        	]
		[      /\__/   	   /            ]
		[     / _/   \___ /        	]
		[    O/          O          O	]
		[				]
		----------------------------------

1. Top center left
2.botton center right
3.middle center down
4.middle right left
5.middle center up
6.middle left right
7.bottom left up
8. bottom center right
9. middle center down
10. middle left right
11, middle center right
12. top center down
13. top center left
14. middle right left
15. bottom right up
16. bottom center right

Final solution should look like this

		----------------------------------
		[    O___       O     _____O	 ]
                [    |   \           /     |     ]
		[    | 	  \   	    /      |     ]
		[    |	   \____ __/       |     ]
		[    O	        O          O 	 ]
		[    |	                   |	 ]
		[    |	     	           |     ]
		[    |	           	   |     ]
		[    O----------O-----------O	 ]
		[				 ]
                ---------------------------------

=Save=

==============================================================================
------------
6. MISSIONS
------------
==============================================================================
These are, for lack of a better word, achievements you can get during the
campaign mode in your game. Missions range from killing a certain number of
enemies to scanning a certain number of fingerprints to completing certain
chapters or difficulties. You are rewarded for completing missions with custom
parts and guns so it is a good idea to try to get these unlocked as you go
through the game.

To claim the rewards for clearing the missions, press A over the completed
missions to select them.

=Campaign Missions=
Chapter 1
Requirement: Clear Episodes 1-3
Unlock: Raid Mode stages 1-7

Chapter 2
Requirement: Clear Episodes 4-6
Unlock: Raid Mode stages 8-10, New Outfit

Chapter 3
Requirement: Clear Episodes 7-9
Unlock: Raid Mode stages 13-17

Final Chapter
Requirement: Clear Episodes 10-12
Unlock: Raid Mode stages 18-20, Hell Difficulty

Casual Cleared
Requirement: Clear CASUAL or higher
Unlock: Custom Parts Charge Shot 3 (campaign)

Normal Cleared
Requirement: Clear NORMAL or higher
Unlock: Shotgun Hydra (campaign)

Hell Cleared
Requirement: Clear HELL difficulty
Unlock: Infinite Rocket Launcher (campaign)

Aloof Challenger
Requirement: Clear Casual or higher w/o using herbs or IRL
Unlock: Custom Parts Auto Loader (campaign)

Researcher
Requirement: Scan all enemies
Unlock: Custom Parts Edge Runner 2 (campaign)

Secret Sign 1
Requirement: Scan 1 hidden handprint
Unlock: Green Herb (campaign)

Secret Sign 15
Requirement: Scan 15 hidden handprints
Unlock: Rifle PSG1 (campaign)

Dodge Master
Requirement: Dodge 20 times
Unlock: Custom Parts Bind 1 (campaign)

Angry Fist
Requirement: Land 10 fully charged physical attacks
Unlock: Custom Parts Long Magazine 2 (campaign)

Researcher
Requirement: Scan all enemies
Unlock: Custom Parts Edge Runner 2 (campaign)

B.O.W. Hunter
Requirement: Defeat 150 enemies
Unlock: Handgun PC356 (campaign)

=Raid Missions=
CHASM Cleared
Requirement: Clear all stages in Raid on CHASM
Unlock: Raid Mode TRENCH Difficulty, new outfit

TRENCH Cleared
Requirement: Clear all stages in Raid on TRENCH
Unlock: Raid Mode ABYSS Difficulty, new outfit

CHASM: All Cleared, S Rank
Requirement: Clear all stages on CHASM, S rank
Unlock: Honor - Color 1

Ghost Ship 100% Cleared
Requirement: Find the real goal area in the ship
Unlock: New outfit

Level 5
Requirement: Reach player lvl 5
Unlock: New outfit

Level 10
Requirement: Reach player lvl 10
Unlock: New outfit

Level 20
Requirement: Reach player lvl 20
Unlock: New outfit

50 Mission
Requirement: complete 50 missions
Unlock: New outfit

Legendary Weapon
Requirement: Obtain a super rare weapon
Unlock: New outfit

Legendary Raider
Requirement: Obtain all super rare weapons
Unlock: New outfit

50 Missions
Requirement: Complete 50 missions
Unlock: New outfit

Defeat Globster
Requirement: An ugly chunk of meat from the beach. Defeat 10 of them.
Unlock: 10000 BP

Defeat Hunter
Requirement: Kill 20 Hunters
Unlock: 20000 BP

Defeat Scarmiglione
Requirement: Kill 10 scarmiglione
Unlock: 30000 BP

Defeat Sea Creeper
Requirement: Kill 5 sea creeper
Unlock: 30000 BP

Defeat Skagdead
Requirement: Kill 5 skagdead
Unlock: 35000 BP

Defeat Graghignazzo
Requirement: Kill 5 graghignazzo
Unlock: 40000 BP

Defeat Final Form Abyss
Requirement: kill Norman Infected
Unlock: 40000 BP

=============================================================================
--------------------
7. ENEMY STRATEGIES
--------------------
=============================================================================

=Ooze=
Recommended Weapon: Shotgun, Handgun
Weak point: Head
Health: medium
Pace: medium

Attacks
-Swing- the ooze pulls back its harm and swings it at the character to deal
        damage
-Grab- the ooze leaps toward the character and uses its tongue to suck blood,
       dealing damage. Mash Y to escape

Dodge: ready to tilt the analog up with the ooze pulls back for a backswing
Melee: Shoot its arms until it becomes stunned.
Stun: the ooze is slumped back with arms hanging on the side and the sucker
      tongue hanging out of its mouth

=Globster=
Recommended Weapon: Shotgun, handgun
Weak point: inside mouth (shoot when it roars)
Appearance: a slug but fleshy colored with a mouth at the bottom.
Health: high
Pace: slow (land), fast (water)

Attacks
-Bite- globster raises its body up to expose its mouth and jumps at
       character to deal damage
-Finisher- swimming only, the globster will quickly chase and eat the character
           to instantly kill them.

Dodge: N/A
Melee: N/A
Stun: N/A

=Dog=
Recommended Weapon: Machinegun, B.O.W. Decoy
Weak point: Head, ribs
Appearance: black dog with patchs of fur and flesh missing and ribs exposed
Health: low
Pace: very fast

Attacks
-Bite- The dog leaps a the character to deal damage.

Dodge: Press up before the dog leaps at you
Melee: N/A
Stun: N/A

=Hunter=
Recommended Weapon: Shotgun, Machinegun
Weak point: Face
Appearance: Humanoid hunchback with green reptile skin.
Health: medium
Pace: fast

Attacks
-Swipe- the hunter pulls back its arm and swipes the character to deal damage
-Leap- the hunter leaps toward the character, hitting the character causing
       damage

Dodge: tilt up when the hunter pulls back for a swipe
Melee: shoot the hunter mid-keap or in the face for it to double back and
       clutch its face
Stun: the hunter is crouched down and clutching its face

=Farfarello=
Recommended Weapon: Shotgun, Machinegun
Weak point: Face
Appearance: When not camouflaged, looks like a hunter but slightly bigger and
            with blue skin.
Health: medium high
Pace: fast

Attacks
-Camouflage- the farfarello will turn invisible. During the first few seconds
             the area the farfarello disappeared to is distorted.
-Swipe- the farfarello materializes and pulls back arm to swipe at character
-Leap- the farfarello materializes and lunges toward the character to deal
       damage

Dodge: tilt up when the farfarello pulls back for a swipe
Melee: shoot the farfarello mid-leap or in the face for it to double back
       clutch its face
Stun: the farfarello is crouched down and clutching its face

=Spiked Ooze=
Recommended Weapon: Shotgun
Weak point: head
Appearance: ooze with long spiky arms and head with spikes
Health: medium
Pace: medium

Attacks
-Swing- the spiked ooze with bring one arm back and swing it at you to deal
        damage.
-Duel Swing- the spiked ooze will bring both arms back and leap forward while
             swinging them forward to deal damage.

Dodge: just before the ooze is about to swing its arm, tilt the stick forward
       to dodge.
Melee: shoot its arms and head (recommended to have daze on gun)
Stun: slumped back with sucker hanging out of mouth

=Projectile Ooze=
Recommended Weapon: Rifle, Handgun
Weak point: head
Appearance: Ooze with huge square right hand that looks like a club
Health: low
Pace: slow

Attacks
-Projectile- projectile ooze will steady its aim and shoot a small projectile
             at you to deal damage
-Swing- if you are close to the projectile ooze, it will swing its club arm at
        you to deal damage

Dodge: 
Melee: N/A
Stun: N/A

=Infected Fish=
Recommended Weapon: Handgun
Weak point: body
Appearance: bony black fish
Health: low
Pace: fast

Attacks
-Bite- the fish will leap toward you (if on land) to try to take a bite.
Dodge: 
Melee: N/A
Stun: N/A

=Infected Stingray=
Recommended Weapon: Sonic Grenade (land), Pulse Grenade (in water)
Weak point: N/A
Appearance: cross between stingray and cockroach
Health: low
Pace: fast

Attack
-Grab- the stingray will stand up out of the water and chase you for a bit,
       ending in a leap. Back pedel to avoid grab and if caught, mash Y.
-Grab (water)- stingray will grab you if you swim close to it. Mash Y to
               escape
Dodge:
Melee: N/A
Stun: N/A

=Scagdead=
Recommended Weapon: Rifle, Shotgun, B.O.W. Decoy
Weak point: right head (smaller head next to mouth)
Appearance: fat ooze with a chainsaw on the right arm and two heads
Health: High
Pace: Slow

Attacks
-Saw Combo- the scagdead swipes three times with the saw
-Projectile- if far away, the scagdead launches a projectile at the character
-Finisher- if close, the scagdead will grab the character and throw him onto
           its right saw, instantly killing
-Bear Trap- the projectile launched by the scagdead becomes a bear trap,
            catching your character and dealing damage. One shot will destory
            but if caught, mash Y to escape.


Dodge: tilt up before first saw swing to dodge past
Melee: Shoot the head amd mouth until they slump down and drool
Stun: The ooze will lean forward on its arm and drool will drip from its mouth.
Finisher: If close, ooze will grab the character with its non-saw hand and
          throw the character onto the saw, instantly killing them regardless
          of health

=Explosion Ooze=
Recommended Weapon: Handgun, Rifle
Weak point: Pulsing Bulge on body
Health: low
Pace: medium

Attacks
-Explosion- Exploding ooze comes near character and explodes, dealing huge
            damage. Explosion can also hurt nearby ooze and toss them to the
            ground.
Dodge: N/A
Melee: N/A
Stun: N/A

=Scarmiglione=
Recommended Weapon: Shotgun
Weak point: heart (exposed flesh) in body, electric tendon
Appearance: Looks like an ooze with a sword and shield
Health: high
Pace: slow

Attacks
-Shield- The scarmiglione will put up its shield, blocking your aim to hit its
         weak point
-Sword Swipe- the scarmiglione will pull back its sword and swing it. Getting
              hit will knock you down so mash Y to get back up
-Shield Bash- the scarmiglione will put up its shield and rush toward you,
              ending with a small bash with its shield after traveling a short
              distance. Dodge during the rush animation if you are close.
-Low Swipe- scarmiglione will occasionally swing low but quickly at your
            character. Getting hit will knock you down so mash Y to get up.

Dodge: tilt up when knight pulls back sword for strike, rushes toward you
Melee: N/A
Stun: N/A

==============================================================================
-------------------
8. BOSS STRATEGIES
-------------------
==============================================================================
This will attempt to be a more in-depth guide to fighting the bosses of RE:R.

-------------------------------
Infected Communications Officer
-------------------------------
Weak Point: head

Attacks
-Saw Combo-
-Projectile-
-Finisher-
-Bear Trap-

Strategy
This is a tough battle because this enemy has strong attacks and a large
amount of health to deplete, never mind the backup ooze. You want to keep your
distance in this fight and you do not want to engage the scagdead up close.
There are fire barrels all around the area so I recommend using the fire
barrels to stun the scagdead and then use a fully-charged melee to deal
maximum damage.

The next step is to jump down to the bottom floor and run to the kitchen. We
are going to abuse invincibility frames here to beat this boss the easiest
way possible. (Try to kill the ooze around the area first).

THe scagdead will chase after you. What you want to do is stay next to the
kitchen counter and jump to the other side. During your motion, you are
invincible. Since the scagdead cannot go over the counter or attack you, it
will run across the counter to get to you. Use this opportunity to get a good
shot in with your shotgun or rifle. Aim for the smaller of the two heads to
deal maximum damage and thus conserve ammo. As the scagdead comes to your
side, jump over the counter and start again. Rinse and repeat.

NOTE: you cannot jump while reloading so time your reloads well although the
scagdead should not be fast enough to get to you anyway. Make sure the
scagdead is close to you before jumping.

---------------
Infected Rachel
---------------
Weak Point: Head

Attacks
-Strike- Rachel pulls her arm back and swings it
-Lunge- Rachel lunges at your character, entering the grab motion

Strategy
Rachel is a slightly faster and much more resilient ooze. However, her attacks
are much more choreographed than the regular ooze, making her an easier but
more tedious fight as long as you can dodge well.

The basic strategy against Rachel is to dodge her attack, quick-turn, get a
shot in, and dodge the next attack. Rinse and repeat.

The difficulty comes in the ability to constantly dodge but Rachel makes this
easy. Whenever Rachel attacks, she unleashes a high-pitched shriek before her
attacks. Wait for Rachel to shriek and use that opportunity to tilt your
stick up to dodge.

-------------
Graghignazzo
-------------
Weak Point: Head

Attacks


Strategy

---------
Tentacles
---------
Weak Point: Head

Attacks


Strategy


-------------
Abyss Monster
-------------
Weak Point: Head

Attacks


Strategy


---------------
Infected Norman
---------------
Weak Point: Parasite

Attacks


Strategy


==============================================================================
-----------------------------------
9. WEAPONS: Statistics and Tactics
-----------------------------------
==============================================================================
------------------------------------------------------------------------------
NOTE
These are weapon stats for the weapons in campaign mode only. Weapon stats in
raid mode are dependent on level and more varied.
------------------------------------------------------------------------------

Handgun
The gun you will probably rely on most during your adventure. The handgun does
not pack much power but is relatively quick to reload and does not have much
kickback, keeping your aim steady. You will also find handgun ammo to be quite
abundant in this game so get used to this gun. Best to use against single
enemies with some distance from you.

_________________________________________________________________
|Name          |Obtain       |Fire power  |Auto Fire  |Capacity |
|______________|_____________|____________|___________|_________|
|M92F          | Initial     |    150     |   0.80    |   10    |
|______________|_____________|____________|___________|_________|
|Government    | Initial     |     N/A    |   N/A     |    7    |
|(non-Jill)    |             |            |           |         |
|______________|_____________|____________|___________|_________|


Shotgun
Everyone's favorite zombie killing gun. Simply aim up and fire when the bio
weapons come close and with a good couple of shots, most should go down. The
shotgun is a powerful weapon but has a relatively slow reloading speed compared
to the handgun and is most effective up close so keep an eye on your shells
so you don’t get caught in a grab while reloading.

__________________________________________________________________
|Name          |Obtain       |Fire power  |Auto Fire   |Capacity |
|______________|_____________|____________|____________|_________|
|Windham       |EP 3         |    160     |    1.00    |    4    |
|______________|_____________|____________|____________|_________|
|M3            |             |    130     |    1.20    |    6    |
|______________|_____________|____________|____________|_________|


Machine Gun
The machine gun is a gun that can deal decent damage quickly to bio weapons.
Do to is large clip size, it can shoot for quite a bit and has a decent
reloading speed. However, don’t get too trigger happy or you will run out of
ammo soon. The best aspect of the machine gun is that it is good at stunning
enemies, giving you the opportunity to pull off a melee attack if possible for
extra damage without using additional ammo.

_________________________________________________________________
|Name          |Location     |Fire power  |Auto Fire  |Capacity |
|______________|_____________|____________|___________|_________|
|MP5           |             |    110     |    1.67   |   50    |
|______________|_____________|____________|___________|_________|
|AUG           |             |    120     |    1.00   |   42    |
|______________|_____________|____________|___________|_________|
|G36           |             |    140     |    0.75   |   30    |
|______________|_____________|____________|___________|_________|


Rifle
A much slower but much more powerful weapon than the shotgun and at much
farther ranges. The rifle is a powerful weapon, about 5x stronger than the
un-upgraded handgun. Each shot packs a punch and goes into first-person scope
regardless of setting on the controls menu. However, the rifle does not hold
many shots and is slow to reload, leaving you open a strong weapon you can use
at multiple ranges but best with from afar.

_________________________________________________________________
|Name          |Location     |Fire power  |Auto Fire  |Capacity |
|______________|_____________|____________|___________|_________|
|M40A1         |             |    1100    |   1.00    |   8     |
|______________|_____________|____________|___________|_________|
|              |             |            |           |         
|______________|_____________|____________|___________|________


Magnum
Another stable gun of the Resident Evil series since Barry Burton introduced
his trusty magnum in the first RE. The magnum is one of the strongest guns
you have access to during the game. Reloading is slow but a single shot from
the magnum is more powerful than that of a rifle and does not need to reload
after every shot. However, magnum bullets are rare so you want to save this
gun for special enemies or bosses.

_________________________________________________________________
|Name          |Location     |Fire power  |Auto Fire  |Capacity |
|______________|_____________|____________|___________|_________|
|L. Hawk       |             |    1200    |    0.80   |    8    |
|______________|_____________|____________|___________|_________|
|Python        |             |    1500    |    0.60   |    6    |
|______________|_____________|____________|___________|_________|
|              |             |            |            |         
|______________|_____________|____________|____________|________
|              |             |            |            |         
|______________|_____________|____________|____________|________

Rocket Launcher
A staple of the RE franchise, this weapon always makes an appearance to save
the day. What game could be Resident Evil without the Rocket Launcher?
Powerful and guaranteed to kill anything in one hit, the only issue with the
rocket launcher is that you never get access to it until the end. Be more
careful with blast radius rather than the enemies attacking you.

_________________________________________________________________
|Name           |Location     |Fire power  |Auto Fire  |Capacity|
|_______________|_____________|____________|___________|________|
|Rocket Launcher|Ep.7,11      |   30000    |   1.00    |   1    |
|_______________|_____________|____________|___________|________|
|Infinite Rocket|Beat Hell    |            |           |Infinte |
|Launcher       |Difficulty   |            |           |        |
|_______________|_____________|____________|___________|________|

=Sub-weapon=
Sub weapons are weapons your character can equip and use with the Y button.

Knife
The trusty knife of RE lore. You probably won’t be using this to kill zombies
unless you get really good at dodging but the knife is an essential survival
tool. Use the knife to break locks on doors and boxes to save ammo and find
items to pick up.

Hand Grenade
The hand grenade is a strong weapon with a decent blast radius to take out
groups of enemies. With proper aim, you can take out or at least deal good
damage to a group of enemies or a boss. However, remember that the grenade
does not go off immediately and try to time your throws to damage the max
number of enemies.

B.O.W. Decoy
A new weapon for RE and a great new addition. This is a great weapon to use
against a swarm of bio weapons. Not only does the decoy emit a noise to
attract bio weapons close to it, it follows it up with a blast to take out
those bio weapons. Even if it doesn’t kill the weapons outright, it should
give you some time to recover with a herb or reload while your enemy is
distracted.

Sonic Grenade
A grenade useful for dealing with enemies underwater. Use this to get rid of
infected fish or stingrays in the water you cannot get to with your gun
before going into the water. Only use on land.

Pulse Grenade
A grenade that can be used underwater. Unleashes a shock wave that can be
used to stun nearby enemies so you can swim past them without fear of harm.
The only weapon you can use when underwater.
On land, use the pulse grenade to instantly stun enemies, giving you time to
reload your gun and/or use a melee attack.

=============================================================================
----------------------------------------------
10. CUSTOM PARTS: Effects and Gun Complements
----------------------------------------------
=============================================================================
___________________________________________________________________________
|Name          |Effect             |Handgun|Shotgun|Machinegun|Rifle|Magnum|
|______________|___________________|_______|_______|__________|_____|______|
|              |                   |       |       |          |     |      |
|______________|___________________|_______|_______|__________|_____|______|
|              |                   |       |       |          |     |      |
|______________|___________________|_______|_______|__________|_____|______|
|              |                   |       |       |          |     |      |
|______________|___________________|_______|_______|__________|_____|______|
|              |                   |       |       |          |     |      |
|______________|___________________|_______|_______|__________|_____|______|


==============================================================================
--------------
11.RAID STORE
--------------
==============================================================================

Although the items available in the store for Raid mode is often randomized,
there are certain products that remain constant and are premanent additions
to your character's arsenal. These items are marked with a box for restocking
ammo/herbs/grenades, or with a sack for permanent upgrades.

___________________________________________________________________________
|Name          |Available          |       Cost       |      Effect        |
|______________|___________________|__________________|____________________|
|Fully charged | Initial           | 12/bullet        |Refill handgun ammo |
|Handgun       |                   |                  |                    |
|______________|___________________|__________________|____________________|
|Fully charged | Initial           | 32/bullet        |Refill shotgun ammo |
|Shotgun       |                   |                  |                    |
|______________|___________________|__________________|____________________|
|Fully charged | Initial           | 6/bullet         |Refill machinegun   |
|Machinegun    |                   |                  |ammo                |
|______________|___________________|__________________|____________________|
|Fully charged | Initial           | 36/bullet        |Refill rifle ammo   |
|Rifle         |                   |                  |                    |
|______________|___________________|__________________|____________________|
|Fully charged | Initial           | 300/bullet       |Refill magnum ammo  |
|Magnum        |                   |                  |                    |
|______________|___________________|__________________|____________________|
|Fully charged | Initial           | 270/grenade      |Refill grenade stock|
|Grenade       |                   |                  |                    |
|______________|___________________|__________________|____________________|
|Fully charged | Initial           | 300/decoy        |Refill decoy stock  |
|decoy         |                   |                  |                    |
|______________|___________________|__________________|____________________|
|Fully charged | Initial           | 300/grenade      |Refill s. grenade   |
|shock grenade |                   |                  |stock               |
|______________|___________________|__________________|____________________|
|Fully charged | Initial           | 330/grenade      |Refill p. grenade   |
|pulse grenade |                   |                  |stock               |
|______________|___________________|__________________|____________________|
|Fully charged | Initial           | 300/herb         |Refill herb stock   |
|Herb          |                   |                  |                    |
|______________|___________________|__________________|____________________|
|Herb case 1   | Initial           |     4000         |Increases herbs held|
|              |                   |                  |by 50%              |
|______________|___________________|__________________|____________________|
|Body Armor 1  | Lv. 5             |     7000         |Reduces damage by 8%|
|______________|___________________|__________________|____________________|
|Handgun bag 1 | Lv. 5             |     6000         |Increase handgun    |
|              |                   |                  |ammo held by 50%    |
|______________|___________________|__________________|____________________|
|Shotgun bag 1 | Lv. 5             |     7000         |Increase shotgun    |
|              |                   |                  |ammo held by 50%    |
|______________|___________________|__________________|____________________|
|M. Gun bag 1  | Lv. 5             |     8000         |Increase machinegun |
|              |                   |                  |ammo held by 50%    |
|______________|___________________|__________________|____________________|
|Rifle bag 1   | Lv. 5             |     7000         |Increase rifle ammo |
|              |                   |                  |by 50%              |
|______________|___________________|__________________|____________________|
|Magnum bag 1  | Lv. 5             |     16000        |Increase magnum ammo|
|              |                   |                  |by 50%              |
|______________|___________________|__________________|____________________|
|Grenade Holder| Lv. 6             |     6000         |Increase grenade    |
|1             |                   |                  |capacity by 50%     |
|______________|___________________|__________________|____________________|
|Decoy Holder 1| Lv. 6             |     7000         |Increase shotgun    |
|              |                   |                  |ammo held by 50%    |
|______________|___________________|__________________|____________________|
|Shock Holder 1| Lv. 6             |     8000         |Increase machinegun |
|              |                   |                  |ammo held by 50%    |
|______________|___________________|__________________|____________________|
|Pulse Holder 1| Lv. 6             |     9000         |Increase rifle ammo |
|              |                   |                  |by 50%              |
|______________|___________________|__________________|____________________|
|Rocket Launch | Lv. 8             |     20000        |Purchase R.L        |
|______________|___________________|__________________|____________________|
|Herb case 2   | Lv. 11            |     12000        |Increases herbs held|
|              |                   |                  |by 50%              |
|______________|___________________|__________________|____________________|
|Grenade Holder| Lv. 13            |     10000        |Increase grenade    |
|2             |                   |                  |capacity by 50%     |
|______________|___________________|__________________|____________________|
|Decoy Holder 2| Lv. 13            |     12000        |Increase decoy stock|
|              |                   |                  |by 50%              |
|______________|___________________|__________________|____________________|
|Shock Holder 2| Lv. 13            |     12000        |Increase shock stock|
|              |                   |                  |by 50%              |
|______________|___________________|__________________|____________________|
|Pulse Holder 2| Lv. 13            |     13000        |Increase pulse stock|
|              |                   |                  |by 50%              |
|______________|___________________|__________________|____________________|
|Handgun bag 2 | Lv. 15            |     12000        |Increase handgun    |
|              |                   |                  |ammo held by 50%    |
|______________|___________________|__________________|____________________|
|Shotgun bag 2 | Lv. 15            |     17000        |Increase shotgun    |
|              |                   |                  |ammo held by 50%    |
|______________|___________________|__________________|____________________|
|M. Gun bag 2  | Lv. 15            |     18000        |Increase machinegun |
|              |                   |                  |ammo held by 50%    |
|______________|___________________|__________________|____________________|
|Rifle bag 2   | Lv. 15            |     17000        |Increase rifle ammo |
|              |                   |                  |by 50%              |
|______________|___________________|__________________|____________________|
|Magnum bag 2  | Lv. 15            |     32000        |Increase magnum ammo|
|              |                   |                  |by 50%              |
|______________|___________________|__________________|____________________|
|Body Armor 2  | Lv. 17            |     12000        |Reduces damage by 6%|
|______________|___________________|__________________|____________________|
|Body Armor 2A | Lv. 17            |     18000        |Reduces damage by 9%|
|______________|___________________|__________________|____________________|
|Additional    |Beat CHASM         |     25000        |Increase weapon     |
|Storage 1     |                   |                  |storage by 6        |
|______________|___________________|__________________|____________________|
|Herb case 3   | Lv. 21            |     24000        |Increases herbs held|
|              |                   |                  |by 50%              |
|______________|___________________|__________________|____________________|
|Grenade Holder| Lv. 23            |     20000        |Increase grenade    |
|3             |                   |                  |capacity by 50%     |
|______________|___________________|__________________|____________________|
|Decoy Holder 3| Lv. 23            |     24000        |Increase decoy stock|
|              |                   |                  |by 50%              |
|______________|___________________|__________________|____________________|
|Shock Holder 3| Lv. 23            |     24000        |Increase shock stock|
|              |                   |                  |by 50%              |
|______________|___________________|__________________|____________________|
|Pulse Holder 3| Lv. 23            |     26000        |Increase pulse stock|
|              |                   |                  |by 50%              |
|______________|___________________|__________________|____________________|


==============================================================================
------------------
12. TIPS & TRICKS
------------------
==============================================================================
Here are a list of tips that could help you gain the edge you need to survive
this viral outbreak.

-Health Conservation-
Health does not transfer over episodes but herbs do. If you are low on health
but don’t expect any or only a few enemies, try not to use a herb for the
rest of the episode. Your health will be replenished for the next episode but
your herbs carry over.

-Ammo Conservation-
Ammo conservation is usually very important in Resident Evil. However, your
ammo and herb stock is dependent on the character and is not transferred
between characters or reset at the beginning of every chapter. Consider you
ammo usage when using these characters.

Playable Episodes
Jill		1,2,3,4,5,6,7,8,9,10,11,12
Chris		2,6,8
Keith		5,9
Parker		3,10,11

Chris only has one big fight (Dual Chainsaw) and no real endurance rights
(dog fight in episode 2).
Keith has 2 endurance fights (one each) but should have plenty for both from
each episode.
Parker has one endurance fight (hunters at elevator). Episode 10 can be ammo
light and 11 rests Parker's ammo.

Keith's last episode will require allot of ammo but since it will be his last,
go nuts with your ammo.

-Dodging-
If you have trouble dodging, try double tilting the analog stick when the
attack is close. Also try to keep the enemy in your line of sight.

-Invincibility Frames-
During certain actions you activate with Y, your character becomes invincible
during the action, meaning that although they cannot attack, they also cannot
be harmed by other attacks.

-Reload Cancel-
In Revelations, you can still move and dodge with your character while
reloading. If you dodge and attack during the reloading animation, the game
will skip the reload animation for the dodge and your gun will be reloaded. A
good way to use guns that require frequent reloading such as the rifle.

-Reload-
A less quick tactic. For type A controls at least, you can reload either with
R + A or with D-pad down. D-pad down allows you to enter the reload animation
without having to take aim.
==============================================================================
-----------
13. TRIVIA
-----------
==============================================================================
Just interesting trivia I found in the game.

----------------------
Infected Comm. Officer
----------------------
Before approaching the boss, you hear calls of "Mayday, Mayday" with the
occasional mayday sounding inhuman. This is the first hint that the officer
may not be human anymore.

When shooting the Comm. Officer, you can hear the boss say "Don't Shoot. I'm
Human!"

Although modeled from the chainsaw ooze, its two heads have very
distinguished features compared to the regular chainsaw ooze.

---------------
Infected Rachel
---------------
On the corridor on the way to find Rachel's dead body in episode 4, you can
clearly hear a female voice saying "I found you."

If you saw the trailer, you can see that the Rachel ooze retains many of the
original person's characteristics, mainly her huge fringe covering her eyes.

When Rachel still has health, she laughs when attacking you. After getting
injured over time, Rachel will begin to say things like "It hurts" or cry
when running away

When sucking blood, Rachel will comment how tasty it is.

Jill comments that it is unbelievable how fast Rachel mutated. This may be
why she retains the ability to speak. Her diary also seems to indicate that
she did not die immediately after the ooze killed and ate her.

Although based off ooze, Rachel's right arm is split is very clear. Rachel
also has a strong red hue (modeled after her suit) that regular ooze do not.

When Rachel chases you in Episode 7, she has a floor grab where she can grab
you and suck blood from your leg. Mash Y to escape this grab.

----------------
Infected Norman
----------------
Norman shares many similarities with tyrants from past RE games such as the
exposed heart and huge mutated right hand. This makes sense since the T-Abyss
virus is a mixture of the T-virus and the Abyss virus.

When Norman grabs Jill, it is very similar to when the Tyrant grabs you in the
original RE. If you do not mash quickly enough, Norman will shove his hand
through Jill's abdomen, similar to the tyrant in the original RE.

This last boss battle is different from most Resident Evil final bosses in
that there is no rocket launcher to pick up to deal the final blow (unless you
kept the one gotten in Episode 7).

-------------
T-Abyss Virus
-------------
T-Abyss species most likely do not need oxygen to survive. This can be seen by
the fact that carcasses can swim in the water and Norman was alive in a ship
with a limited air supply.

Ooze likely sucks blood to gain some oxygen to keep the body living.


==============================================================================
-------------
14.COPYRIGHT
-------------
==============================================================================
This walkthrough was created by HeartBlade. This is hosted on Gamefaqs only so
copies appearing on other websites are stolen and are a breach of copyright.
==============================================================================

===============
SPECIAL THANKS
===============
Capcom for making the awesome Resident Evil franchise and other franchises
KongNinja for the proper names of some of the ooze.
Inwspin for the proper name of Scarmiglione and sea creeper
You players who purchase the game. Your support keeps this franchise going


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