Game Guide - Guide for Resident Evil: Revelations
- Cheats |
- Unlockables |
- Hints |
- Easter Eggs |
- Glitches |
- Guides |
- Trophies
Scroll down to read our guide named "Game Guide" for Resident Evil: Revelations on PlayStation 3 (PS3), or click the above links for more cheats.
____ _____ ____ _ ____ _____ _ _ _____ _____ __ __ _ _ | _ \ | ____|/ ___| | || _ \ | ____|| \ | ||_ _| | ____|\ \ / /| || | | |_) || _| \___ \ | || | | || _| | \| | | | | _| \ \ / / | || | | _ < | |___ ___) || || |_| || |___ | |\ | | | | |___ \ V / | || |___ |_| \_\|_____||____/ |_||____/ |_____||_| \_| |_| |_____| \_/ |_||____/ ____ _____ __ __ _____ _ _ _____ ___ ___ _ _ ____ | _ \ | ____|\ \ / /| ____|| | / \ |_ _||_ _|/ _ \ | \ | |/ ___| | |_) || _| \ \ / / | _| | | / _ \ | | | || | | || \| |\___ \ | _ < | |___ \ V / | |___ | |___ / ___ \ | | | || |_| || |\ | ___) | |_| \_\|_____| \_/ |_____||_____|/_/ \_\|_| |___|\___/ |_| \_||____/ G U I D E (COVERS PS3 AND XBOX 360 VERSIONS) Authored by: Berserker Version: Kev Last update: 5/23/13 - - - My site: www.berserkersblog.blogspot.com - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - =-=-=-=-=-=-=-=-=-=- - T A B L E O F C O N T E N T S - -=-=-=-=-=-=-=-=-=-=-= -- Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . [IN00] -- Basics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . [BA00] -- Campaign Walkthrough . . . . . . . . . . . . . . . . . . . . . . . . [WT00] Prologue --------------------------------------------------------------- - Prologue . . . . . . . . . . . . . . . . . . . . . . . . . . . [WT01] Episode 01 - Into the Depths ------------------------------------------- - Scenario 1 . . . . . . . . . . . . . . . . . . . . . . . . . . [WT02] - Scenario 2 . . . . . . . . . . . . . . . . . . . . . . . . . . [WT03] Episode 02 - Double Mystery -------------------------------------------- - Scenario 1 . . . . . . . . . . . . . . . . . . . . . . . . . . [WT04] - Scenario 2 . . . . . . . . . . . . . . . . . . . . . . . . . . [WT05] Episode 03 - Ghost of Veltro ------------------------------------------- - Scenario 1 . . . . . . . . . . . . . . . . . . . . . . . . . . [WT06] - Scenario 2 . . . . . . . . . . . . . . . . . . . . . . . . . . [WT07] Episode 04 - A Nightmare Revisited ------------------------------------- - Scenario 1 . . . . . . . . . . . . . . . . . . . . . . . . . . [WT08] Episode 05 - Secrets Uncovered ----------------------------------------- - Scenario 1 . . . . . . . . . . . . . . . . . . . . . . . . . . [WT09] - Scenario 2 . . . . . . . . . . . . . . . . . . . . . . . . . . [WT10] - Scenario 3 . . . . . . . . . . . . . . . . . . . . . . . . . . [WT11] Episode 06 - Cat and Mouse --------------------------------------------- - Scenario 1 . . . . . . . . . . . . . . . . . . . . . . . . . . [WT12] - Scenario 2 . . . . . . . . . . . . . . . . . . . . . . . . . . [WT13] Episode 07 - The Regia Solis ------------------------------------------- - Scenario 1 . . . . . . . . . . . . . . . . . . . . . . . . . . [WT14] - Scenario 2 . . . . . . . . . . . . . . . . . . . . . . . . . . [WT15] Episode 08 - All on the Line ------------------------------------------- - Scenario 1 . . . . . . . . . . . . . . . . . . . . . . . . . . [WT16] - Scenario 2 . . . . . . . . . . . . . . . . . . . . . . . . . . [WT17] - Scenario 3 . . . . . . . . . . . . . . . . . . . . . . . . . . [WT18] Episode 09 - No Exit --------------------------------------------------- - Scenario 1 . . . . . . . . . . . . . . . . . . . . . . . . . . [WT19] - Scenario 2 . . . . . . . . . . . . . . . . . . . . . . . . . . [WT20] Episode 10 - Tangled Webs ---------------------------------------------- - Scenario 1 . . . . . . . . . . . . . . . . . . . . . . . . . . [WT21] - Scenario 2 . . . . . . . . . . . . . . . . . . . . . . . . . . [WT22] Episode 11 - Revelations ----------------------------------------------- - Scenario 1 . . . . . . . . . . . . . . . . . . . . . . . . . . [WT23] - Scenario 2 . . . . . . . . . . . . . . . . . . . . . . . . . . [WT24] Episode 12 - The Queen is Dead ----------------------------------------- - Scenario 1 . . . . . . . . . . . . . . . . . . . . . . . . . . [WT25] - Scenario 2 . . . . . . . . . . . . . . . . . . . . . . . . . . [WT26] -- Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . [WE00] - Handguns . . . . . . . . . . . . . . . . . . . . . . . . . . . [WE01] - Machine Guns . . . . . . . . . . . . . . . . . . . . . . . . . [WE02] - Shotguns . . . . . . . . . . . . . . . . . . . . . . . . . . . [WE03] - Rifles . . . . . . . . . . . . . . . . . . . . . . . . . . . . [WE04] - Magnums . . . . . . . . . . . . . . . . . . . . . . . . . . . [WE05] - Other Equipment and Explosives . . . . . . . . . . . . . . . . [WE06] - Part Upgrades (Campaign Mode) . . . . . . . . . . . . . . . . [WE07] - Part Upgrades (Raid Mode) . . . . . . . . . . . . . . . . . . [WE08] -- Enemies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . [EN00] -- List . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . [LI00] - Trophy/Achievement List . . . . . . . . . . . . . . . . . . . [LI01] - Handprint List . . . . . . . . . . . . . . . . . . . . . . . . [LI02] - Enemy Location List . . . . . . . . . . . . . . . . . . . . . [LI03] - Unlockable List . . . . . . . . . . . . . . . . . . . . . . . [LI04] -- Everything Else . . . . . . . . . . . . . . . . . . . . . . . . . . . [EE00] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= [IN00] =============================================================================== _____ _ \_ \ _ __ | |_ _ __ ___ / /\/| '_ \ | __|| '__|/ _ \ /\/ /_ | | | || |_ | | | (_) | \____/ |_| |_| \__||_| \___/ I N T R O D U C T I O N =============================================================================== =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= - I N T R O - =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Welcome to my Resident Evil: Revelations guide, fellow horror gamer! - Berserker =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= - B E F O R E T H E Y W E R E . . . - Chris Redfield has been dispatched to a location in the middle of the Mediterranean sea in order to investigate. Upon losing contact with Chris, the Bioterrism Security Assessment Allicance (BSAA) sent in Jill Valentine and her new partner Parker Luciani to search for Chris. As the two characters follow traces of a comm link in their tugboat while sailing across the stormy Mediterranean, they find a massive black ship. The ship used to be a well known cruise liner known as the "Queen Zenobia". Jill and Parker dock near the ship then get on and that is where their journey starts. - L O S T I N N I G H T M A R E S - Resident Evil: Revelations tells us the tale of Jill and Chris' adventures aboard the Queen Zenobia before their fateful separation at the Spencer Estate in Lost in Nightmares - the download content for Resident Evil 5. Revelations is much like Lost in Nightmares overall - it has the same style of RE5 gameplay along with a more horror-like atmosphere when compared to RE5. This guide includes a walkthrough of the full game of Resident Evil Revelations. All handprints and other secrets and unlockables are all fully covered in the unlockables sections. - C O N S O L E R E V E L A T I O N S - The console version campaign mode is quite similar to the original 3DS version overall, but it has a few minor extras and a new enemy (Wall Blister) that is placed in some sections to replace other enemies. All of the touch screen puzzle solving that was in the 3DS version of the game is done automatically without the need for puzzles in the console version. Both the campaign and Raid mode have new custom parts and new way to get old custom parts. The Raid mode has a few new playable characters and both the campaign and the Raid mode have new outfits that characters can appear in. NOTE: Since the majority of this guide is taken from my Revelations 3DS guide, you might find some inconsistencies at times. If you find any then email me about them. I tried to remove all touch screen references and other 3DS-related information, but I might have skipped some. This guide will be improved greatly in the weeks to come. - J E S S I C A ' S R E P O R T - The following is extra information concerning Jessica's Report. Much like Wesker's Report 1 with Code Veronica X, Jessica's Report was only released in Japan on a bonus DVD included with the special edition of Biohazard Revelations. Video 1: http://www.youtube.com/watch?v=qlMVhNu3_zc Video 2: http://www.youtube.com/watch?v=9V2RIwlo-4s Text Transcript: http://www.projectumbrella.net/articles/Jessicas-Report WARNING: Jessica's Report should be viewed/read AFTER completing Resident Evil Revelations since it does contain some major story spoilers. - - - - - - - - - - - - - M O T I V A T E M E - - - - - - - - - - - - - - If you find this walkthrough helpful, give me a recommend by clicking the middle link on the black bar above this guide on GameFAQs and/or give me a subscription on youtube! I'd really appreciate it. If you have the time, you can also leave me a comment on the following blog post on my site: www.berserkersblog.blogspot.com/2012/02/resident-evil-revelations-guide.html - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [BA00] =============================================================================== ___ _ / __\ __ _ ___ (_) ___ ___ /__\// / _` |/ __|| | / __|/ __| / \/ \| (_| |\__ \| || (__ \__ \ \_____/ \__,_||___/|_| \___||___/ B A S I C S =============================================================================== =-=-=-=-=-=-=-=-=-=-=-=-=-=-=- - B A S I C S - -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= This section contains all the basic information to help a beginning player out with the controls and other basic features of Resident Evil: Revelations. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ======== CONTROLS ======== ________________ Shooter controls ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Shooter controls are similar to the basic Type D controls from Resident Evil 5. This control scheme uses the two main top trigger buttons for aiming and firing much like a first or third person shooter. Strafing is performed by holding the left thumbstick in a side direction and turning the camera to the left or right with the right thumbstick will turn your character. There is no run button, but a player can hold forward lightly to walk and hold forward all the way to run. ----------------------------------------------------------------- PlayStation 3 Left thumbstick foward - Walk/Run (Hold lightly to walk) Right thumbstick - Rotate character/camera Left thumbstick left/right - Strafe Left thumbstick down + X - Quick turn X - Interact/Examine/Open doors/Melee Triangle - Use herb Hold L1 + right thumbstick - Ready/Aim weapon Hold L1 + tap R1 - Fire Square - Reload R2 - Use subweapon L1 + tap R2 - Use subweapon while aiming Directional pad right/left - Change weapons Directional pad up/down - Change subweapons Select - Inventory menu Start - Display pause menu ---------------------------------------------------------------------- Xbox 360 Left thumbstick foward - Walk/Run (Hold lightly to walk) Right thumbstick - Rotate character/camera Left thumbstick left/right - Strafe Left thumbstick down + A - Quick turn A - Interact/Examine/Open doors/Melee Y - Use herb Hold LT + right thumbstick - Ready/Aim weapon Hold LT + tap RT - Fire X - Reload RB - Use subweapon LT + tap RB - Use subweapon while aiming Directional pad right/left - Change weapons Directional pad up/down - Change subweapons Back - Inventory menu Start - Display pause menu ________________ Classic controls ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Classic controls are actually the default controls that were on the 3DS version of Revelations, yet they feel much different on consoles. This control setup mimics the RE4 control setup. The main character can be turned by holding to the left thumbstick in the right or left direction and the camera can be tilted by holding the right thumstick in any direction. Instead of pressing a single button to reload, a player must hold the aiming button and press another button. Strafing can only be done while holding down on the main left shoulder button and the character cannot adjust aim while aiming a gun and strafing at the same time with this control setup. ----------------------------------------------------------------- PlayStation 3 Left thumbstick foward - Walk/Run (Hold lightly to walk) Left thumbstick right/left - Rotate character Right thumbstick - Rotate camera Hold L1 + left thumbstick left/right - Strafe Left thumbstick down + X - Quick turn Square - Interact/Examine/Open doors/Melee O - Use herb Hold L1 + left thumbstick - Ready/Aim weapon Hold L1 + tap R1 - Fire Hold L1 + tap X - Reload Triangle - Use subweapon Hold L1 + tap Triangle - Use subweapon while aiming Directional pad right/left - Change weapons Directional pad up/down - Change subweapons Select - Inventory menu Start - Display pause menu ---------------------------------------------------------------------- Xbox 360 Left thumbstick foward - Walk/Run (Hold lightly to walk) Left thumbstick right/left - Rotate character Right thumbstick - Rotate camera Hold LT + Left thumbstick left/right - Strafe Left thumbstick down + A - Quick turn X - Interact/Examine/Open doors/Melee B - Use herb Hold LT + left thumbstick - Ready/Aim weapon Hold LT + tap RT - Fire Hold L1 + tap A - Reload Y - Use subweapon Hold LT + tap Y - Use subweapon while aiming Directional pad up/down - Change weapons Directional pad up/down - Change subweapons Back - Inventory menu Start - Display pause menu ------------------------------------------------------------------------------- __________________________ I N V E S T I G A T I N G \____________________________________________________ ------------------------------------------------------------------------------- ========= SEARCHING ========= When the X/A button appears while standing next to an object, press the button to search the current area. Your character cannot search an area when talking over radio - the button icon will appear with a slash over it and the search action cannot be activated until the radio conversation is finished. __________________ I N V E N T O R Y \____________________________________________________________ ------------------------------------------------------------------------------- ================= INVENTORY AND MAP ================= -- Menu Press the Select/Back button during gameplay to access a list of tabs organized by Items, Ammo and Key Items/Files. Use the L2/LB and R2/RB buttons to cycle through the tabs then use the left thumbstick to select an item. Press the X/A button to examine the item. All files collected throughout the game can be read again by accessing the menu tab. -- Map and Mini Map The map of the current area is displayed after highlighting the fourth tab in the inventory menu. A mini-map is on the top right-hand side of the screen during gameplay to help you out in navigating the current area. A glowing blue circles shows the location of your current character on the map and the cone of vision in front of the circle shows the way the character is facing. ============================= (QUARTER TURN/QUICK AIM TURN) ============================= The Quarter Turn (Quick Aim Turn) is a technique that players have been using since RE4. With Revelations, it can be taken advantage of by switching to "Classic Controls". While using classic controls, tilt the right thumbstick in a direction to make the camera turn in that direction. Aim while the camera is facing a direction to make your character instantly turn and aim in that direction. This can be used to turn faster. While this doesn't feel near as responsive as RE4 and RE5's quarter turn, it can still be useful once you get used to it. The camera in Revelations is quite shaky and the majority of the areas are all narrow corridors and small room, so quarter turning isn't exactly as useful in this game as it was in other console RE games. The quarter turning with the touch screen on the 3DS version actually felt a lot smoother than the camera turning with the right thumbstick on consoles if you ask me. ========================== CURRENT HEALTH AND HEALING ========================== In Revelations, there is no health gauge to show what status Jill is in. As Jill gets attacked, the screen will begin to show blood along the sides to show how damaged she is. -- Fine No visible blood is on the screen. -- Caution Blood can be be seen on the sides of the screen. When Jill is hit only a few times, blood is barely visible. As she is hit more, the blood on the screen becomes more evident. If the blood on the screen is very heavy, the next hit might kill Jill before she enter Danger status if the hit is powerful enough. -- Danger Blood can be seen clearly on all sides of the screen. Jill will also hold her left hand over her stomach area much like the characters in any RE game. Be sure to heal immediately when Jill enters this state since the next hit will kill her. _____________________________________ S U R V I V A L T E C H N I Q U E S \_________________________________________ ------------------------------------------------------------------------------- ================== COMBAT KNIFE USAGE ================== The combat knife is the default subweapon in your list of subweapons. It can be used at any time by pressing the R1/RT button while it is equipped. Knife attacks are very weak but there is no ammo to worry about while using the knife. It can be good for close combat if you know enemy attack patterns well or can forsee enemy attacks easily. NOTE: Characters such as Keith and Parker (in episode 10) have a different style of close range instead of the knife. Keith has dual machetes and Parker has a hand axe. ============= GROUND COMBAT ============= Some enemies in the game can knock your character to the ground when they perform a close range attack that hits your character. Once your character is on the ground, that character will have limited attacks. Only one-armed weapons can be used at that time such as a combat knife or handgun. The action button prompt (X/A) will appear at that time also. Tap the action button in order to get up off the ground quicker. ============= MELEE ATTACKS ============= Melee attacks are much harder to set up in Revelations when compared to other RE games. They can only be performed on some enemies. The enemies must be shot in a certain area to initiate a stun. Once the enemy is stunned, run up to the stunned enemy and a button prompt command will appear. Press and hold the button to charge the melee. The melee will eventually activate once it has reached full charge. The button can be released early, but the melee will take off less if it is not at full charge. =============== DODGING ATTACKS =============== Left thumbstick forward = forward dodge Left thumbstick back + X/A = backward dodge By inputting the commands mentioned above as an enemy attacks, your character will quickly move behind the enemy or in front of the enemy to dodge its attack. The command that is inputted will decide whether your character moves behind the enemy or away from it. The command must be performed AS the enemy attacks. It can't be done before or too long after the attack has been initiated. NOTE: Do not rely on the dodge command in Revelations that often. They must be entered precisely or your character will suffer damage. It's best to find a way to avoid the enemy or simply run away. ==================== INVINCIBILITY FRAMES ==================== An invincibility frame is a frame of animation when your character is completely or partially (during a certain point) invincible to any type of enemy attack. Your character cannot be controlled once these animations have started up till the point that they stop; Some of these obviously cause your character to lose health, but the character can't be hit with any other attack during that time. Here's the full list of invincibility animations: - While jumping from a platform/vaulting over an object - Performing a melee attack * - While recovering from an attack - While climbing a ladder - While grounded - While opening a door * Your character is still vunerable while charging a melee with the Y button. Once your character performs the actual melee, that character is invincible to attacks. ======== SWIMMING ======== Swimming Controls: X/A - Dive Left thumbstick - Swim Right thumbstick - Turn Jill while swimming Eventually, Jill will have to swim through some rooms in the game. Jill has no oxygen gauge. When she starts to run low on oxygen, the screen will turn black and white and blood will start to appear on the sides of the screen as if Jill is damaged. When Jill is attacked by enemies, her oxygen will lower faster. She will need to surface in order to get oxygen. Jill cannot be damaged while underwater, but any attacks that are done to her will deplete her oxygen level. _______________________________ T H E G E N E S I S (SCANNER) \_______________________________________________ ------------------------------------------------------------------------------- ====================== GENESIS SCANNER BASICS ====================== The Genesis Scanner is first received in Scenario 1 of Episode 1. With this device, Jill can scan certain objects in her surroundings. The scanner can be equipped at any time by pressing directional pad up. To unequip the scanner, press directional pad up again or control pad right to requip the last equipped weapon. Press the L2/LB button to raise the scanner. While in scanner view, hold down the R1/RT button to scan an object. Jill can only scan the objects listed below. ================ SCANNING ENEMIES ================ All enemies in the game can be scanned with the scanner whether dead or alive. Simply equip the scanner and aim toward an enemy so that the scanner targets the enemy then begin scanning. Some enemies will take longer to scan than others. When Jill scans any enemy for the first time, the scanner will take a long time to complete a full scan but after the first scan, the scans on the same enemy afterwards will take less time. Some enemies will decompose quickly after being defeated and some will crumple into a blood puddle on the floor. All Oozes seem to crumple into a blood puddle but most other enemies will decompose almost instantly after being killed. The meter on the top middle portion of the screen will display a percentage. Once that percentage reaches 100%, Jill will receive a green herb. The percentage will go back down to 0% after the green herb has been received. Jill must raise the scanner after getting 100% in order to receive a green herb. NOTE: If Jill already has the max amount of green herbs that she can carry (5 green herbs), when she raises the scanner after getting 100%, she will not receive a green herb since her her amount is at max. Basically, the green herb will be given to her when she has room for it. ========================= SCANNING FOR HIDDEN ITEMS ========================= The scanner can be used to find hidden items in Jill's surroundings. When a hidden item is near Jill, the scanner will show a glowing yellow sphere on the bottom right portion of the scanner screen while looking through it. Move the scanner around the area to find the hidden item. The cursor will automatically target the area where the item is hidden. Hold down the R1/RT button to scan the area and the item will be revealed to where Jill can walk over and pick it up. ======================= SCANNING FOR HANDPRINTS ======================= There are a total of 30 handprints that can be scanned in campaign mode. There is a mission associated with finding all 30 handprints. In order to see a handprint, Jill must look toward its location while in scanner view. The handprints will only appear while looking through the scanner. They cannot be seen otherwise. They can be scanned just like a hidden item or enemy. Simply target the handprint then hold the R1/RT button to scan it. NOTE: Unlike other scannable objects, once a handprint is scanned, the game will save that scan to the current file. In other words, if you fully scan a handprint then restart and try to look for the same handprint again on the same save file, it will not be there. If you start a new save file, the handprints will all be available during campaign while playing on that save file regardless of what you have done on another save file. ______________________________________ W E A P O N S A N D U P G R A D E S \________________________________________ ------------------------------------------------------------------------------- ================ WEAPON INVENTORY ================ Each character in Revelations can only hold three weapons at a time. Side characters will often only have three weapons while Jill (the main character) will eventually get more. When a weapon is picked up once all three slots are already full, your character will swap the currently equipped weapon with the weapon that is picked up. The currently equipped weapon will be dropped. With Jill, the dropped weapon will be placed back into a green weapon box once she leaves the area where she dropped the weapon. NOTE: With Jill, you must pick up a new weapon to get credit for finding it. If Jill runs across a weapon and does not pick it up, it will not be placed into the green weapon crate. If Jill finds a new weapon on a crate and exchanges it for her current weapon then switches it once again to where the new weapon is lying down on the crate once again, that new weapon will be placed in the green weapon crate once Jill leaves the room. Long story short, Jill MUST pick up a new weapon for it to be transferred to a weapon crate. =========== WEAPON AMMO =========== Each character can only hold a certain amount of ammo per weapon. Once the maximum amount of ammo is reached, the character cannot pick up any more of that ammo type. Ammo for weapons is colored a certain way for each weapon type as shown below. Handgun ammo = Red with white writing Machine gun ammo = Blue with white writing Rifle ammo = White with red writing Magnum Ammo = Black with red writing Only Jill can upgrade the amount of weapon ammo that she can carry in campaign mode. By collecting Ammo Case pickups, Jill can carry more of each ammo type. Ammo cases are found in different areas of the environment depending on the game difficulty. ============= UPGRADE PARTS ============= Throughout the game, Jill will find Custom Parts and Illegal Custom Parts that can be placed on her weapons once she finds a weapon crate. Jill must open a weapon crate in order to find out what kind of upgrade part that she got from either. She will get a message telling her the last few parts that were picked up before she last visited the weapon crate. Illegal Custom Parts are higher level custom parts (Damage 4 or 5). They are often higher leveled parts than normal Custom Parts. Custom Parts are usually low level upgrade parts (Damage 1 or 2). Custom Parts are the most common upgrade parts that Jill will find. ============= WEAPON CRATES ============= Weapon crates are green crates that are used for switching weapons and for placing upgrade parts on weapons. After opening the crate, Jill can switch weapons between one of three of her weapon slots or place any upgrades on any of her weapons. NOTE 1: Be sure to take off any upgrade parts on weapons that are not in use. NOTE 2: Only Jill can use weapon crates. Side characters cannot open weapon crates. [MW00] =============================================================================== __ __ _ _ _ _ _ / / /\ \ \ __ _ | || | __| |_ | |__ _ __ ___ _ _ __ _ | |__ \ \/ \/ // _` || || |/ /| __|| '_ \ | '__|/ _ \ | | | | / _` || '_ \ \ /\ /| (_| || || < | |_ | | | || | | (_) || |_| || (_| || | | | \/ \/ \__,_||_||_|\_\ \__||_| |_||_| \___/ \__,_| \__, ||_| |_| |___/ C A M P A I G N W A L K T H R O U G H =============================================================================== =-=-=-=-=-=-=-=-=-=-=-=-= - W A L K T H R O U G H - =-=-=-=-=-=-=-=-=-=-=-=-=-= The walkthrough portion of this guide includes a full walkthrough for each Episode in the campaign of Resident Evil: Revelations. All 30 collectible handprints found in the campaign are listed in this walkthrough. NOTE: Most ammo found through scanning is random. I have specific ammo listed for each scan, but actual gun ammo is mostly random. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= TIPS TO REMEMBER: - Jill only has three slots to hold weapons. Keep the following with Jill at all times for the most part when Jill has them: a) Handgun or Machine Gun b) Rifle or Magnum c) Shotgun - The rifle is very useful for the amount of power it deals per shot while still early in the game. Use the rifle as a quick high damaging shot against normal enemies. It can be used quite often since Jill will constantly find rifle ammo. - Constantly switch between weapon types in order to conserve ammo for some of your weapons. For instance, swap the machine gun for the handgun, or carry both of them at times. If you start to use one weapon too much, especially in the case of the machine gun, Jill will start to run out of ammo for it. - If you want to get more ammo for a gun through random pickups (scan pickups), keep that gun with Jill and the pickups will be for that weapon. Like... if you wanted to get more machine gun ammo, keep the MP5 with Jill and many random ammo pickups through scans will be machine gun ammo. - Conserve magnum ammo as much as possible. It is only found in certain areas and it can be used up quickly. Substitute a rifle shot or rapid machine gun or handgun fire for a magnum shot when possible. - It's often best to scan all creatures as they appear in view if possible. Some enemies dissolve into a pool of blood that can be scanned, but some enemies dissolve into the floor and leave behind nothing to scan, so it's a good idea to scan most enemies when they are first in view if possible. Also, some enemies can be scanned very quickly as they die and while they dissolve in order to get a quick scan percentage for them. Be sure to keep all of this in mind to gain as much scan percentage as possible. - Scan percentage carries over per episode and stays the same no matter what character you switch to. A player can scan several enemies with Chris and get a 60% scan rate then when the game returns to Jill, she will maintain that same 60% scan rate. If one character has a green herb from scanning that hasn't been awarded yet, the scanner will stay at 100% until a character from any episode raises the scanner and collects it. ------------------------------------------------------------------------------- [WT01] - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - P R O L O G U E - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Time: 6:08 PM Location: Mediterranean Sea Characters: Jill and Parker Docking Area ¯¯¯¯¯¯¯¯¯¯¯¯ --> Objective: Search for Chris Jill starts out with the following items in her inventory: - M92F handgun 10/15 - Combat Knife - Play Manual (under Key Items)* - Control Manual (under Key Items)* Walk forward and move up the stairs. A yell can be heard as Jill moves up the stairs. While moving around the side of the stairs the boat will rock a bit and a bell can be heard around the corner. If you move around the side of the crates to the left there is a bell up ahead. Jill can walk over to the bell and examine it. It does nothing though. Walk over to the door with the padlock and chain on it. Examine it and Jill will mention that she might be able to shoot it off. Hoho! This Jill has the mindset from RE4 and RE5 where we waste ammo and gain it back later from enemy drops when we're low. Not in Revelations, missy! Here, we use combat knives to conserve ammo since all ammo pickups are environmental once again. Move toward the padlock and tap the R1/RT button to slash it with Jill's combat knife and remove it from the door. Open the door and enter the room on the other side. Storage Room ¯¯¯¯¯¯¯¯¯¯¯¯ Jill will turn on her light upon entering the room since it is so dark inside. Good god, is this horror atmosphere that I see in an RE game once again!? Would you look at all the puddles of rotting flesh on the floor. Wow! Jill can examine both bodies in the storage room (there is one hanging from a vent). It's kind of funny how she mentions the smell of rotting flesh while examining the second body after she steps through a whole pile of bloody flesh on the floor. Anyway, open the blue door on the other side of the Storage Room. Dark Hallway 1 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Follow the hall around the corner up ahead then open the next door at the end of the hall - the one with blood stains in front of it. Parker will make comments as Jill moves down the hall. Mini Storage ¯¯¯¯¯¯¯¯¯¯¯¯ As Jill steps into the room, some sort of creature will be on the other side of the shelves. It will quickly crawl into a vent above some crates on the other side. Move to the other side of the shelves then open the next door. Jill can examine the slimy substance on the vent and she will comment on it. Elevator Hallway ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ As Jill moves down the hall to the side, something will start to move in the vent above her. It will nearly split the walls of the vent duct as it moves forward while inside. Run down the stairs. Examine the blood trail that drips out of the vent across from the stairs. A body will fall out of the vent. Jill can examine the body. Whatever is in the vent will move down the corridor to the west. The elevator with the blue doors to the east cannot be used since the power is off. Run down the west corridor. The west elevator is... not working. Well, actually the elevator is freaking missing from the shaft. Holy hell! Continue around the west corridor and follow it to the back portion of the west elevator shaft. Whatever is in the vents will continue to move and split them up a bit then move into the wall at the end. Be sure to open the right locker at the end of the hall and collect the green herb from inside. Tap the Triangle/Y button with default controls to use a green herb. Open the door to the side. --------------------------------------------------------------------- ITEM LIST [ ] Green Herb - Inside the right locker on the northeast end of the Elevator Hallway. ------------------------------------------------------------------------------- Lounge ¯¯¯¯¯¯ As Jill walks forward, the circuit board panel on the wall to the left will fall and a few rats will fall out of it and scurry away. No, you can't shoot them for money! This Resident Evil tries to be more realistic than that... Jill can examine the circuit board, but it's shorted out. The only device that has power in this room is the soda machine with "Trish" wrote across it. Walk around the side of the crates and pass by the shelves in the back of the lounge then be sure to open the locker down the corridor off to the left once Jill reaches the door at the end of the corridor. Open the door afterwards. --------------------------------------------------------------------- ITEM LIST [ ] Handgun Ammo (+10) - Inside the right locker on the other side of the lounge. ------------------------------------------------------------------------------- Kitchen ¯¯¯¯¯¯¯ The door on the other side of the Kitchen is locked. Jill can examine the body on the table off to the left after entering. There is something shiny up under the grating in the middle of the kitchen floor. I do declare that it requires searching from the master of unlocking, so get to it, Ms. Valentine! --------------------------------------------------------------------- ITEM LIST [ ] Green Herb - Inside the right locker on the northeast end of the Elevator Hallway. ------------------------------------------------------------------------------- Step away from the slimy creature with spiky hand appendages. He looks like he could hurt Jill badly! Parker will help out by shooting at the new enemy, but Jill will be the main character that will have to attack. Read below for info on how to deal with this enemy. .----------------------------- NEW ENEMY - OOZE ------------------------------. | WEAK AREAS: | | - Head (shoot for greater damage) | | - Arms (shoot both to set up melee stun) | | - Legs (shoot to make it fall) | | | | Oozes are the most common enemies found in Revelations, but they can be | | quite a threat, especially in groups. They attack by striking at your | | character with their spiky arm appendages. Be sure to keep your distance | | from them while one is in the area. They can move forward kind of fast at | | times so it's easy for them to hit your character quickly from close range! | | | | Shooting this enemy in the head will take off the most damage, but it's | | best to cripple it first. Shooting it in the legs a few times will make it | | fall to the floor and stay ground for a bit before it recovers - a player | | can easily shoot the head at that time for major damage. | | | | Oozes can also be shot in the arms to stun them. Shoot both of their arms | | to cripple each arm and they will get stunned and then stand in place and | | be set up for a melee attack. Move forward and press (and hold) the button | | that appears to perform a powerful melee attack that will often kill off | | the enemy. | | | | NOTE: The number of times you must shoot the legs for a fall or the arms | | for a stun depends on how big the Ooze is. They vary in size throughout | | the game. | '-----------------------------------------------------------------------------' Basically, shoot the Ooze in the legs to make it fall then shoot it in the head to damage it badly or shoot it in the arms to make each one go limp then wait for it to stun and then run up and perform a melee attack by pressing and holding the displayed button! This particular Ooze will take three arm shots to each arm in order to stun. This Ooze is the basic Ooze that Jill will run into throughout the game. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - E P I S O D E 1 - I N T O T H E D E P T H S - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Through me the way is to the city dolent; Through me the way is to the eternal dole; Through me the way among the people lost. La Divina Commedia Inferno, Canto III - - - ___________________ S C E N A R I O 1 \___________________________________________________________ ------------------------------------------------------------------------------- [WT02] Time: 3:50pm Location: Mediterranean Sea Coast Characters: Jill and Parker Sea Coast ¯¯¯¯¯¯¯¯¯ --> Objective: Investigate corpse Jill will receive the --GENESIS MANUAL VERSION,. 1.0.9 FILE-- at the start of this episode. Go ahead and fall off the stairs after gaining control of Jill. There are no items or anything of use on the walkway back up the stairs. Walk forward and examine the lump of flesh (carcass) near the man on the beach. The man (O' Brian) will tell Jill to scan the carcass. Press up on the control pad to equip the Genesis scanner. Hold L2/LB to aim the scanner then target the lump of flesh and hold the R1/RT button to scan it. O'Brian will ask Jill to scan the rest of the carcasses on the beach. --> Objective: Get a 100% analysis Scanning is a big part of Revelations. Jill can scan enemies and any strange objects. Your main goal is to reach 100% scan. Once the Genesis scanner is at 100% scan, Jill will receive a green herb. The scanner will reset back to 0% after a green herb is awarded. The scanner can be used to find hidden items and handprints as well. When an item that can be scanned is in range, a yellow dot will appear on the bottom right side of the scanner as Jill aims it. Scan the area that it targets to reveal hidden items! Scan the nearest carcass on the ground and Jill will get a reading that it has some metal object inside of it. Examine the carcass to trigger a cutscene. It's so hilarious how Jill examines biohazardous material with fingerless gloves. After the cutscene, find all the rest of the carcasses in the current area and scan them with the Genesis scanner. --------------------------------------------------------------------- ITEM LIST [ ] Handgun Ammo (+10) - On top of a yellow gas canister in some rubble along the east side of the beach. [ ] Handgun Ammo (+10) - Lying on top of a boat on the east side of the beach (near the water). [ ] Handgun Ammo (+15) - On a gas canister near the building in the west. ------------------------------------------------------------------------- SCANS [ ] Carcass - On the east side of the beach near O'Brian from the start. [ ] Carcass - On the east side of the beach near the first carcass. [ ] Carcass - On a wooden pole on the east side of the beach. [ ] Carcass - Hanging on the end of the boat in the middle of the beach. [ ] Carcass - On top of some rocks near the middle of the beach (back toward the stairs). [ ] Carcass - In front of the doors to the building in the west (this one is alive!). ------------------------------------------------------------------------------- When Jill moves near the carcass in front of the building, it will start to move! This is an actual creature - a Globster! Shoot it in the mouth as it moves toward Jill - it exposes the mouth on its bottom side every time it lifts its front end up to move forward. Just spam the mouth with handgun fire and it will die shortly afterwards. Shooting the mouth will stagger the creature and make it expose its mouth even more! .--------------------------- NEW ENEMY - GLOBSTER ----------------------------. | WEAK AREAS: | | - Mouth (shoot for greater damage and stagger) | | | | These enemies are nothing more than just lumps of flesh with a mouth on the | | underside. The mouth is the weak point and you should always try to shoot | | these enemies in their mouths as they slowly drag their bodies toward your | | character. Shooting them in the mouth will stagger them enough to where | | they will raise their mouth into the air a bit and allow your character to | | shoot the mouth even more! | | | | These enemies attack by biting from close range so just constantly back up | | if one gets too close. They are quite easy if you just keep your distance | | and shoot them in the mouth. | '-----------------------------------------------------------------------------' The building to the side cannot be opened since something is jamming it from inside. Pick up the green herb then walk through the tunnel. Be sure to scan the small carcass in the tunnel. While on the other side of the tunnel, begin to scan the carcasses around the west side of the beach. The carcass in front of the tunnel will rupture after Jill scans it. It can be scanned again after the rupture for some extra percentage. --------------------------------------------------------------------- ITEM LIST [ ] Green Herb - On the left side of the tunnel entrance in front of the building. [ ] Hand Grenade - On top of an oil drum near the carcass that ruptures. [ ] Handgun Ammo (+15) - On the ground near the front of the dock. [ ] Hand Grenade - Lying on a boat on the beach across from the dock. ------------------------------------------------------------------------- SCANS [ ] Carcass - Inside the tunnel. Very small piece of flesh. [ ] Carcass - In front of the west side of the tunnel. This one will rupture after it is scanned. Scan it again after it ruptures! [ ] Carcass - Below the water near the shore of the carcass that rupture. [ ] Carcass - In between some rocks across the dock. There is an overturned oil drum near this carcass. [ ] Carcass - At the far end of the dock. Run to the very end. [ ] Carcass - Under the dock - can be seen from the far west side of the beach. [ ] Handgun Ammo (+10) - Stand on the west side of the beach and scan the middle of the log near the dock to reveal this item. [ ] Carcass - Find the strip of the beach on the west side and follow it into the area behind the rocks and this carcass will be off to the right once Jill moves to the back of the path. [ ] Green Herb - Scan the far end of the hidden path - on the ground. ------------------------------------------------------------------------------- ******************************************************************************* [ ] - - H A N D P R I N T (1/30) - - After moving through the tunnel on the sea coast, scan the right side of the green FBC crate across from the rock near the beginning of the dock. There is a boat propped up against the wall beside this green crate. ******************************************************************************* 100% scanning will be reached before Jill has scanned all the carcasses but be sure to check the rest of the area over for items. Jill will receive a green herb once she has reached 100% and O'Brian will contact her and tell her to meet up with him. --> Objective: Join up with O'Brian Go back through the cave tunnel after finding all the items in the area and getting a 100% scan. Along the way, a Globster will bust out of the building on the other side of the tunnel and attack. Arm the handgun and shoot it in the mouth as it moves toward Jill. Walk toward O'Brian after killing the Globster to trigger a cutscene. ------------------------------------------------------------------------- SCANS [ ] Carcass - On the way back through the tunnel, after getting 100% scan, a carcass (Globster) will bust out of the nearby building and attack. Kill it by shooting it in the mouth then scan it afterwards. ------------------------------------------------------------------------------- ___________________ S C E N A R I O 2 \___________________________________________________________ ------------------------------------------------------------------------------- [WT03] Time: 6:20pm Location: Queen Zenobia Characters: Jill and Parker Kitchen ¯¯¯¯¯¯¯ --> Objective: Search for Chris We rejoin Jill and Parker aboard the Queen Zenobia after the horrific battle with the Ooze. Jill can now scan objects, enemies and whatever else with her trusty Genesis scanner. Scan the objects below and return to the previous rooms that Jill went through and scan for the items in those rooms as well! There are no enemies in the rooms that Jill previously came from. The room list below will take you back through all the rooms - it doesn't include any walkthrough writing since, well, you don't need that for scanning. ------------------------------------------------------------------------- SCANS [ ] Ooze - scan the Ooze on the floor. [ ] Handgun Ammo (+15) - Scan the grating in front of the overturned pot on the floor next to the Ooze corpse. [ ] Handgun Ammo (+5) - In the row of the three pots in the kitchen, scan the right pot. [ ] Handgun Ammo (+5) - Scan the area below the human corpse on the table. [ ] Handgun Ammo (+5) - Scan the stack of pans on the shelves near the next door. ------------------------------------------------------------------------------- Lounge ¯¯¯¯¯¯ ------------------------------------------------------------------------- SCANS [ ] Handgun Ammo (+5) - Scan the tray near the pans by the door on the other side of the room. ------------------------------------------------------------------------------- ******************************************************************************* [ ] - - H A N D P R I N T (2/30) - - After regaining control of Jill while she is aboard the Queen Zenobia, backtrack to the lounge with the lit up vending machine. The handprint is on the snack machine next to the Trish vending machine. ******************************************************************************* Mini Storage ¯¯¯¯¯¯¯¯¯¯¯¯ ------------------------------------------------------------------------- SCANS [ ] Handgun Ammo (+5) - Scan the top of the second crate from the left on the northwest side of the room. ------------------------------------------------------------------------------- Dark Hallway ¯¯¯¯¯¯¯¯¯¯¯¯ ******************************************************************************* [ ] - - H A N D P R I N T (3/30) - - After regaining control of Jill while she is aboard the Queen Zenobia, backtrack to the hallway right after stepping through the Mini Storage Room area. Look on the bottom side of the south wall while standing near the door to the storage room and this handprint is on the bottom section of the wall with two bloody handprints. ******************************************************************************* Storage Room ¯¯¯¯¯¯¯¯¯¯¯¯ ------------------------------------------------------------------------- SCANS [ ] Handgun Ammo (+5) - Scan the puddle of flesh below the shelves on the northwest side of the room. [ ] Lump of Flesh - Scan the lump of flesh in the bloody flesh pile on the east side of the room near the door to the outside area. ------------------------------------------------------------------------------- Docking Area ¯¯¯¯¯¯¯¯¯¯¯¯ ------------------------------------------------------------------------- SCANS [ ] Handgun Ammo (+5) - Scan the floor by the stack of boxes behind the metal crates right outside the door to the Storage Room. ------------------------------------------------------------------------------- Kitchen ¯¯¯¯¯¯¯ After scanning all previous rooms, return to the kitchen. Open the door on the other side. Passage ¯¯¯¯¯¯¯ Move down the hall and examine the orange door of the Detention Room at the end of the corridor. Jill will look through the opening and see Chris strapped to a chair inside the room. She will receive a new objective after contacting Parker. Jill doesn't need to examine the door, but it helps you understand what her next objective is. --> Objective: Search for key Jill needs to find the key for the room that Chris is in. Open the blue door down the side corridor. Stairway Area ¯¯¯¯¯¯¯¯¯¯¯¯¯ Be sure to move down the first set of stairs and scan the floor for a green herb pickup. Move up the stairs and open the door at the top. ------------------------------------------------------------------------- SCANS [ ] Green Herb - After entering, move down the stairs and scan the floor at the bottom of the stairs. --------------------------------------------------------------------- ITEM LIST [ ] Green Herb - At the top of the top set of stairs, this lies on the floor to the right of the door. ------------------------------------------------------------------------------- Hallway with Broken Windows ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Follow the corridor ahead and open the door down the hall to the left. A stack of yellow containers block the middle portion of the hall and we all know very well that Jill cannot hop over them without a "jump" button prompt command and... there is not one when I step near them. ------------------------------------------------------------------------- SCANS [ ] Handgun Ammo (+5) - Scan the floor near the wooden pallet that is propped against the wall to the left after stepping out of the first corridor. [ ] Handgun Ammo (+5) - Scan the box on the floor that blocks the hall along the stack of yellow containers. ------------------------------------------------------------------------------- Bunks and Restroom ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Scan for the items in the bunk bed room then enter the restroom area. As Jill walks down the restroom area with stalls, an Ooze will move out of the fourth stall, so be prepared to shoot him. Shoot him in the arms to set him up for a melee or just shoot him in the legs then blast his head when he falls. Don't let him get too close! Run back into the area with bunk beds to get some distance on him if needed. ------------------------------------------------------------------------- SCANS [ ] Green Herb - Scan the files on the ground in between the right set of bunk beds. [ ] Handgun Ammo (+5) - Scan the floor beside the yellow stack of crates on the other side of the restroom. [ ] Handgun Ammo (+5) - In the second bunk room, scan the files on the middle shelf to the side. ------------------------------------------------------------------------------- Enter the bunk room on the other side of the restroom area then step back out into the hall. There is nothing in the lockers - some of them can be opened but there are no items inside. Hallway with Broken Windows ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ There is a locked door with an anchor mark to the left down the corridor up ahead, but Jill doesn't have the key for this door yet. She will have to backtrack to unlock it later. The door directly ahead is blocked by containers, boxes and a pallet, so move around the corner. The door off to the right down the hall ahead is locked. Open the door at the very end of the hall. Corridor to Examination Room ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ A woman's yell can be heard in the distance. Move down the stairs and a woman can be seen through a window in the room below. An Ooze will hit her with the side of its spiky arm then knock her down then two Oozes will chow down on her. Move down the stairs and work your way toward the room while searching for items. Open the door to the Examination Room that the woman is in. --------------------------------------------------------------------- ITEM LIST [ ] Handgun Ammo (+10) - While standing in front of the window, open the locker down the hall to the right. ------------------------------------------------------------------------- SCANS [ ] Green Herb - Scan the files on the ground to the left before making a right to the door of the Examination Room down the hall. The files are next to an iron shutter that can't be interacted with. ------------------------------------------------------------------------------- Examination Room ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Walk toward the Oozes that stand over the woman's body and prepare to shoot them. It's a good idea to scan them both first with the Genesis scanner so scan them while they are busy chowing down on the body. Since there are two, it would be best to kill one with gunshots very quickly, so shoot one in the legs to make it fall then blast its head. It's up to you how you kill the second one. Parker will contact Jill once the Oozes are defeated. NOTE: Jill can shoot one Ooze from very far away and only one will attack. This can help out for playing it safe in fighting them one by one. ------------------------------------------------------------------------- SCANS [ ] Handgun Ammo (+5) - Scan the counter behind the box off to the left after stepping into the room. [ ] Handgun Ammo (+5) - Scan the counter next to the shelves near the window. [ ] CREW QUARTERS AREA KEY - Scan the blood beside the body of the woman. --------------------------------------------------------------------- ITEM LIST [ ] Handgun Ammo (+15) - On the counter near the body of the woman. ------------------------------------------------------------------------------- ******************************************************************************* [ ] - - H A N D P R I N T (4/30) - - After reaching the point where Jill witnesses a woman (Rachel) being killed on the other side of a glass window, move down the stairs and enter the Examination Room where she is and fight off the two Oozes. Scan the white board with the three X-rays on it directly across from the body of Rachel. ******************************************************************************* Walk over to the dead woman's body then scan the blood on the floor to the left of her. Pick up the **CREW QUARTERS KEY** from the blood next to her body. Parker will contact Jill afterwards. --> Objective: Go to room Chris was in Now that Jill has the Crew Quarters Key, it's time to backtrack to the room where Chris was tied up and save him. Leave the Examination room. Corridor to Examination Room ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ As Jill moves back up the stairs an Ooze will crawl out of a vent and fall then attack her. Be ready to gun him down. Reenter the Passage with Broken Windows. Hallway with Broken Windows ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ The locked door to the left can now be opened with the Crew Quarters Key. Unlock the door then step into the room. Laundry Room ¯¯¯¯¯¯¯¯¯¯¯¯ As Jill steps into the back of the room, an Ooze will fall out of one of the washers in the back and attack her. Defeat the creature then grab all the items in the room. There is quite a bit of scanning to be done in here. Leave the room afterwards. --------------------------------------------------------------------- ITEM LIST [ ] Handgun Ammo (+15) - Lying on the center table. [ ] Hand Grenade - Lying on the center table. ------------------------------------------------------------------------- SCANS [ ] Handgun Ammo (+5) - Scan the right box on the shelf. [ ] Handgun Ammo (+5) - Scan the top portion of the fourth dryer - it's open. [ ] Handgun Ammo (+5) - Scan the stack of yellow containers near the washers. [ ] Hand Grenade - Scan the inside of the fallen washer that blocks a door. ------------------------------------------------------------------------------- Hallway with Broken Windows ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Enter the bunk bed area down the hall once again. Bunks and Restroom ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ An Ooze will be to Jill's immediate right as she enters the room. Be prepared to shoot him quickly! Floor him by shooting him in the legs or just shoot any portion of him quick to stagger him. Another Ooze will crawl through a vent in the restroom area and yet another Ooze will be waiting by the door in the next bunk bed room. These guys know what happens when former S.T.A.R.S. partners regroup! Passage with Broken Windows ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Move down the stairs then reenter the Stairway Area. Stairway Area ¯¯¯¯¯¯¯¯¯¯¯¯¯ No enemies in here! Run down the stairs and open the door to the Passage below. Passage ¯¯¯¯¯¯¯ Parker will regroup with Jill in the passage. Unlock the door of the Detention Room where Chris is held to trigger a cutscene. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - E P I S O D E 2 - D O U B L E M Y S T E R Y - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Through every city shall Veltro hunt her, Until he hath driven her back to Hell, There from whence envy first released her. La Divina Commedia Inferno, Canto I - - - ___________________ S C E N A R I O 1 \___________________________________________________________ ------------------------------------------------------------------------------- [WT04] Time: 6:42pm Location: Mountains in Europe Characters: Chris and Jessica Mountain Trail ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Chris starts with the following items in his inventory: - Shotgun M3 6/7 - Handgun M92F 10/40 - Combat Knife - Genesis Scanner - 2 Green Herbs Chris and Jessica will start at the top of a hill on a snowy mountain in Europe. Chris starts with the Genesis scanner, so he can scan items and enemies just like Jill. Turn around and run to the top of the hill for a quick scan as shown below. ------------------------------------------------------------------------- SCANS [ ] Shotgun Shells (+3) - In the starting area, run to the far north portion of the map and scan the area in between the rocks. ------------------------------------------------------------------------------- Run to the south. A plane will pass overhead and crash eventually. Chris and Jessica will speak to each other and a new objective will be received. --> Objective: Head for the crash site Follow the mountain trail until some plane wreckage can be seen in the distance. Jessica will speak once Chris tops the hill and the plane wreckage is in view. Fall off the hill. Crash Site ¯¯¯¯¯¯¯¯¯¯ --> Objective: Search the crash site Move toward the front of the plane in the wreckage up ahead. Make sure to scan the areas listed below. There is a --ON HANDLING THE NEW PROTOTYPE-- file on the wreckage to the left. --------------------------------------------------------------------- ITEM LIST [ ] Handgun Ammo (+10) - After stepping past the black trail, this will be on the debris off to the right, near the first metal container with biohazardous material listed below. ------------------------------------------------------------------------- SCANS [ ] Handgun Ammo (+10) - Scan the right side of the metal container near the burning wreckage. [ ] Lump of Flesh - After stepping near the black trail beside the metal cage, open the metal container and scan the biohazardous material inside of the container. [ ] Shotgun Shells (+3) - After stepping past the black trail and heading toward the plane, scan the area on the ground behind the plane. [ ] Handgun Ammo (+10) - Scan the ground beside the metal container in between the torn apart plane. [ ] Lump of Flesh - Find the metal container in between the torn apart plane then examine it to make Chris open it. Scan the biohazardous material inside of the container. ------------------------------------------------------------------------------- The control panel inside the plane needs a key to be activated. Open the door inside the plane and a body will fall out from the cockpit. Scan the top portion of the body then pick up the **FLIGHT PLAN** from the body. Chris will talk to Jessica some more and a new objective will be received. ------------------------------------------------------------------------- SCANS [ ] **FLIGHT PLAN** - Scan the top portion of the body that falls out of the cockpit after opening the door. ------------------------------------------------------------------------------- ******************************************************************************* [ ] - - H A N D P R I N T (5/30) - - This handprint is found while playing as Chris on the snowy mountain in Europe. While inside the wreckage of the plane, open the cockpit door and a body will fall out. The hand print is on the plane controls in front of the right seat in the plane cockpit area. ******************************************************************************* --> Objective: Go through the mine Step out the other end of the plane. There are three breakable crates in front of the entrance to the mine. Walk toward each of the crates and slash them with Chris' knife by pressing the R1/RT button. Tap left on the control pad to switch between secondary weapons. Chris will not have a secondary weapon at the moment besides the knife anyway. Walk toward the gate to the mine and tap the action button (X/A) to have both characters lift the gate. ------------------------------------------------------------- BREAKABLE OBJECTS [ ] Small Crate - In front of the mine entrance [ ] Small Crate - In front of the mine entrance [ ] Large Crate - On top of a metal crate in front of the mine entrance (Shotgun Shells +3) ------------------------------------------------------------------------------- Mine Tunnel ¯¯¯¯¯¯¯¯¯¯¯ Follow the snowy trail and fall off the ledges up ahead. Wolves can be heard howling in the distance as the two characters fall. Walk toward the cave area ahead. A new enemy will appear once Chris and Jessica step into the cave. .--------------------------- NEW ENEMY - FENRIR ------------------------------. | WEAK AREAS: | | - Head (shoot for greater damage) | | | | Fenrirs are wolf enemies that have their rib cages protruding from their | | sides. They attack much like any four-legged wolf or dog enemy in | | previous RE titles. They will run and perform a jumping bite attack. | | | | Fenrirs attack in packs most of the time, so it's best to spread fire over | | the whole group to keep them from attacking. Fire at them while they run | | to make them fall to the ground then shoot them while they are grounded. | | A handgun will work fine from a distance, but as they get in closer, use a | | heavier weapon such as a shotgun or machine gun. | | | | NOTE: Like Oozes, some Fenrirs are bigger than others and take more shots | | to stagger or knock down. | '-----------------------------------------------------------------------------' Mine Cave ¯¯¯¯¯¯¯¯¯ Three Fenrir enemies will attack. Keep your distance from them and shoot them with the handgun as they run toward the characters. If they are shot while they run, they will fall over allowing your character to damage them further. Make sure to spread fire on all of them as they get closer. Don't ever focus on only one while other Fenrirs are running toward your character. The handgun will work fine from a distance, but blast them with the shotgun if they ever get too close. ------------------------------------------------------------------------- SCANS [ ] Shotgun Shells (+3) - Scan the ground near the stacked sandbags on the southeast side of the cave. ------------------------------------------------------------- BREAKABLE OBJECTS [ ] Small Crate - Outside the tunnel in the north while in the cave. ------------------------------------------------------------------------------- It doesn't matter which tunnel that the characters go through up ahead. Both tunnels lead to a bridge area. A pack of Fenrirs will attack near the bridge. Shoot them with the handgun from a distance but be sure to take out the shotgun and start to fire once they get close. One of the Fenrirs is bigger than the others. NOTE: If Chris and Jessica move down the left tunnel, the bigger Fenrir can be seen in the distance well before he sees the characters. Shoot him from a distance with the handgun and kill him and he will not be able to call on the other Fenrirs - they will not appear. --------------------------------------------------------------------- ITEM LIST [ ] Shotgun Shells (+3) - On top of the wooden crate near the bridge. [ ] Handgun Ammo (+10) - On top of the wooden table near the bridge. ------------------------------------------------------------------------- SCANS [ ] Green Herb - Scan the ground near the sandbag between the wooden crate and wooden table near the bridge. ------------------------------------------------------------------------------- Mine Bridge ¯¯¯¯¯¯¯¯¯¯¯ Run across the bridge. Once Chris reaches the rock platform on the other side, three Fenrirs will hop across the gap in the bridge up ahead. Don't even try to hit them with the handgun since they start out so close. Take out the shotgun and blast them when they get close. Hop across the gap up ahead. Take the items from the crates. Chris will receive some B.O.W. decoys. These will make a sound that attracts enemies after they are thrown and then they will blow up after a few seconds. They are basically weak grenades that lure enemies! Fall off the ledge up ahead to land in the snowy cave area up ahead. --------------------------------------------------------------------- ITEM LIST [ ] B.O.W. Decoy - On top of the wooden crate on the other side of the gap. [ ] B.O.W. Decoy - On top of the wooden crate on the other side of the gap. [ ] Handgun Ammo (+10) - On top of the wooden crate on the other side of the gap. ------------------------------------------------------------------------------- Mine Storage ¯¯¯¯¯¯¯¯¯¯¯¯ After Chris falls from the ledge, stay below the ledge with Chris' back to the wall. Arm the shotgun since Fenrirs will attack in a big group. One of them is bigger than the others, but it won't matter much if Chris uses the shotgun here. If you decide to use a B.O.W. Decoy, toss it when the Fenrirs begin to move toward Chris and Jessica. A B.O.W. Decoy is not required here though - the shotgun works just fine at keeping away the Fenrirs. Collect all the items in the cave then run to the south and follow the trail on the south side of the cave. --------------------------------------------------------------------- ITEM LIST [ ] B.O.W. Decoy - On top of the boards in the middle of the cave. [ ] Handgun Ammo (+10) - On top of the left side of the stack of boards in the middle of the cave. [ ] Shotgun Shells (+3) - On top of a wooden crate on the south side of the cave. [ ] Green Herb - On top of the wooden crate on the west side of the cave. ------------------------------------------------------------------------- SCANS [ ] B.O.W. Decoy - Scan the ground in between the boards on the right side of the stack of boards. [ ] Handgun Ammo (+15) - Scan the ground near the sand bags by the west wooden crate. [ ] B.O.W. Decoy - Scan the ground in between the two boulders on the south side of the cave. ------------------------------------------------------------------------------- Jessica will begin to ask about Jill as Chris moves along the trail up ahead. Be sure to scan the handprint on the stalagmite mentioned below. Drop off the ledge further ahead. ******************************************************************************* [ ] - - H A N D P R I N T (6/30) - - While in the Mines with Chris and Jessica, they will fight several Fenrirs in the area with many stacked boards in the center. After fighting the Fenrirs, move to the south. This handprint is on the right stalagmite in the set of stalagmites off to the left before dropping off the ledge ahead. Jessica will start to ask about Jill as Chris enters this area. ******************************************************************************* Jessica will run ahead once Chris moves toward the crates further to the east. Break the crates then move outside. Break the single crate outside then move along the snowy trail to the left. ------------------------------------------------------------- BREAKABLE OBJECTS [ ] Small Crate - After falling off the ledge after fighting several wolves in an area with stacked boards, this will be off to the right. [ ] Small Crate - After falling off the ledge after fighting several wolves in an area with stacked boards, this will be off to the right. [ ] Small Crate - After falling off the ledge after fighting several wolves in an area with stacked boards, this will be off to the right. [ ] Small Crate - After falling off the ledge after fighting several wolves in an area with stacked boards, this will be off to the left. [ ] Small Crate - After falling off the ledge after fighting several wolves in an area with stacked boards, this will be off to the right outside the area with the other crates. ------------------------------------------------------------------------------- Mine Cliffs ¯¯¯¯¯¯¯¯¯¯¯ Try to hop over the gap to join up with Jessica and a cutscene will activate as Chris slips from the ledge. Chris will fall into the pit below the ledges. He cannot move from the area he lands in. While Chris is on the ground, he can only fire his handgun. --> Objective: Wait for Jessica NOTE: Equip your B.O.W. decoys after you regain control of Chris - press control pad left to equip them. Eventually Fenrirs will start to attack Chris. They will hop off the ledge above Chris and rush at him from the sides. Try to fight them off with the handgun as best you can (shoot one Fenrir to ground it then shoot another to ground it as well), but toss a B.O.W. decoy grenade if too many of them attack at once. Chris should have a great deal of B.O.W. decoys by now, so don't worry about using them all up. Use them all if you have to! It really doesn't matter since this is the final area with enemies while playing as Chris for this portion of the episode. Constantly turn to the left and right to watch for Fenrirs. The Fenrirs will attack in several waves. The main objective with the handgun is to shoot them just enough to knock each one over then shoot another. Don't just focus on one! They can group up easily, so always be ready to toss a B.O.W. decoy if needed. Try to only reload when Fenrirs are at a great distance or no Fenrirs are in the area. Press the Triangle/Y button to heal with a green herb if needed. Chris can still heal while on the ground just like while he's standing. Jessica will be shooting some of the Fenrirs with her rifle. Eventually Jessica will move down the ledge and join up with Chris. Chris is not in the clear once Jessica falls however! Continue to blast the Fenrirs and toss B.O.W. decoys even after Jessica falls. Once Jessica moves toward Chris, the Fenrirs will stop their attack. Jessica will walk toward Chris and help him up. --> Objective: Go through the mine It seems that Jessica has that special touch that keeps Chris moving since he can once again walk after she helps him up. Although wounded a bit, I think Chris will make it... so long as Jessica is around to look at- I mean... help him out when needed. Jessica will begin to ask about Jill again. Climb the yellow ladder on the west side of the pit. Follow the trail past the small dropoff then have both characters lift the gate at the end. Move toward the destination point up ahead to trigger a cutscene. ___________________ S C E N A R I O 2 \___________________________________________________________ ------------------------------------------------------------------------------- [WT05] Time: 8:32pm Location: Guest Cabin Characters: Jill and Parker Guest Room ¯¯¯¯¯¯¯¯¯¯ Jill is now trapped in a room while still aboard the Queen Zenobia. Parker will contact Jill over radio shortly. --> Objective: Escape the room All of Jill's items and weapons have been taken. She cannot fight back against enemies or scan for items at the moment. The only option that she has left is to search the room and hope that her perpetrators have left her with some sort of means of escape on accident... sort of like what happens in all games. If Jill examines the front door it is locked. There is a circuit board beside the door. The panel on the circuit board is screwed in. Walk over to the bathroom door beside the bed and push the cabinet out of the way so that Jill can open the door. Step inside the bathroom and pick up the green herb from near the door. Check the toilet lid. Jill will lift up the lid. There is a screwdriver taped to the bottom of the lid. Take the **SCREWDRIVER** from off the bottom of the lid. There will be a sound in the guest room behind Jill after she snatches the screwdriver. Jill can also drain the tub of its dirty water but there is nothing inside the tub. There are no small keys or zombies in the water. Leave the room and step back into the Guest Room. --------------------------------------------------------------------- ITEM LIST [ ] Green Herb - On the bathroom floor in the corner closest to the door. ------------------------------------------------------------------------------- Move toward the entrance door. An Ooze will bust out of the large closet to the right. Jill has no weapons, so now the game will force a player to learn how to dodge enemy attacks! Press the left thumbstick upward or press left thumbstick down + X/A in order to dodge an enemy attack. Wait for the Ooze to move close to Jill then input either dodge command to dodge its attack - press the command as soon as the Ooze holds one of its arms back. If Jill dodges the attack, the Ooze will miss with its attacks and bang its head into the nearby TV. It will be stunned for a while. Walk over to the panel near the door and examine it. Unlike the 3DS version, a player does not need to remove the screws on the panel since Jill will do that automatically. Jill will have to line up plugs along glowing lights on the circuit board inside. The object here is to line up each plug along a glowing light so that the wires that are attached to the plugs all glow. They should create some sort of shape once they are all lined up. Move the cursor on the screen with the left thumbstick and highlight a plug then use the X/A button to grab a plug then move it with the left thumbstick and then press the button again to drop it in a socket. PUZZLE SOLUTION: .-------------------. | 1 |2| 3 | | | | 4 5 |6| | | | | |7| |8| 9 | '-------------------' 2 to 4 8 to 2 7 to 8 .-------------------. | 1 |2| 3 | | | | |4| 5 |6| | | | | 7 |8| 9 | '-------------------' FINAL SHAPE OF LIGHTS: O / \ / \ O O \ / \ / O The second after Jill solves the puzzle, the door will unlock and the Ooze will recover and start to move toward Jill. Quickly open the door and step outside. Don't try to confront the Ooze without a weapon. Guest Hallway ¯¯¯¯¯¯¯¯¯¯¯¯¯ The door down the hall directly ahead has a padlock on it and Jill doesn't have the key or any type of weapon, so she will have to move down the right hall and open the door at that end. Parker will contact Jill before she opens the door. NOTE: If Jill runs to fetch the handgun ammo, an Ooze will block her path down the right hall. It's really best to just leave the handgun ammo with how hard dodging can be at times. --------------------------------------------------------------------- ITEM LIST [ ] Handgun Ammo (+10) - On the second cabinet in the outside hall in front of guest room door. ------------------------------------------------------------------------------- Library (Second Floor) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ --> Objective: Join up with Parker Open the door to the room directly across from Jill. She will enter a restroom. Restroom ¯¯¯¯¯¯¯¯ It's good to grab the green herb in this room just in case Jill needs to heal. Once Jill runs to the other side of the stalls and tries to work her way back to the entrance door, an Ooze will bust out the last stall on the left on her way back. Run over to the green herb and pick it up then leave immediately before the Ooze has a chance to attack. --------------------------------------------------------------------- ITEM LIST [ ] Green Herb - On floor on the far side of the restroom stalls. ------------------------------------------------------------------------------- Library (Second Floor) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Run over to the door on the north side of the area and open it. Hallway with Paintings ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Follow the corridor ahead. Examine the painting at the end of the corrior. The painting will slide upwards and reveal a safe that requires a keycard. It's good to go ahead and expose this hidden safe so you'll remember it later. Jill will find the keycard much later! Walk down the corridor to the right. An Ooze will quickly dash to the right at the intersection up ahead. Quickly run toward the intersection and make a left then open the door down the left end. There will be two Oozes the other way, so Jill doesn't want to go that way - oh no! Guest Room 2 ¯¯¯¯¯¯¯¯¯¯¯¯ There is a shotgun strapped to a plaque near the bed in this room. Below the shotgun there is a wooden pedestal with a circular indention to place something. Sadly, Jill doesn't have whatever that object may be. Grab both handgun bullet pickups then exit the room through the entrance door. --------------------------------------------------------------------- ITEM LIST Handgun Ammo (+15) - On the cabinet beside the bed. Handgun Ammo (+15) - On the larger cabinet beside the closet. ------------------------------------------------------------------------------- Hallway with Paintings ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ When Jill opens the door, the Oozes will not be at the other end of the hall anymore! One of them is actually down the right hall now, so quickly dash toward the door at the opposite end of the hall across from Guest Room 2 then open that door. As Jill moves toward the door, an Ooze will open the top to one of the wooden containers to the left and crawl out. Run toward the next door, Jill! Haul ass, Ms. Valentine! Hallway To Exhibit Room ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Move around the left corner then run to the door at the end of the hall and step into the next room. The sound of Oozes can be heard on the other side of the door. Exhibit Room ¯¯¯¯¯¯¯¯¯¯¯¯ An Ooze is chowing down on something that was very bloody over to the left side of the long cabinets in the room. Run along the right side of the cabinets then quickly push the small cabinet away from the door on the other side of room. Immediately after two pushes, open the door on the other side before the Ooze has a chance to attack Jill. Dining Room ¯¯¯¯¯¯¯¯¯¯¯ Move along either side of the top floor of the Dining Room then go down either set of stairs. The metal door in the middle of the stairs is locked. It has a symbol of an anchor on the door. The door on the east side of the room has an iron fence covering it and there is a helmet mark on the fence. --------------------------------------------------------------------- ITEM LIST [ ] Handgun Ammo (+15) - Lying on a chair near a table on the east side of the Dining Room. [ ] Handgun Ammo (+15) - On the wooden cabinet on the north side of the room. ------------------------------------------------------------------------------- As Jill runs toward the door on the west side of the bottom floor, Parker will open the door and regroup with Jill. Follow Parker as he steps back into the hall behind the door on the west side of the Dining Room. Outside the Library ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ --> Objective: Retrieve weapons Parker will be waiting near the double door room in the next area. The door on the south side of this current area is locked and requires a keycard to open it. Parker will hand over three B.O.W. decoys to Jill. These can be used in the next room to kill some of the Oozes inside. Open the double doors and step into the next room. --------------------------------------------------------------------- ITEM LIST [ ] B.O.W. Decoy (+3) - Parker will give these to Jill. ------------------------------------------------------------------------------- Library ¯¯¯¯¯¯¯ Step around the left side of the long bookcase. There is an Ooze on the right side of the back of the long bookcase and there will be an Ooze behind the left side of the first left bookcase once Jill steps behind the long bookcase. Run in between the two smaller bookcases and rush to the door to quickly avoid the Oozes and exit the room. Second Library ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ There is an Ooze immediately around the right side of the long bookcase to the right but he will stand still and not attack unless Jill moves toward him. Another Ooze will be shuffling down the corridor to the left. Quickly toss a B.O.W. decoy at the Ooze to the left then wait as it goes off and kills him then run down that left side. Be prepared to immediately throw another B.O.W. decoy as another Ooze attacks once Jill rounds the corner at the end - toss the B.O.W. grenade before Jill rounds the corner. Wait for it to go off then immediately run toward the door on the west side of the room. Jill will have to move around the left side of the back bookcase since the other side is blocked off. Storage Hallway ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Parker will run ahead then run toward an iron door with bars on it. He will mention that the weapons are in the nearby room. The room down the right corridor is locked from the other side, so join up with Parker near the iron door. Both characters will kick down the door! Now, why can't characters in Resident Evil games simply kick down doors that block their passage all the time...? Don't answer that since many video game companies would be out of ideas for fetch and retrive missions then. --------------------------------------------------------------------- ITEM LIST [ ] Handgun Ammo (+10) - On a cabinet near the locked door. [ ] Custom Parts - On a cabinet near the door of the room with the weapons. (Damage 1) ------------------------------------------------------------------------------- Pick up the **STOLEN EQUIPMENT** to get all of Jill and Parker's weapons once again. There is a green crate in the room. This crate is a weapon crate that can be used to install parts on a gun. Jill picked up the custom parts in the hall just a few minutes ago, so open the crate and see what parts she got from that pickup. Jill should have gotten the "Damage 1" part. Place that upgrade on the M92F handgun to increase the damage of each shot slightly. Step back out into the hall and a new objective will be received. NOTE: Press the Square/X button to go to the custom part placement screen while highlighting a weapon. The top three blue slots on the weapon crate inventory screen represents Jill's current inventory. She can only hold three guns at a time. All other guns must be stored in a weapon crate once she gets more of them. ------------------------------------------------------------------------- SCANS [ ] Handgun Ammo (+5) - Scan the floor to the right of the green crate near the wooden crates. ------------------------------------------------------------------------------- --> Objective: Head for the bridge Scan the area mentioned below then step into the room to the north. ------------------------------------------------------------------------- SCANS [ ] Handgun Ammo (+5) - Scan the top of the cabinet below the painting that leans against the wall across from the locked door. ------------------------------------------------------------------------------- Guest Room 3 ¯¯¯¯¯¯¯¯¯¯¯¯ Parker will mention that this is the room that he was stuck in. As you can see, Parker solved a panel circuit puzzle to get out of his holding room as well. He must be reading my guide too! The only thing to do in this room is to scan the area below the bed. The bathroom has nothing special inside of it. Step back out into the hall then reenter the Second Library area. ------------------------------------------------------------------------- SCANS [ ] Hand Grenade - Scan the floor on the right side of the bed. ------------------------------------------------------------------------------- Second Library ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Two Oozes are in this room now. The first Ooze is in the middle of the bookcases and the second is near the door on the other side of the room. When moving around a corner be sure to watch for them. Open the door on the other side of the Library to enter the first library area. ------------------------------------------------------------------------- SCANS [ ] Handgun Ammo (+5) - Scan the inside portion of the clock on the north wall. ------------------------------------------------------------------------------- Library ¯¯¯¯¯¯¯ Two Oozes are in this Library as well. Be sure to watch for them while moving around the book shelves. The --BOTANY PLANTS WITH MEDICINAL PROPERTIES - 3RD EDITION-- file can now be easily read on the other side of the Library - it's right near the door on the other side. Open the door and continue back into the Area outside the Library. Outside the Library ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Step back out into the Dining Room. ------------------------------------------------------------------------- SCANS [ ] Custom Parts - Across from the Library doors, scan the top of the cabinet that lies below a small wooden container. (Fire Rate 1) ------------------------------------------------------------------------------- Dining Room ¯¯¯¯¯¯¯¯¯¯¯ One Ooze will crawl out from under a table in the Dining Room and attack as Jill steps into the room. Move up the stairs and open the door at the top. ******************************************************************************* [ ] - - H A N D P R I N T (7/30) - - Once Jill and Parker get their weapons back, return to the Dining Room. Move to the northeast side of the Dining Room and the handprint is on the east side of the chicken on the nearby table. ******************************************************************************* ------------------------------------------------------------------------- SCANS [ ] Handgun Ammo (+5) - Scan the floor below the covered shelf near the fenced door on the east side of the bottom floor. [ ] Hand Grenade - On the second floor of the Dining Room, scan the small bookshelf across from the door. ------------------------------------------------------------------------------- Exhibit Room ¯¯¯¯¯¯¯¯¯¯¯¯ The first Ooze in the room will move toward Jill from off to the right as she steps inside. Be ready to blast him or back up as he comes toward Jill. The second Ooze will not attack unless Jill steps around the left side of the cabinet - he will fall through the ceiling. A player can avoid him by not moving to that side. Either way, open the door on the other side of the room. ------------------------------------------------------------------------- SCANS [ ] Handgun Ammo (+5) - Scan the blood on the floor where the Ooze is standing upon entering the room. ------------------------------------------------------------------------------- Hallway to Exhibit Room ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ There are no enemies in this hall, so move down the corridor and enter the next room. ------------------------------------------------------------------------- SCANS [ ] Handgun Ammo (+5) - Scan the left side of the large cabinet near the door on the other side of the room. ------------------------------------------------------------------------------- Hallway with Paintings ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ There are no Oozes in this hall either. There is no reason to reenter Guest Room 2 since Jill does not have the circular object to release the shotgun and there is nothing to scan in that room. Move down the hall to the left then open the door at the end. Library (Second Floor) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ It's a good idea to use a grenade here. Once Jill enters this room, a new Ooze (Pincer) will be moving toward her from directly ahead and a normal Ooze will be shuffling toward her from the other side of the walkway. The new Pincer Ooze will slice twice while in close range - they are very deadly from up close. Toss a grenade at the Pincer Ooze to kill it or damage it badly then shoot the remaining enemies with the handgun. There is no reason to enter the restroom unless you want to fight the Ooze inside, so open the door on the right side of the second floor to continue. Guest Hallway ¯¯¯¯¯¯¯¯¯¯¯¯¯ Reenter the Guest Room that Jill was held captive in. Guest Room ¯¯¯¯¯¯¯¯¯¯ There is a hand print in the bathroom. Read below. ******************************************************************************* [ ] - - H A N D P R I N T (8/30) - - Once Jill and Parker get their weapons back, return to the guest room where Jill was held captive then enter the bathroom. The handprint is on the wall below the shower head above the tub. ******************************************************************************* Guest Hallway ¯¯¯¯¯¯¯¯¯¯¯¯¯ Walk toward the door with the padlock and chain on it and use the knife to slash off the padlock then open the door. Elevator Hallway ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ The metal door the corridor to the left is locked and has the marking of a helmet on the door. Run down the hall to the right and open the elevator doors then move inside. Press the button on the side then choose to go to the Bridge. --------------------------------------------------------------------- ITEM LIST [ ] Handgun Ammo (+10) - Lying on the table across from the entrance door. ------------------------------------------------------------------------------- Hallway to Bridge ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ At the end of the hall, open the door. Jill can examine the broken padlock below the door. Someone has been here! Locker Room ¯¯¯¯¯¯¯¯¯¯¯ Open the door on the other side of the room. --------------------------------------------------------------------- ITEM LIST [ ] Green Herb - Open the locker to the right on the left side of the room after entering. [ ] Shotgun Shells (+8) - Open the locker to the left on the left side of the room after entering. ------------------------------------------------------------------------- SCANS [ ] Handgun Ammo (+5) - Scan the stack of yellow boxes on the bottom shelf on the left side of the room. ------------------------------------------------------------------------------- Passage to Bridge ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Open the door to the Bridge. Bridge ¯¯¯¯¯¯ Ah, the controls have been fried! Take the handgun ammo case from the long set of Bridge controls. Ammo cases allow Jill to hold more ammo at at time with whatever weapon type the case is - in this case, your Jill can now hold more handgun ammo. Examine the middle portion of the long set of bridge controls to trigger a cutscene. ------------------------------------------------------------------------- SCANS [ ] Hand Grenade - Scan the floor below the small pipes on the left (southeast) side of the room. --------------------------------------------------------------------- ITEM LIST [ ] Handgun Ammo Case - On the left side of the long set of controls. ------------------------------------------------------------------------------- ******************************************************************************* [ ] - - H A N D P R I N T (9/30) - - Once Jill gains access to the Bridge, while facing the long set of controls in the Bridge control room, this hand print is on the far right window behind the long set of controls. ******************************************************************************* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - E P I S O D E 3 - G H O S T O F V E L T R O - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Be silent, thou accursed wolf; Consume within thyself with thine own rage. Not causeless is this journey to the abyss. La Divina Commedia Inferno, Canto VII - - - ___________________ S C E N A R I O 1 \___________________________________________________________ ------------------------------------------------------------------------------- [WT06] Time: One Year Ago Location: Terragrigia Characters: Parker and Jessica NOTE: Parker does not have a Genesis scanner and he will not receive one, so there are no scans to be made for this portion of the episode. Command Room ¯¯¯¯¯¯¯¯¯¯¯¯ Parker will start out in the meeting room in Terragrigia. Morgan Lansdale will be on the phone up up ahead. Walk around toward the desks and take all the ammo that is in view. --------------------------------------------------------------------- ITEM LIST [ ] Machine Gun Ammo (+30) - On one of the desks on the right side of the room. [ ] Handgun Ammo (+10) - On one of the desks on the right side of the room. [ ] Machine Gun Ammo (+30) - On one of the desks on the right side of the room. [ ] Machine Gun Ammo (+30) - On one of the desks on the left side of the room. [ ] Machine Gun Ammo (+30) - On one of the desks on the left side of the room. [ ] Handgun Ammo (+10) - On one of the desks on the left side of the room. [ ] Hand Grenade - On one of the desks on the left side of the room. [ ] Green Herb - On the back table on the left side of the room. ------------------------------------------------------------------------------- Lansdale will give the order to evacuate to Parker, Jessica and Raymond. Eventually O'Brian will walk toward Lansdale and speak to him a bit. Leave the room after the conversation by stepping out the double doors in the back. Front Hall ¯¯¯¯¯¯¯¯¯¯ --> Objective: Kill all enemies in hall Jessica will rush down the stairs and step toward the middle of the bottom floor in the main hall. Follow her. --------------------------------------------------------------------- ITEM LIST NOTE: Most of these directions are listed as if Parker is coming down the stairs into the main hall and facing the front doors. [ ] Green Herb - Near a sign on the left side of the upper floor. After exiting the conference room, follow the walkway to the left to find this at the end. [ ] Green Herb - Under the stairs, in the back portion of the bottom floor near a sofa. [ ] Handgun Ammo (+10) - Under the stairs, in the back portion of the bottom floor on a sofa. [ ] Machine Gun Ammo (+30) - On the bottom floor to the right side of the middle stairs. [ ] Machine Gun Ammo (+30) - On the bottom floor to the right side of the middle stairs. [ ] Machine Gun Ammo (+30) - On the bottom floor to the side of the right set of stairs. [ ] Hand Grenade - On the right set of stairs, near a barricade, by the front desk. [ ] Green Herb - On the left side of the front counter (while facing it). [ ] Green Herb - On the far right side of the main hall in a corner. [ ] Hand Grenade - On top of a set of boxes on the left side of the room up under the left set of stairs. [ ] Machine Gun Ammo (+30) - On top of a set of boxes on the left side of the room up under the left set of stairs. [ ] Handgun Ammo (+10) - Near the top of the left set of stairs. ------------------------------------------------------------------------------- As you can see above, there are several ammo and herb pickups in the main hall. A new enemy will attack in several groups shortly. .--------------------------- NEW ENEMY - HUNTER ------------------------------. | WEAK AREAS: | | - Head (shoot for greater damage) | | - While dashing forward (shoot to stun) | | - Any portion of body (shoot to ground) | | | | The Hunter is a very familiar enemy to any Resident Evil fan that has stuck | | with the series from the beginning. The Hunter in Revelations is much like | | the Beta Hunters found in Resident Evil 3: Nemesis. They often attack in | | groups and they hop and jump around a character quite a bit. They can | | slash while jumping and they have ground slash attacks as well. | | | | A Hunter's main weak point is its head. Any shot to the head will take off | | the greatest amount of damage. Shots to other portions of the body can be | | just as good however since it can be knocked down very easily. After | | receiving shots to any portion of the body, a Hunter will eventually fall | | to the ground and be open to further damage until it gets up. A player can | | use that time to aim at its head and shoot for greater damage or continue | | to spam the creature with ammo in any part of its body. | | | | A Hunter can be set up for a melee attack if it is shot while it dashes | | forward. The forward dashing is quite random and a player most likely | | won't be setting up a stun intentionally on a Hunter. Most of the time the | | Hunters will be in a group, so charging a melee will be difficult since | | your character will be left open to attack at that time. Gunfire is really | | the best way to kill a Hunter. A machine gun or a shotgun are the best | | weapons to use. | '-----------------------------------------------------------------------------' If you've been playing the Resident Evil series for a while then you'll be very familiar with the Hunter enemies that will attack. They attack in groups of three and there will be three waves of Hunter enemies. Blast them with the machine gun and try to keep all of them on the screen at one time. A Hunter group is really only hard if one manages to get behind your character. Keeping them all one side is the main difficulty in fighting them. Jessica will help out a bit, but Parker will be the main one fighting this battle. --> Objective: Head for the elevator Move up the right set of stairs and run to the back hall. Jessica will wait by the entrance to the hall on the upper floor. Stairway to Elevator ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Parker will pass by a bloody elevator that is blocked off. Move up the stairs and follow Jessica. Hunters will start to climb the walls of the building outside. Open the doors to the elevator. Don't just rush into the elevator however, since there is a Hunter inside the elevator. Quickly step away from the doors then shoot him. Move into the elevator and take it up to the top floor. Parker and Jessica will talk for a while then the elevator will stop working and stop on a lower floor. The two characters will have to get out of the elevator and run to another elevator. Elevator Area ¯¯¯¯¯¯¯¯¯¯¯¯¯ --> Objective: Head for the other elevator Run down the hall to the side then open the door around the corner. Storage Room ¯¯¯¯¯¯¯¯¯¯¯¯ A Hunter will bust through the window to the right and attack after the two characters move past the shelf. Kill the Hunter then open the door on the other side of the room. --------------------------------------------------------------------- ITEM LIST [ ] Machine Gun Ammo (+30) - Lying on a table around the corner. ------------------------------------------------------------------------------- Office Hallway 1 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ A Hunter can be seen up ahead as Parker steps into the hall. It will hop over a barricade up ahead. Ignore the room to the left for now and hop over the barricade then take the items on the floor behind it. A Hunter will leap out from behind the stacked boxes as Parker moves toward the shotgun ammo, so be ready to blast him. As Parker runs back to the barricade, two more Hunters will attack from behind the stack of boxes - either kill them or run. Backtrack to the door to the nearby room then step inside - a Hunter can already be seen inside. NOTE: Wait for the Hunter in the Conference Room to step away from the door before entering or he will be close enough to slash Parker right after entering. --------------------------------------------------------------------- ITEM LIST [ ] Green Herb - On the floor past the barricade. [ ] Machine Gun Ammo (+30) - On the bloody floor past the barricade. [ ] Handgun Ammo (+10) - On the bloody floor past the barricade. [ ] Shotgun Ammo (+8) - On some stacked boxes past the barricade. ------------------------------------------------------------------------------- Conference Room ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ One Hunter is walking around in this room, so blast him then step out the other end of the room. --------------------------------------------------------------------- ITEM LIST [ ] Machine Gun Ammo (+30) - On a chair near the center table. ------------------------------------------------------------------------------- Office Hallway 2 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Run down the left side of the hall and enter the room at the end. Storage Room 2 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Collect all the items then leave the room. --------------------------------------------------------------------- ITEM LIST [ ] Green Herb - Lying on a box across from the door. [ ] Shotgun Ammo (+8) - On a shelf in the back of the room. [ ] Shotgun Ammo (+8) - On a box in the back of the room. [ ] Hand Grenade - On a shelf in the back of the room. [ ] Hand Grenade - On a shelf in the back of the room. ------------------------------------------------------------------------------- Office Hallway 2 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Once Parker opens the door and steps back out into the hall, a Hunter will be to his right, so prepare to blast it. Run down the hall and pick up the ++SHOTGUN M3++. The M3 shotgun works very well for knocking back Hunters when they get in close range. Use the machine gun from long range then take out the shotgun and blast the Hunters once they get too close from now on. --------------------------------------------------------------------- ITEM LIST [ ] ++SHOTGUN M3++ - Lying near some boxes right outside the Meeting Room. ------------------------------------------------------------------------------- As Parker moves further down the hall, some Hunters will leap out from behind the boxes behind him and attack. Turn around and blast the three Hunters that group. Follow the hall to the next room. Locker Room ¯¯¯¯¯¯¯¯¯¯¯ Check the lockers for ammo and items then exit the room via the door on the other side. --------------------------------------------------------------------- ITEM LIST [ ] Green Herb - On the floor across from the entrance door. [ ] Hand Grenade - Check the right set of lockers (first locker) [ ] Handgun Ammo (+10) - Check the right set of lockers (left locker) [ ] Machine Gun Ammo (+30) - Check the left set of lockers (left locker) ------------------------------------------------------------------------------- Office Hallway 3 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Parker and Jessica will talk a bit about O'Brian once the two characters step into this hall. Step toward the barricade in the side corridor. A Hunter will hop over the barricade and attack so be prepared to shoot him. Hop over the barricade and move down the hall to the left. Two Hunters will attack from the other side of the corner as Parker rounds the corner at the end of the hall. Open the door to the stairway at the end of the hall after killing the Hunters. Stairway ¯¯¯¯¯¯¯¯ Start to move up the stairs. Jessica will mention that the elevator is on the sixth floor. Parker can't open the door to any other floor, so keep moving up the stairs until he reaches the sixth floor door then open the door. The fifth floor door will shake a bit as Hunters hit at it from the other side, but they can't get through. --------------------------------------------------------------------- ITEM LIST [ ] Green Herb - In a corner on the floor up the first set of stairs. ------------------------------------------------------------------------------- Outside the Stairway ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Collect the ammo from the table down the right corridor then open the double doors. --------------------------------------------------------------------- ITEM LIST [ ] Hand Grenade - On a table down the right corridor. [ ] Machine Gun Ammo (+30) - On a table down the right corridor. ------------------------------------------------------------------------------- Main Office ¯¯¯¯¯¯¯¯¯¯¯ There are no items in the locker to the left. Hop over the barricade in between the cubicles up ahead. A Hunter will attack from off to the left. Follow the path to the left. Go ahead and blast any Hunters that are at a distance. They are most likely still searching for prey, but they will see Parker and Jessica shortly, so why not surprise them? --------------------------------------------------------------------- ITEM LIST [ ] Green Herb - After hopping over the first barricade, this will be in the last cubicle on the right. [ ] Machine Gun Ammo (+30) - Open the locker at the far end of the next corridor after hopping over the barricade. ------------------------------------------------------------------------------- Follow the corridors in between the cubicles and collect the ammo along the way then open the door on the other side of the room. --------------------------------------------------------------------- ITEM LIST [ ] Handgun Ammo (+10) - On the floor near some blood along the right path with cubicles. [ ] Handgun Ammo (+10) - Inside the lockers across from the exit door. [ ] Shotgun Ammo (+8) - Inside the lockers across from the exit door. ------------------------------------------------------------------------------- Hallway Outside Main Office ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Run to the shutter down the right corridor then try to lift it by pressing the action button and Jessica will help out in lifting it. Elevator Lobby ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Follow the hall ahead then step into the area in front of the elevator. There are plenty of machine gun and shotgun ammo pickups along the way, so be sure to stock up. --------------------------------------------------------------------- ITEM LIST [ ] Machine Gun Ammo (+30) - On a box near a barricade before stepping into the area in front of the elevator. [ ] Hand Grenade - On a box near the barricade mentioned above. [ ] Shotgun Shells (+8) - Near a sign in the area with the elevator. [ ] Shotgun Shells (+8) - Near a sign in the area with the elevator. [ ] Machine Gun Ammo (+30) - On a sofa in the area with the elevator. [ ] Machine Gun Ammo (+30) - On a sofa in the area with the elevator. [ ] Handgun Ammo (+10) - On a sofa in the area with the elevator. [ ] Machine Gun Ammo (+30) - On a box in the area with the elevator (close to the elevator doors) [ ] Green Herb - Near a sofa in the area with the elevator (close to the elevator doors). ------------------------------------------------------------------------------- Walk over to the elevator and press the button to call the elevator to the current floor. As you might have guessed, the Hunters are on their way, and the elevator won't make it fast enough before they get to the characters, so guess what? The game ends here! No. Parker and Jessica will have to fight through many waves of Hunters as the elevator makes its way to the current floor. Find a corner to stand in and stand with Parker's back to a wall so that the Hunters cannot surround Parker. It's very important that you do not let the Hunters surround your character. Use the machine gun from a distance and switch to the shotgun for close range combat. Don't be afraid to use hand grenades at this part. Spam them if necessary since Parker won't need them after this battle. Parker should have plenty of hand grenades! The characters will fight through several waves of Hunter groups. The doors to the elevator will eventually open and Parker can step inside and press the button to end the battle instantly when they do. Parker can stay behind and kill all waves of Hunters however. Once the elevator arrives, only one wave is left, so there aren't that many more to go. Don't get massacred while trying to make a break for the elevator. Just stay and fight if you have to. Inside the Elevator ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Take the elevator to the top floor. Jessica and Parker will have a conversation on the way to the top floor. Hallway to Heliport ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ --> Objective: Head for the heliport Step out of the elevator and follow the corridor ahead. Move up the stairs then open the door at the top. Heliport ¯¯¯¯¯¯¯¯ Run toward the helicopter on the helipad to trigger a cutscene. ___________________ S C E N A R I O 2 \___________________________________________________________ ------------------------------------------------------------------------------- [WT07] Time: 9:00pm Location: Queen Zenobia/Bridge Characters: Jill and Parker Bridge ¯¯¯¯¯¯ --> Objective: Search the bridge The story now rejoins Parker and Jill back on the bridge of the Queen Zenobia. If Jill has scanned all scannable areas and collected all items on the Bridge during the last episode there will be nothing left to do in the Bridge area. Walk toward the stairs that Raymond was standing next to and move down to the corridor below them then open the door at the bottom. Bridge Hallway ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ The elevator directly ahead is out of power, so it cannot be used at the moment. Find the items to the side of the elevator then move down the next corridor. --------------------------------------------------------------------- ITEM LIST [ ] Handgun Ammo (+10) - On the table to the left near the elevator doors. [ ] Green Herb - On the table to the left near the elevator doors. ------------------------------------------------------------------------------- At the intersection, an Ooze will be waiting down the left corridor. Move back down the hall then shoot as he steps into view. The iron door down the left corridor is locked and has a helm mark on it. Open the door down the right corridor at the intersection. Conference Room ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Collect the **HELM KEY** from off the railing near the windows directly ahead on the left side of the room. Be sure to scan the room over for the many pickups inside. There is a --SHIP LAYOUT-- file on the back portion of the table that can be read. The safe in the back of the room is locked. Jill will need a keycard to unlock it later. Leave the room once Jill has collected everything. --------------------------------------------------------------------- ITEM LIST [ ] **HELM KEY** - On the railing near the windows on the left side of the room. [ ] Shotgun Shells (+5) - Lying on the table. [ ] Handgun Ammo (+10) - On the floor behind the table. [ ] B.O.W. Decoy - On the shelf in the back of the room. [ ] B.O.W. Decoy - On the shelf in the back of the room. [ ] Custom Parts - Lying on the table. (Damage 2) ------------------------------------------------------------------------------- Bridge Hallway ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Run to the other side of the hall and use the Helm Key to unlock the iron door with the Helm mark on it. The Study ¯¯¯¯¯¯¯¯¯ Check the room over for items. Jill can examine the --DISCARDED MESSAGE-- file on the small table at the front of the room. Take the --UPPER INTERIOR MAP-- from the plaque behind the small table. Grab the **CREST** from the bookcase near the desk in the back of the room. This can be placed back on the indention below the shotgun once Jill works her way back to Guest Room 2. --------------------------------------------------------------------- ITEM LIST [ ] Handgun Ammo (+15) - On the cabinet below the deer head near the entrance door. [ ] Upper Interior Map - On the plaque on the wall behind the small table. [ ] **CREST** - On a bookcase near the desk in the back of the room. ------------------------------------------------------------------------- SCANS [ ] Shotgun Shells (+3) - Scan the gut of the body once Jill turns the chair in the back of the room toward her - examine the chair first. ------------------------------------------------------------------------------- There is a --HISTORY OF THE QUEEN ZENOBIA-- file on the back desk that can be read. Examine the chair with the body in it and Jill will turn the chair around to reveal a partially decomposed body. Scan the body with the Genesis scanner and take the shotgun shells from its gut... with maggots crawling all over it... Leave the room afterward - nothing more to see. Ugh... Bridge Hallway ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ --> Objective: Go to Communication Room Jill needs to backtrack to some rooms now. Parker will mention that they should go to the Emergency Communication Room and try to contact HQ. Return to the Bridge. Bridge ¯¯¯¯¯¯ Parker will mention that him and Jill should find Raymond (red-haired guy). Leave the room by stepping back into the passage through the other door and then go back into the Locker Room. Locker Room ¯¯¯¯¯¯¯¯¯¯¯ An Ooze will be in the room now. Quickly shoot him in the legs to make him fall then blast his head while he is on the ground. He can get to Jill quickly from his starting area, so ground him fast! Step back into the hallway then get on the elevator and take it to the "Upper Cabins". NOTE: At this point, go ahead and go to the "Lower Cabins" then unlock the door at the end of the hall. An Ooze will attack in that hall - he'll crawl out of a container. You'll find a green herb in the hall and be able to access the weapons crate also. Beware the second Ooze in the hall with the weapon crate however. Return to the elevator and take it up to the Upper Cabins. --------------------------------------------------------------------- ITEM LIST [ ] Green Herb - On a cabinet down the hall outside the elevator door in the Lower Cabins. ------------------------------------------------------------------------------- Elevator Hallway ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Run to the end of the hall and use the Helm key to unlock the iron door with the Helm mark on it. Guest Room 4 ¯¯¯¯¯¯¯¯¯¯¯¯ Walk over to the small table and take a look at the --NOTE FOUND IN ROOM 303-- file. The only thing left in this room are some gun parts that can be found by scanning the floor below the bed. Exit the room after scanning them then open the next door in the hall outside. ------------------------------------------------------------------------- SCANS [ ] Illegal Custom Parts - Scan the floor below the right end of the bed. (Burst 1) ------------------------------------------------------------------------------- Guest Hallway ¯¯¯¯¯¯¯¯¯¯¯¯¯ Jill needs to get to the Dining Room from her current position. Go through the door down the southwest corridor then open the door on the south side of the second floor of the Library. Hallway with Paintings ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ There is a locked safe ahead of Jill once again. Move down the hall to the right then make a left and step into Guest Room 2. Guest Room 2 ¯¯¯¯¯¯¯¯¯¯¯¯ Place the crest on the circular indention on the pedestal below the plaque with the shotgun to receive the ++SHOTGUN WINDHAM++ weapon. As soon as Jill gets this item, an Ooze will bust out of the closet to her right and attack. Use the shotgun to blast it since it starts so close to Jill or quickly run back to the entrance door and blast it with the handgun. Exit the room and step back out into the hall. --------------------------------------------------------------------- ITEM LIST [ ] ++SHOTGUN WINDHAM++ - Place the crest on the circular indention below the shotgun on the plaque to remove the metal pieces that hold the shotgun in place and receive it as a weapon. ------------------------------------------------------------------------------- Hallway with Paintings ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Open the door down the hall directly ahead. Jill will be in the Hallway to the Exhibit Room after stepping into the next room. Run to the end of the hall then move through the Exhibit Room to once again enter the Dining Room. Dining Room ¯¯¯¯¯¯¯¯¯¯¯ The characters will run into a new type of Ooze in the Dining Room. An Ooze (Tricorne) that fires bones will attack on the upper floor walkways. There are two of these. They hold up a big bone hand and fire bones at their targets. The best way to deal with the new Tricorne Oozes is to shoot their bone hand when they hold it up. They're weak point is their head, but shooting at the bone hand will stagger them and make them drop their hand to keep them from firing. They are the weakest type of Ooze, so it's not really worth shooting them in the head since a few shots to about any portion of their body will kill them quickly. Kill them both then move to the bottom floor. Approach the door that has a fence over it and use the Helm key to make the fence slide upward. Open the door then open the next door behind it. Grand Hall ¯¯¯¯¯¯¯¯¯¯ Wow! What a spectacular room to show off what the 3DS was capable of in terms of graphics - now that is on your big screen TV though, so it looks sort of... less spectacular. Jill will enter a big hall. Run to the opposite side of the current floor and try to open the door on the other side. A fence blocks the door and it has a Lifebuoy mark on it. Read the --NOTE LEFT IN FRONT OF THE EMERGENCY COMMUNICATIONS ROOM-- file to the left of the door. You've got to love these file names! ******************************************************************************* [ ] - - H A N D P R I N T (10/30) - - On the second floor of the Grand Hall, while in front of the locked shutter that blocks the door to the Communications Room, turn around and this handprint is on the wall across from that shutter. Aim up a bit. [ ] - - H A N D P R I N T (11/30) - - On the first floor of the Grand Hall, find the shutter that blocks the door to the Casino on the east side. Move to the northeast a bit and this print is on the glass display on the northeast wall. It's above some steps. ******************************************************************************* --> Objective: Find Comm. Room Key The Promenade Deck is through the door on the bottom floor along the other side of the Grand Hall. Be sure to take note of the green weapon crate near the Communication Room door nearby. Place your most powerful part upgrades on the shotgun. Before going to the Promenade Deck entrance, move up the stairs through the door on the west side of the second floor of the Grand Hall. Step out to the third floor on top. Find the door with the hall behind it on the southeast side and enter that hall then open the two doors at the other end to enter the Solarium. Solarium ¯¯¯¯¯¯¯¯ Holy God! What the hell are those egg sacs on the ceiling? Those weren't there in the 3DS version. There are a total of four sacs that are hanging on the ceiling of the Solarium. These are actually new enemies for the console version. They will not attack Jill for now or after she does everything she needs to in this room. Jill must return to this room later however. Be sure to scan the enemies on the ceiling for bonus scan percentage. Move toward the pool in the center of the area. Some sort of mutant growth with spikes all over it is covering the pool in the Solarim. Solve the puzzle on the control box to gain access to the Solarium Pump Room on the south side then step inside the Pump Room. PUZZLE SOLUTION: .-------------------. | |1| |2| |3| | | | | 4 5 6 | | | | |7| |8| |9| | '-------------------' 3 to 4 2 to 3 1 to 2 4 to 1 7 to 4 8 to 7 5 to 6 2 to 8 6 to 2 .-------------------. | |1|----|2|----|3| | | | | | | 4 5 6 | | | | | | |7|----|8|----|9| | '-------------------' FINAL SHAPE OF LIGHTS: O------- O -------O | | | | O O | | | | O------- O -------O --------------------------------------------------------------------- ITEM LIST [ ] Handgun Ammo (+10) - Inside the first closed locker to the left. [ ] Green Herb - Inside the second closed locker to the left. ------------------------------------------------------------------------- SCANS [ ] Lump of Flesh (x3) - There are three lumps of flesh on the growth covering the pool that can be scanned. ------------------------------------------------------------------------------- Solarium Pump Room ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Move around the side of the pipes and use the controls to activate the pumps for the pool outside in order to purify the water. Be sure to grab the ++M40A1 RIFLE++ that is propped up against the wall to the right of the pump controls. Step back into the Solarium when ready. Your guide author here is honestly not a rifle user at all, so it's really up to your preferences if you want to place upgrades on the rifle or not. I don't really even bother with rifles ever since RE4 since sniping with a handgun or any other weapon works just fine. They are great for quick heavy damage when you don't have a magnum however and the rifle is great to have right now to keep from wasting too much handgun and shotgun ammo. I often keep the rifle to shoot normal enemies to keep from wasting other ammo in Revelations. ******************************************************************************* [ ] - - H A N D P R I N T (12/30) - - While in the Solarium Pump Room on the upper floor of the Grand Hall, a handprint is on the panel of the control box on the south wall beside the three tanks. ******************************************************************************* --------------------------------------------------------------------- ITEM LIST [ ] Custom Parts - On the table beside the controls for the pump. (Fire Rate 1) [ ] ++M40A1 RIFLE++ - Propped against the wall to the right of the controls for the pump. ------------------------------------------------------------------------------- Solarium ¯¯¯¯¯¯¯¯ The pool will not be fully purified until the next episode. The enemies that are on the ceiling will not attack as Jill exits this area. Leave this area for now. Step back out into the Grand Hall. Grand Hall ¯¯¯¯¯¯¯¯¯¯ Move to the bottom floor of the Grand Hall then open the door to the Promenade Deck area on the west side of the bottom floor. --------------------------------------------------------------------- ITEM LIST [ ] Custom Parts - This is lying on a stand inside of a wall indention to the right of the door to the Promenade Deck. (Long Magazine 1) ------------------------------------------------------------------------------- Promenade Deck Stairs ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Dear god. What in the world is that voice in the distance? MayDAAAAAY! Move down the stairs up ahead then break the crate below the stairs for an item. Move back up the stairs then open the door off to the side. ------------------------------------------------------------- BREAKABLE OBJECTS [ ] Small Crate - Below the stairs next to the closed shutter. ------------------------------------------------------------------------------- Storage Hallway ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Pick up the collectibles on the shelf near the end of the hall as listed below. Open the door on the left side of the hall when ready. --------------------------------------------------------------------- ITEM LIST [ ] Rifle Ammo (+6) - On one of shelves near the weapon crate. [ ] Handgun Ammo (+15) - On one of the shelves near the weapon crate. ------------------------------------------------------------------------------- Promenade ¯¯¯¯¯¯¯¯¯ Look off to the right and there is a Tricorne Ooze near the railing of the walkway on the other side. Take out the rifle and shoot him. A normal Ooze will move along the walkway shortly. Try to kill them both with rifle shots. Follow the walkway and step out onto the walkway that the Tricorne Ooze was on. --------------------------------------------------------------------- ITEM LIST [ ] Rifle Ammo (+6) - On the table right after exiting from the Storage Hallway. [ ] Green Herb - On the table in the room after moving across the first walkway. ------------------------------------------------------------------------------- At the end of the walkway, to the left is a shutter that both characters can lift, but don't worry about that shutter just yet. There is a weapon crate across from the top of the stairs off to the right - use this for any last minute preparations since a big battle is coming up! Move down the stairs to the right for now and collect the items down there first. The iron door in the small room is locked for now. Go back and lift the shutter after collecting all of the items. --------------------------------------------------------------------- ITEM LIST [ ] Custom Parts - On the table below the stairs before lifting the shutter in the Promenade area. (Fire Rate 2) ------------------------------------------------------------------------- SCANS [ ] Shotgun Ammo Case - Scan the boxes on the middle shelf in the small room below the stairs before lifting the shuter in the Promenade area. ------------------------------------------------------------------------------- The disturbing voices are coming from the room up ahead. There is a door with a padlock inside that holds something on the other side of the door. Whatever it is, it is banging on the other side of the door and yelling. A boss fight will start as soon as the padlock is removed. It's best to scope out the current area and grab all items and take a look at the area before Jill removes the padlock. ******************************************************************************* [ ] - - H A N D P R I N T (13/30) - - After entering the Promenade, this can be found on the east set of top cabinets in the Café. After lifting the shutter, ignore the room with the trapped Scagdead enemy and move down the walkway to the left. Run down the stairs and the Café will be right in front of Jill. Move forward and to the right then look up and the handprint will be on those cabinets. ******************************************************************************* --------------------------------------------------------------------- ITEM LIST [ ] Rifle Ammo (+7) - On the table cabinet right across from the door with the padlock. [ ] Shotgun Shells (+7) - On a table that is out on a balcony on the south side of the top floor. [ ] Green Herb - On a table next to the stairs that lead to the bottom floor. [ ] Shotgun Shells (+6) - On a table on the bottom floor. [ ] Handgun Ammo (+15) - On a counter near a shutter on the bottom floor. [ ] Rifle Ammo (+6) - Near some sinks on the bottom floor (Café). [ ] Shotgun Shells (+7) - On a table on the bottom floor (Café). [ ] Handgun Ammo (+15) - On a table on the bottom floor (Café). [ ] Handgun ammo (+15) - Onn the bottom floor, lying on the floor near the iron double doors. ------------------------------------------------------------------------------- There are several red explosive canisters around the area. Be sure that you take a look at where all the explosive canisters are located. Top Floor 1) In the actual room that is padlocked. 2) Right outside the room with the padlocked door. 3) Through the doorway on the south side near the stair railing. Bottom Floor 4) Near the middle pillar in the Café. 5) Near the bottom of the stairs. Take note of the two dropoff areas on the top floor also. Jill can use these dropoffs to instantly drop to the first floor and avoid attacks: 1) Down the dead end walkway outside the room with the padlock. 2) Along the middle walkway. Take extra special note of the area in the Café where Jill can hop over the counter. This area holds great significance for the upcoming battle. BOSS: Scagdead Attacks: o Grab - He will grab forward with his monster head. If this hits Jill, she is dead. This is an instant kill grab where he will slice her with his saw blade arm while holding her in the air with his creature mouth. o Dashing Saw Attack - He will race forward and stick out his saw blade arm then hit Jill with the saw blade. This leaves Jill in danger status. Heal directly after this hits Jill. o Mouth Traps - He will fire out small creature mouths with teeth that will lie on the floor and grapple Jill and hold her in place if she steps over them. These can be shot with a handgun to get rid of them. Weak Areas: - the head of the human body on his left shoulder (major damage) Run toward the door with the padlock and hit it with the knife when you're ready to fight. Be sure to move away from the door. The officer that is now an Ooze (Scagdead) will knock down the door and start to attack. Oozes will now begin to spawn around the area from various portions of the outside area while Jill fights the Scagdead. Normal Oozes, Pincer Oozes and Tricorne Oozes will start to spawn in the area outside. To defeat the Scagdead, Jill will have to damage him VERY heavily. Start damaging him by leading him toward an explosive barrel then shoot the explosive barrel. Once the explosion goes off, he will be stunned. Run up to him while he is stunned then press and hold the displayed button and let the melee fully charge then allow the melee to hit him once it is fully charged. This will take off some big damage from him. Lead the Scagdead around to all the explosive canisters and shoot each one with Jill's handgun then run up and melee attack him afterwards. Toss any hand grenades that Jill has at the Scagdead. Don't spare any grenades if Jill has any - use them all! Once all the explosive canisters are gone, the Scagdead will have to be weakened with gunfire. His weak point is the head of the remaining half of the actual officer's body that sticks out of his left shoulder. Shoot that area and he will eventually get stunned and will be set up for another melee. NOTE: There is a very helpful trick to beating this boss. Lead the Scagdead toward the Café on the bottom floor then constantly hop back and forth over the counter and shoot at him from the other side. He will constantly move back and forth by the railing to try to hit Jill, so just keep hopping back and forth over the railing to avoid him. Jill can shoot the Scagdead with the rifle while hopping back and forth. Don't get too close to the counter or he can hit Jill through the counter. The Scagdead will drop the **LIFEBUOY KEY** once he dies. Go back up to the room that the Scagdead was in to find some extra pickups. Be sure to check out the --COMMUNICATIONS OFFICER'S JOURNAL-- file on the shelf in the room the Scagdead was trapped in as well. ******************************************************************************* [ ] - - H A N D P R I N T (14/30) - - After killing the Scagdead enemy (Mutant Communications Officer), run back up to the second floor and enter the room he was held in. This handprint is on the top stacked crate, on the side that faces the door. ******************************************************************************* --------------------------------------------------------------------- ITEM LIST [ ] Random Ammo - On the shelf in the room that the Scagdead was in. ------------------------------------------------------------------------- SCANS [ ] Rifle Ammo (+3) - Scan the floor near the stacked boxes in the room that the Scagdead was in. ------------------------------------------------------------------------------- --> Objective: Go to Communication Room Open the iron double door on the west side of the bottom floor. Solve the puzzle on the control box in order to activate the elevator. PUZZLE SOLUTION: .-------------------. | |1| 2 |3| | | | | 4 5 6 | | | | |7| 8 |9| | '-------------------' 1 to 8 3 to 5 9 to 3 7 to 1 .-------------------. | |1| 2 |3| | | | | 4 |5| 6 | | | | 7 |8| 9 | '-------------------' FINAL SHAPE OF LIGHTS: O O \\ // \ \ / / \ O / \ / O Take the elevator up to the Deck. Guest Cabin ¯¯¯¯¯¯¯¯¯¯¯ Scan the handprint listed below in this room, then step back into the elevator and take it to the Promenade once again. ******************************************************************************* [ ] - - H A N D P R I N T (15/30) - - Activate the elevator by solving the puzzle on the control box in the hall on the west side of the Promenade then take the elevator up to the Deck. While in the Guest Cabin up above, scan the table on the left (south) side of the room. The table has some blood on it and the handprint is right near that blood. ******************************************************************************* NOTE: Do not take the ammo or any of the items in the Guest Cabin. Leave it all there. You're basically entering this room early through my advice. Jill will need all of that ammo much later. Leave it for now. Promenade ¯¯¯¯¯¯¯¯¯ Use the Lifebuoy Key to unlock the single iron door across from the Café to unlock the door. Move back up the stairs and backtrack through the hall past the walkway. Go back to the Grand Hall. Grand Hall ¯¯¯¯¯¯¯¯¯¯ Run up the stairs and use the Lifebuoy Key to raise the fence in front of the door to the Control Room Area then open the door and the next door afterwards to trigger a cutscene that will end this episode. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - E P I S O D E 4 - A N I G H T M A R E R E V I S I T E D - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Solve for me that knot, Which has entangled my conceptions here. It seems you can see, if I hear rightly, Beforehand whatsoe'er time brings with it. La Divina Commedia Inferno, Canto X - - - ___________________ S C E N A R I O 1 \___________________________________________________________ ------------------------------------------------------------------------------- [WT08] Time: 9:28pm Location: Emergency Communication Room/Queen Zenobia Characters: Jill and Parker Emergency Communication Room ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ We once again join Jill and Parker back on the Queen Zenobia. They have just met with Raymond and seen that the Communications Room controls have been destroyed. Take a look at the --SAFETY PROCEDURES-- file on the left set of controls. Be sure to collect all the items. There is nothing left to do in the Communications Room, so step back out into the Grand Hall. --------------------------------------------------------------------- ITEM LIST [ ] Shotgun Shells (+4) - On the front controls. [ ] Rifle Ammo (+4) - On the counter to the right. [ ] Hand Grenade - On the counter near the door. ------------------------------------------------------------------------- SCANS [ ] Rifle Ammo (+3) - Scan the left set of controls on the left end. ------------------------------------------------------------------------------- Grand Hall ¯¯¯¯¯¯¯¯¯¯ Raymond will be waiting out in the Grand Hall as Jill steps outside. Take the **IRON ANCHOR KEY** from his hand when he offers it to Jill. Jill needs to head for the Bilge, which can be accessed through the Casino. --------------------------------------------------------------------- ITEM LIST [ ] **IRON ANCHOR KEY** - Raymond will hand this over to Jill in the Grand Hall after exiting the Emergency Communications Room. ------------------------------------------------------------------------------- --> Objective: Head for the bilge Before going to the Bilge, make a stop back by the Solarium if you used the pump to purify the water in the pool during the last episode. Move up the stairs through the doors on the west side of the Grand Hall then open the door on the southeast side of the third floor and follow the hall to the Solarium. Solarium ¯¯¯¯¯¯¯¯ The new enemies that were on the ceiling will start to attack Jill while she is in the Solarium now. These enemies are referred to as a "Wall Blister". Only one of them attacks in this area (unless they are random). .------------------------ NEW ENEMY - WALL BLISTER ---------------------------. | WEAK AREAS: | | - Mouth (shoot for greater damage) | | | | The Wall Blister is a new enemy that is exclusive to console versions of | | Revelations. This enemy hangs curled up on the ceilings of some rooms and | | may or may not attack Jill. The Wall Blisters that actually attack in | | campaign seem to be scripted attacks. They will attack Jill at a certain | | point depending on when she enters a room and also where she moves in a | | a room. You can literally avoid some Wall Blister attacks by not moving to | | a certain portion of a room. | | | | The Wall Blister does not have that high of a health amount. Jill doesn't | | even really have to focus on aiming at its weak mouth area to kill it fast | | since it will die with a few handgun shots or a close range shotgun blast | | to the front portion of its body. The most dangerous part about a Wall | | is its main attack. It will run straight toward Jill and follow her while | | it dashes. If it grabs her, it will perform an instant kill attack. This | | enemy literally auto-targets a player and will turn corners while dashing, | | so don't focus on trying to run from it - focus on killing it quickly. It's | | best to focus on killing a Wall Blister right when it falls. It is not a | | hard enemy but it can kill Jill very easily if she runs from it or tries to | | avoid it. | '-----------------------------------------------------------------------------' Wall Blisters are not all that tough. A few shots from a more powerful weapon other than a handgun will kill them pretty fast. They look threatening, but they aren't as strong as they look. Be sure to kill the Wall Blister that attacks Jill. Running from this enemy is what can make it hard. It has an instant kill grab that it can catch Jill with so very easily if she tries to get away from it or avoid it. Kill the Wall Blister by shooting it with a few handgun shots or a close range shotgun blast. It will go down quickly regardless of how fearful it may look. All of the Wall Blisters can be rescanned for bonus percentage with the scanner once again in the Solarium. The pool water is now purified, but the mutant growth is still covering the pool. Jill can now swim through the water in the pool however. Move toward the ladder and dive into the pool. Swimming Controls: .---------------------------------------------. | X/A | Dive | | Left Thumbstick | Swim | | Right Thumbstick | Turn Jill while swimming | '---------------------------------------------' Swim into the tunnel area and make an immediate right then find the area with the ladder and then surface and climb the ladder. Climb up to the diving board off to the left. ******************************************************************************* [ ] - - H A N D P R I N T (16/30) - - In the Solarium that is accessed through the Grand Hall, use the pump controls to purify the pool in episode 3 then reenter the Solarium in episode 4. Dive into the pool then swim into the tunnel and make an immediate right then swim and find the ladder in the water and climb it. Climb up to the diving board off to the left. Walk toward the end of the diving board and look through the scanner and this handprint will be near the end of the diving board. ******************************************************************************* --------------------------------------------------------------------- ITEM LIST [ ] Rifle Ammo (+12) - On top of the diving board. [ ] Machine Gun Ammo Case - On top of the diving board. ------------------------------------------------------------------------- SCANS [ ] Lump of Flesh - In the mutant growth to the right side of the diving board. ------------------------------------------------------------------------------- Swim through the right tunnel and surface on the other side. There is an air pocket in the middle of the pool but it's not really needed since the tunnel is not that long to swim through. Climb the ladder on the other side of the pool. --------------------------------------------------------------------- ITEM LIST [ ] Magnum Ammo (+6) - Swim down the left corridor in the pool and this will be on the floor. ------------------------------------------------------------------------------- There are a BUNCH of items on the other side of the pool. Be sure to look over them all and collect what Jill needs. Exit the Solarium after collecting all of the items. --------------------------------------------------------------------- ITEM LIST [ ] Custom Parts - On a sunbathing chair. (Long Magazine 2) [ ] Illegal Custom Parts - On the counter of the gazebo. (Charge Shot 1) [ ] B.O.W. Decoy (x3) - On the back counter of the gazebo. [ ] Hand Grenade (x3) - On the back counter of the gazebo. [ ] Handgun Ammo (+15) - On the counter of the gazebo. [ ] Handgun Ammo (+15) - On the counter of the gazebo. [ ] Rifle Ammo (+4) - On a sunbathing chair. [ ] Shotgun Shells (+7) - On a sunbathing chair. [ ] Shotgun Shells (+4) - On a sunbathing chair. ------------------------------------------------------------------------- SCANS [ ] Shotgun Shells (+10) - Scan the fallen lamp on the northeast side. [ ] Lump of Flesh (x2) - Jill can scan two flesh pieces on the pool growth along the other side. ------------------------------------------------------------------------------- Grand Hall ¯¯¯¯¯¯¯¯¯¯ Jill needs to get to the Casino now. The door to the Casino is on the bottom floor. It's directly underneath the door that leads to the Communication Room. Walk over to the door then use the Iron Anchor Key on the fence that covers it to raise it then open the door and the next door to enter the Casino. NOTE: Since Jill now has the Iron Anchor Key, she can go back to the Dining Room in the Cafeteria area and get the items listed below. There is now a Wall Blister hanging off the railing of the right side of the second floor and a Wall Blister in the center portion of the ceiling in the Dining Room. Neither of them will attack Jill though. Captain's Dining Area (Backtrack) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Grab all the items in the room then head back out to the Dining Room. ------------------------------------------------------------------- ITEM LIST [ ] Random Ammo - Lying on the table. [ ] Random Ammo - Lying on the table. [ ] Magnum Ammo (+6) - Lying on the cabinet by the table. ----------------------------------------------------------------------- SCANS [ ] Illegal Custom Parts - Scan the floor near the chair. (Infighter 3) (HELL MODE ONLY!] [ ] Custom Parts - Scan the floor below the small table on the other side of the room. (Infighter 1) ----------------------------------------------------------------------------- Casino ¯¯¯¯¯¯ All the power is out in the Casino at the moment, so Jill will turn on her light. Examine the pedestal on the fountain below the stairs and Jill will look toward a coin that is in a hole in the pillar above the water. Move up the small staircase on the northwest side of the Casino then pull the switch on the control panel along the wall. --------------------------------------------------------------------- ITEM LIST [ ] Green Herb - Below the stairs on the north side of the Casino. [ ] Handgun Ammo Case - On the ticket booth counter on the south side of the Casino. ------------------------------------------------------------------------- SCANS [ ] Magnum Ammo (+1) - Scan in between the Casino girl's breasts - up the small staircase in the back of the Casino. Hilarious. ------------------------------------------------------------------------------- ******************************************************************************* [ ] - - H A N D P R I N T (17/30) - - Use the switch to turn on the light in the Casino. This handprint is on one of the slot machines to the south of the set of stairs the characters use to enter the Casino. Facing the row of five slot machines in the back on the south side, this handprint is on the left side of the fourth slot machine. ******************************************************************************* Power will be restored back to the Casino and water will begin to flow into the fountain. The coin that was in the hole on the pillar will be knocked into the water. Walk over to the front of the fountain and press the button on the pedestal. The streams of water will release the T-Abyss virus into the fountain and the fish inside the water will mutate. These mutated fish are known as Ghiozzo. .--------------------------- NEW ENEMY - GHIOZZO -----------------------------. | WEAK AREAS: | | - NONE | | | | Ghiozzo are fish that have been infected with the T-Abyss virus. They can | | attack from water and on land. They are mainly found in the water in the | | main story, but they are fought once while out of water in the Casino and a | | few other areas. They attack by jumping and biting. | | | | Ghiozzo are very weak to any type of weapon. Just the standard handgun | | will kill them in two shots. One shot will knock them over to where a | | player can easily hit them once again. This works while they are in water | | and out of water. They are not that big of a threat, but they are often | | fought in groups, which are usually more than two Ghiozzo at a time, so | | they can easily outnumber a player. | '-----------------------------------------------------------------------------' The Ghiozzo will leap out of the water and attack. They move quite well on dry land so run away from the group of them as they leap out of the water and shoot them from a distance. The handgun will work fine in killing them quickly. It should only take two shots to kill each one. The first shot will knock over the Ghiozzo and the second shot will kill it. The final Ghiozzo will drop the **COIN** that was in the water. Jill needs to use the coin on the machine above the small staircase, but she needs more than one coin. Find a slot machine that is turned on and walk over to it then interact with it to play. Jill will insert the coin and the game usually always hits jackpot then Jill receive a **BUNDLE OF COINS** from the machine. If the machine doesn't hit jackpot then she will get a coin back, so try again. Check the --CASINO STAFF'S REPORT-- file on the other side of the fountain. It mentions the Casino girl machine next to the door up above the stairs. It says that the precise weight of the machine must be equal to "107 grams". Move up the stairs and check the Casino girl standup at the top. In order to solve the puzzle, you need to bet a certain amount of bronze, silver and gold coins to make the weight of the coins equal 107 grams. Use the on-screen controls to raise or lower your coin amount. Select the "BET" option to bet your coins. Bet the following: .------------------------. | Bronze Silver Gold | | 3 2 4 | '------------------------' The door to the side of the Casino girl will unlock if Jill betted enough coins to equal 107 grams. Open the door. VIP Room ¯¯¯¯¯¯¯¯ Use the weapon crate near the table if needed. On the sofa is a --A SCRIBBLED MEMO-- file - this file mentions the Wall Blister enemies and is exclusive to the console version. Walk to the back of the VIP Room then climb down the ladder. Well, Jill elects to fall down the ladder actually. That's a pretty big drop there! --------------------------------------------------------------------- ITEM LIST [ ] Shotgun Shells (+8) - On the sofa directly across from the entrance door. [ ] Handgun Ammo (+15) - Below a chair near the table. [ ] Rifle Ammo (+8) - On the table. ------------------------------------------------------------------------- SCANS [ ] Custom Parts - Scan the area below the lamp on the cabinet. (Critical 1) ------------------------------------------------------------------------------- Ventilation Area ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Jill will drop into an area with fans. Drop down the next ladder as well. Wall Blisters are on the right and left walls of this bottom tunnel. Run over to the opposite side of the floor below and climb the ladder. Move down the tunnel then drop into the next area. Lift Area ¯¯¯¯¯¯¯¯¯ Parker will get on the lift in the middle of the room. Try to pull the switch and there will be no response. Parker will examine the controls to the lift. The key is missing! Parker will stay on the lift and Jill must search for the key. --------------------------------------------------------------------- ITEM LIST [ ] Custom Parts - Below the metal control unit on the southwest side of the room. (Bind I) ------------------------------------------------------------------------------- --> Objective: Search for key to lift Open the double doors to the south. Hallway to Elevator ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Walk over to the elevator. It needs power, so walk over to the control box on the right side of the wall and solve the plug puzzle to restore power. Line the plugs up as shown below. PUZZLE SOLUTION: .-------------------. | |1| 2 |3| | | | | 4 |5| |6| | | | | 7 |8| 9 | '-------------------' 5 to 2 6 to 7 1 to 4 8 to 9 .-------------------. | 1 |2| |3| | | | | |4| 5 6 | | | | |7| 8 |9| | '-------------------' FINAL SHAPE OF LIGHTS: O ---- O / | / | / | O | | | | | | | O ----------- O Step into the elevator and take it to the floor above. It will automatically take Jill to the floor. It will take her back to the beginning area of the Queen Zenobia basically. Elevator Hallway ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Parker will contact Jill and mention Rachel and the woman that was attacked much earlier in the Queen Zenobia on the current floor. That might have been Rachel! Run around the west corner of the area then move down the hall to the north. A Pincer Ooze will crawl out from a side corridor and attack. Take out the shotgun and blast him or use the handgun to slowly kill him. It's really best to use the shotgun for the bigger Oozes now. Open the door down the north hall. --------------------------------------------------------------------- ITEM LIST [ ] Green Herb - Open the locker on the right side at the end of the north hall. ------------------------------------------------------------------------------- Lounge ¯¯¯¯¯¯ Two Oozes will attack as Jill steps further into the Lounge area. If Jill didn't take all of the handgun ammo in these areas her first time through, it will still be there, so check around the area if Jill needs handgun ammo. Open the door at the other end. Kitchen ¯¯¯¯¯¯¯ Open the door on the other side of the Kitchen. Once again, all the scannable ammo pickups will still be in the room if Jill didn't collect them all earlier. Passage ¯¯¯¯¯¯¯ Walk toward the door of the Deterntion Room up ahead. Jill will peep through the opening in the door. Something will scare her a bit. Open the door afterwards. Detention Room ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Take out the shotgun upon entering then blast the Ooze in the room. Pick up the Custom Parts then check out the --MYSTERIOUS INSTRUCTIONS-- file on the table to the side. There is nothing else to do in the room, so leave it and step back out into the hall then open the next door to the side. ******************************************************************************* [ ] - - H A N D P R I N T (18/30) - - In the Detention Room, where Jill and Parker found the dummy of Chris in episode 1, this handprint is on the left side of the yellow flag that is on the left wall. ******************************************************************************* --------------------------------------------------------------------- ITEM LIST [ ] Custom Parts - In the back of the Detention Room. (Fire Rate II) ------------------------------------------------------------------------- SCANS [ ] Rifle Ammo (+3) - Scan the floor where the Custom Parts were. ------------------------------------------------------------------------------- Stairway Area ¯¯¯¯¯¯¯¯¯¯¯¯¯ Move up the stairs and open the door at the top. Hallway with Broken Windows ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ As Jill rounds the corner up ahead, an Ooze will attack, so have the shotgun ready to blast him. Move further into the hall ahead then open the door to the left. Bunks and Restroom ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ A Pincer Ooze will fall right out of an overhead vent as Jill moves down the restroom area. Shoot the bastard with an close shotgun blast as he lands for trying to scare Jill. Move into the other bunk room then exit back out into the hall. Hallway with Broken Windows ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Jill now has the Iron Anchor Key that can open the iron door down the next corridor, so use the key to unlock the iron door then step inside. Bunk Room ¯¯¯¯¯¯¯¯¯ Collect all the items then open the next door. --------------------------------------------------------------------- ITEM LIST Machine Gun Ammo (+75) - On a bunk bed. Machine Gun Ammo (+75) - On a bunk bed. Green Herb - On a bunk bed. Hand Grenade - On a bunk bed. ------------------------------------------------------------------------------- Weapon Crate Room ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Take the ++MACHINE GUN MP5++ from the counter to the left. If Jill is asked to change weapons, keep in mind that it will swap her currently equipped weapon for the weapon she is about to pick up. The exchanged weapon will be stored in the weapon crate. The dropped gun will still be where Jill leaves it, but it will be in the next weapon crate she finds - basically, you won't lose the weapon. --------------------------------------------------------------------- ITEM LIST [ ] ++MACHINE GUN MP5++ - On the counter to the left. ------------------------------------------------------------------------------- There is a weapon crate directly in front of Jill! It's really up to you which weapons that you want to store in the nearby weapon crate. The machine gun is one of my personal favorite weapons, so I often exchange it for the handgun when I can. There is a big battle coming up, so be sure to keep the machine gun and the shotgun. It would really be best to keep the rifle as the third weapon. Exit the room and step back out into the hall. NOTE: Place your best upgrades on the MP5 machine gun. Put a damage upgrade on it for sure and equip it with a long magazine if you have one. Place your next damage upgrade on the shotgun. Hallway with Broken Windows ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ A very creepy voice will be heard as Jill rounds the next corner. Wow. Horror atmosphere! I love to see this in an RE game once again! There is really no reason to enter the laundry room again, so open the door straight down the hall. Corridor to Examination Room ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Walk forward and step toward the glass window that the woman was bashed against in the Examination Room earlier. Jill will talk a bit. Move around the corner of the room then step into the Examination Room. Examination Room ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ The body of the woman is not near the window anymore. Oh, but she left Jill some notes, so go check out the --(NO CLUES AS TO WHO LEFT THIS NOTE)-- file. I guess that's the file name? The woman (Rachel) has mutated and she is outside the window as Jill raises back up after having viewed the file! Parker will contact Jill as Rachel runs up the stairs. Parker lets loose a bit of sarcasm about Rachel being a zombie when he contacts Jill. Parker, the RE fanbase will kill you - they are not zombies... they are known as "Ooze" you lameass! Leave the Examination Room. Corridor to Examination Room ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ --> Objective: Get the key to lift BOSS: Rachel Attacks: o Claw Arm - Rachel will move forward and strike with her arm. o Grab - Rachel will move forward and grab then extend her mouth appendage. Tap the Y button to escape this. Weak Areas: - Head (major damage) Rachel will attack as soon as Jill moves toward the stairs. She is down the corridor at the top of the stairs and she will run toward Jill as Jill moves near the stairs. Rachel is much like a normal Ooze in the way she will attack. She will try to hit Jill with her arms or she will grab Jill and make sweet love to her with her inner mouth thingie. The main objective is to damage Rachel enough to where she will run off. Jill must damage her in several upcoming rooms and make Rachel retreat. If Jill simply runs from Rachel, she will stay in the current room. Jill must make her retreat from damaing her in order to make Rachel to move to another room. Rachel's weak area is her head, but she moves very quickly, so hitting her in the head will be a problem. The best way to deal with Rachel in this first room is to move up the stairs enough to trigger her boss music then run back down the stairs and equip the machine gun then aim toward the top of the stairs. Once Rachel steps out in view, blast her with rapid fire from the machine gun as she moves down the stairs toward Jill. Spam her with gunfire and she will start to retreat before she reaches the bottom. Don't specifically aim for the head, just shoot her anywhere so long as Jill hits her. NOTE: The main key to weakening Rachel in each room is to shoot her from a distance with the machine gun (literally spam her) and then quickly switch over to the shotgun or the rifle when she gets close and make one last shot with that powered weapon. NOTE 2: Jill can run all the way back to the Lounge and regroup with Parker and bring him back to face Rachel along with Jill in all the rooms ahead. Parker's gunshots are very weak and not worth the effort though. Rachel will run away and crawl into a vent. Parker will contact Jill afterwards and tell her that he is on his way to her. Leave the room by stepping back into the hall up the stairs. ------------------------------------------------------------------------- SCANS Custom Parts - Scan the floor off to the left before exiting the Corridor to the Examination Room. This is to the left directly in front of the door that leads back to the Hall with Broken Windows. (Long Magazine 2) ------------------------------------------------------------------------------- Hall with Broken Windows ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ An Ooze will drop out of the vent as Jill rounds the corner up ahead, so be prepared to blast him. If Jill enters the Laundry Room to the side, a Pincer Ooze will be inside, so don't go in there. Reenter the Bunk Room that was locked with the Anchor Key earlier and restock Jill with machine gun ammo. Use the green weapon crate inside if needed - equip the machine gun with the long magazine 2 upgrade. Enter the Bunks and Restroom area back outside. Bunks and Restroom ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Rachel will laugh as soon as Jill enters the room. Move around the side of the lockers and enter the restroom. As Jill steps down the row of stalls an Ooze will crawl out of the next bunk room. Stop and back up then kill him from a distance. When Jill moves further toward the next bunk room, Rachel will fall from a ceiling vent behind Jill. Immediately turn and start to blast her with the machine gun. Do not let up on blasting her. If she starts to charge Jill rapidly, that might mean that she is retreating. The moment that Rachel starts to frantically dash toward Jill and scream, she is retreating, so stop firing at that moment. She will crawl into another vent and leave the room. Run back to the Bunk Room with the anchor marking and restock Jill with machine gun ammo if there is any left. Exit the Bunks and Restroom then step out into the other side of the Hall with Broken Windows. Hall with Broken Windows ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ As Jill moves toward the stairs, an Ooze will crawl out of the vent in the alcove up ahead and the Rachel boss music will trigger. Quickly blast the Ooze as it crawls out of the vent then run toward the stairs and wait for Rachel to run out from the left corridor. Blast her the moment she steps into view. She should retreat before getting to Jill if Jill blasts her when she first steps into view. Reenter the Stairway Area. Stairway Area ¯¯¯¯¯¯¯¯¯¯¯¯¯ Move down the stairs then open the door at the bottom. Passage ¯¯¯¯¯¯¯ Rachel will fall from a vent above the intersection in the hall as Jill enters. Spam her with gunfire while she recovers from the fall and keep shooting her. She should retreat before hitting Jill. Run down the hall to the left then enter the Kitchen. Kitchen ¯¯¯¯¯¯¯ Open the door to the Lounge then step inside. Lounge ¯¯¯¯¯¯ When Jill steps toward the vending machines on the other side of the room, three Oozes will fall into the room from overhead vents. One will fall in front of Jill. Rachel will eventually fall from the vent near the vending machine as well. Parker will rejoin with Jill right as the Oozes start to attack. Run toward Parker then turn and toss a hand grenade at Rachel and the Ooze group. Find Rachel and fire at her with whatever ammo that Jill has left. Use a hand grenade if Rachel and the Oozes stand together. Rachel has much more health during this battle since this will be the final battle with her in this area. She will likely hit Jill a few times, so be prepared to heal. Rachel will single out Jill even with Parker near her and attack only Jill. Rachel will drop the **LIFT KEY** when she finally falls. Pick up the Lift Key and exit the room by stepping back out into the Elevator Hallway. --------------------------------------------------------------------- ITEM LIST [ ] **LIFT KEY** - Rachel will drop this after she is defeated in the Lounge. ------------------------------------------------------------------------------- Elevator Hallway ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ --> Objective: Head for the bilge Run toward the elevator and take it back up to the Hallway up above. Rachel can be heard in the distance as Jill gets near the elevator doors. Hallway with Elevator ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Jill and Parker will start to talk about Veltro and the FBC as the elevator reaches the upper floor. Run down the hall ahead then reenter the Lift Area. Lift Area ¯¯¯¯¯¯¯¯¯ Use the key on the controls for the lift in the center of the room then pull the switch on the lift to activate it. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - E P I S O D E 5 - S E C R E T S U N C O V E R E D - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - O me, Agnello, how thou changest! Behold, thou now art neither two nor one. La Divina Commedia Inferno, Canto XXV - - - ___________________ S C E N A R I O 1 \___________________________________________________________ ------------------------------------------------------------------------------- [WT09] Time: 10:20pm Location: Valkoinen Mokki Characters: Keith and Quint Entrance Hall ¯¯¯¯¯¯¯¯¯¯¯¯¯ --> Objective: Search the hideout A player will now take control of Keith as both him and Quint search the underground chamber in Valkoinen Mokki (Val-quin-nin Mok) airport. Keith starts with the following items and weapons: - Machine Gun G36 (30/60) - Shotgun M3 (6/18) - Handgun M92F (10/30) - Knives - Green Herb x 1 - Genesis Scanner Keith starts with a Genesis scanner, so scan the current area for items. As Keith moves down the hall toward the next room, Quint will trip over a green cylinder and make a loud racket. Be sure to scan the floor near the green cylinder and shelves (after Keith trips) then pick up the **SCREWDRIVER**. Keith will need this item later. The hall is blocked, so enter the bunk room. ------------------------------------------------------------------------- SCANS [ ] Machine Gun Ammo (+30) - Scan the top of big crate near two smaller crates off to the right from the start. [ ] **SCREWDRIVER** - Scan the floor below the shelves with boxes down the corridor. There is a small green cylinder on the floor near this spot. This can only be found AFTER Quint trips over the green cylinder. ------------------------------------------------------------------------------- Bunks ¯¯¯¯¯ The claw marks on the wall on the other side of the room can be examined to make the characters chat a bit. Take the items inside the area then step back out into the hall through the doorway on the other side. --------------------------------------------------------------------- ITEM LIST [ ] Green Herb - On the floor across from the bunk beds. [ ] Handgun Ammo (+10) - On the top portion of the bunk beds to the right as Keith enters. ------------------------------------------------------------------------------- Entrance Hallway ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Follow the hall to the next door. The door down the hall to the right is locked for the moment. The door to the left is locked as well, but it has a control box near it. Keith will need the screwdriver found on the other side of the hall in order to take the screws out. Solve the puzzle like normal. PUZZLE SOLUTION: .-------------------. | |1| 2 |3| | | | | |4| 5 |6| | | | | 7 |8| 9 | '-------------------' 4 to 2 1 to 4 6 to 5 3 to 6 .-------------------. | 1 |2| 3 | | | | |4| |5| |6| | | | | 7 |8| 9 | '-------------------' FINAL SHAPE OF LIGHTS O | \ | \ | \ | \ | \ | \ O-------O O \ | / \ | / \ | / \ | / \ | / \ | / O Step inside the room after the door unlocks. --------------------------------------------------------------------- ITEM LIST [ ] Handgun Ammo (+10) - On the top shelf of the set of shelves at the end of the hall. ------------------------------------------------------------------------------- Monitor Room ¯¯¯¯¯¯¯¯¯¯¯¯ Examine the controls to the left. Keith will unlock the door in the hall outside and the two characters will watch a video on the monitor. The soldier in the video drops some sort of item. The soldier was killed in the room across the hall. Leave the room after the two characters view the video then step into the newly unlocked room across the hall. --------------------------------------------------------------------- ITEM LIST [ ] Hand Grenade - On top of the box near the shelf. ------------------------------------------------------------------------- SCANS [ ] Machine Gun Ammo (+30) - Scan the right side of the middle shelf. ------------------------------------------------------------------------------- Projector Room ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ --> Objective: Search for lost item Walk down the stairs to the right. Search the room for items. Keith can search the dead body as well. There is a --(IT LOOKS LIKE A PIECE OF A MANIFESTO-- file on the table to the right of the projector (while facing the front of it). --------------------------------------------------------------------- ITEM LIST [ ] Handgun Ammo (+10) - On a table in the center of the room. [ ] Machine Gun Ammo (+30) - Inside the locker on the right. [ ] Shotgun Shells (+8) - Inside the locker on the left. [ ] Hand Grenade - On a shelf near the next door. [ ] Hand Grenade - On a shelf near the next door. ------------------------------------------------------------------------------- ******************************************************************************* [ ] - - H A N D P R I N T (19/30) - - While in control of Keith for the first time in Episode 5 while in Valkoinen Mokki airport, Keith and Quint will enter a Projector Room shortly after viewing a video of a soldier getting killed. This handprint is on the right side of the projector screen on the west side of the Projector Room. ******************************************************************************* Scan the room for more items and the key item in this room. Scan the portion of the floor near the pillar in the middle of the room behind the projector and pick up the **SECURITY TOKEN**. ------------------------------------------------------------------------- SCANS [ ] Machine Gun Ammo (+30) - Scan the chair next to the projector. [ ] Handgun Ammo (+10) - Scan the top of the middle shelf. [ ] **SECURITY TOKEN** - Scan the floor near the pillar in the middle of the room, behind the projector. ------------------------------------------------------------------------------- ___________________ S C E N A R I O 2 \___________________________________________________________ ------------------------------------------------------------------------------- [WT10] Time: 10:25pm Location: Bilge Passageway/Queen Zenobia Characters: Jill and Parker NOTE: Many items in this portion of the game can be seen from a distance (up high or in some area that Jill cannot reach). These items can be retrieved in a later episode. Telling a reader how they can be accessed right now is basically spoiling the game. Bottom of Lift Area ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ --> Objective: Restore power Be sure to check the area over for the handprint listed below. The door on the south side of the current area is locked. Jill will need a keycard to open it. Open the door on the northeast side of the area. ******************************************************************************* [ ] - - H A N D P R I N T (20/30) - - At the beginning of the Bilge Passageway Lift Area, after playing with Keith, the game will switch back to Jill and Parker. This hand print is on the notebook that is on top of a metal block on the northeast side of the lift area. ******************************************************************************* Room with Ladder ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Walk over to the ladder. Look on the pipes below the ladder and an item can be seen. The item cannot be retrieved until later in the game however. Fall down the ladder for now. Jill will land in the water below. Jill and Parker will chat a bit about the water. Open the door down the left corridor. Water Passage ¯¯¯¯¯¯¯¯¯¯¯¯¯ Move through the water then run up the stairs and open the next door. Control Room ¯¯¯¯¯¯¯¯¯¯¯¯ Walk over to the controls on the left side of the current room and examine them. The computer voice will mention that power can be restored in the Engine Room. --> Objective: Search for the engine room The switch to the side cannot be pulled at the moment since power is not yet restored. Be sure to use the green weapon crate to the side if needed. NOTE: Take the rifle weapon with Jill. Equip with your highest damage upgrade to make it take off more damage per shot. Open the door on the other side of the room. ------------------------------------------------------------------------- SCANS [ ] Rifle Ammo (+3) - Scan the floor near the pipe in between the monitor and the control boxes to the left of the monitors. ------------------------------------------------------------------------------- Floodgate Area ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Move down the corridor ahead then step down the stairs and move into the water. As Jill rounds the left corner up ahead, some sort of creature can be seen as it raises up out of the water a bit. A new enemy will attack Jill once she moves down the waterway and makes a second left. ------------------------------------------------------------- BREAKABLE OBJECTS [ ] Small Crate - Below a window to the right as Jill exits the Control Room. [ ] Small Crate - Below a window to the right as Jill exits the Control Room. ------------------------------------------------------------------------------- .------------------------- NEW ENEMY - SEA CREEPER ---------------------------. | WEAK AREAS: | | - | | | | A Sea Creeper is a female sea creature that silently moves under the water. | | It cannot be seen until it surfaces unless a player pulls out the scanner | | to find its current position. It will raise its head out of the water from | | a distance at times - a player can quickly shoot it then, and that is one | | of the best times to hit it! | | | | The Sea Creeper attacks by swimming close to a player and then hopping out | | of the water and grabbing then squeezing the player. Press the Y button to | | fight off its grab if it grabs your character. It can shot before the grab | | to stop the grab, but the shot must hit it before it actually touches your | | character. Aim slightly upwards to make sure that you hit it since it will | | hop upwards before the grab. | | | | These enemies can be run from or fought. It really depends. If you fight | | one make sure that you use a weapon that will kill it in about two shots. A | | rifle works the best since it will take off tremendous damage per shot. | '-----------------------------------------------------------------------------' These Sea Creeper enemies can be a pain. Either run by it and open the door or prepare to shoot it with the rifle. These enemies have a close range grab that they will perform often. They hide under the water then suddenly hop out of the water and grab. If you can get some distance between the creature and Jill, it will lift its head out of the water - that is best time to shoot it. It can be shot shortly before a grab, but you have to aim upward or aim straight at it and hit it before the grab. Use the rifle to shoot the Sea Creeper if you fight it. Make sure that the first shot that Jill hits it with kills it or damages it badly. If you're trying to hit it before it grabs, it might be best to use the shotgun. These enemies can damage Jill quickly with their grabs, so just run if Jill keeps getting hit by them. Open the door to the next area. ------------------------------------------------------------------------- SCANS [ ] Shotgun Shells (+3) - Scan the floor near the pipes on the right wall before moving toward the door at the end of the hall. ------------------------------------------------------------------------------- Maintenance Room ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Do not touch the steam that shoots out of the overhead pipe or Jill will get damaged. She must find a way to shut off the steam from the pipe. Run to the other side of the room and open the door. Maintenance Room Passage ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Take the green herb below the walkway then open the next door. --------------------------------------------------------------------- ITEM LIST [ ] Green Herb - Lying on the small platform below the walkway. ------------------------------------------------------------------------------- Engine Room Corridor ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ There are two Sea Creepers in the water in this area. Run to either end of the room and equip the rifle then wait for the Sea Creepers to lift each of their heads out of the water and then blast them from a distance. --------------------------------------------------------------------- ITEM LIST [ ] Rifle Ammo (+5) - On a platform down the north end of the corridor. [ ] Machine Gun Ammo (+30) - On a platform down the south end of the corridor. ------------------------------------------------------------------------- SCANS [ ] Machine Gun Ammo (+30) - Scan the vent on the west wall after moving up the stairs before opening the door down the north corridor. ------------------------------------------------------------------------------- Engine Room Upper Level ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Don't mess with the controls at the moment while on the catwalk. Run to the far right side of the catwalk and read the --STEAM PIPE MAINTENANCE REPORT-- file. It will mention three areas with steam pipes and three letters. A: Maintenance Room B: Engine room, upper level C: Engine room, lower level Each letter is basically a lever. So... when a lever is on "C" that will stop the steam for the Engine Room, lower level --------------------------------------------------------------------- ITEM LIST [ ] Green Herb - In the corner down the catwalk with the steam in the middle. ------------------------------------------------------------------------------- Run back down the catwalk and pull the lever. It should switch to "C" on the inside meter. This will stop the steam in the water area below the engine room (lower level). There is no use in examining the controls nearby since Jill needs a key to use the controls. Parker will stay in the Engine Room and ask Jill to pull the lever on the panel on the other side of the room. --> Objective: Investigate other panel Leave the room and step back into the Engine Room Corridor then open the gate door to the south in that corridor and follow it to the end then open the next door. This will lead Jill to the lower level of the Engine Room. Engine Room (Lower Level) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Follow the water trail to the west side of the room and be sure to grab the Lower Interior Map from the wall. Open the door on the other side. No enemies! --------------------------------------------------------------------- ITEM LIST [ ] Custom Parts - On a platform down the waterway to the right as soon as Jill enters the lower level of the Engine Room. (Daze 1) [ ] Lower Interior Map - Stuck on the wall before opening the door on the other side of the room. ------------------------------------------------------------------------------- Water Corridor ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Ghiozzo are in the water below. Some of them might move up the stairs and attack Jill. The majority of them will wait until Jill gets into the water before they attack though. There is a cluster of gears up ahead. The middle gear is missing - keep this in mind. --------------------------------------------------------------------- ITEM LIST [ ] Random Ammo - On the walkway across from the entrance door. ------------------------------------------------------------------------------- Move down the stairs to the side and step into the water below. A few Ghiozzo might attack Jill so keep a sharp eye to the right side of her. Open the first door to the side. Tank Room ¯¯¯¯¯¯¯¯¯ Run around the side of the tank in the middle of the room. There is an Ooze in the water right in front of the table with the items. Move toward the table then slowly back up as it rises out of the water. Take out the shotgun and blast it. Exchange the ++MACHINE GUN AUG++ for the handgun or other machine gun if Jill has either weapon then take the Custom Parts and exit the room. --------------------------------------------------------------------- ITEM LIST [ ] Custom Parts - On the table. (Damage 2) [ ] ++MACHINE GUN AUG++ - On the table. ------------------------------------------------------------------------------- Water Corridor ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ As Jill moves further to the south more Ghiozzo will start to attack from the water. When she moves to the very end of the water area, a Sea Creeper will attack from the water. Quickly run up the stairs in the south or run back down the corridor and wait for the Sea Creeper to lift its head out of the water then shoot it with the rifle. --------------------------------------------------------------------- ITEM LIST [ ] Machine Gun Ammo (+30) - On a platform in the water (left side). [ ] Green Herb - On a platform in the water (left side). ------------------------------------------------------------------------- SCANS [ ] Shotgun Shells (+6) - Scan the right corner of the water area directly in front of the stairs on the south side of the area. ------------------------------------------------------------- BREAKABLE OBJECTS [ ] Small Crate - Up the stairs at the south end near a door. ------------------------------------------------------------------------------- Ignore the first door for now and move down the stairs then run through the water and find the scan area below. The door at the end of the water corridor is locked, so run back up the stairs then open the door to the Engine Room. ------------------------------------------------------------------------- SCANS [ ] Rifle Ammo (+5) - Scan the middle portion of the stairs near the water. [ ] Shock Grenade - Scan the area to the left of the door in the water. ------------------------------------------------------------------------------- Engine Room (Upper Level) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Examine the --MEMO LEFT IN THE ENGINE ROOM-- file on the desk. It gives a clue as to the whereabouts of the restart key. It says "Get it in gear"... Gear puzzle! --------------------------------------------------------------------- ITEM LIST [ ] Machine Gun Ammo Case - On the desk near the controls on the south side of the upper level of the Engine Room. ------------------------------------------------------------------------------- Pull the switch on the side wall. This switch will cause the gauge to go to "B", so it will turn off the steam in the upper level of the Engine Room - in the middle. Examine the control panel on the current side to get the next objective. Jill must find the restart key! --> Objective: Search for the restart key Run to the other side of the Engine Room and pull the lever on the other side once again (Parker's side). It will switch to "A" which means that the steam in the Maintenance Room has now stopped! Jill needs to return to the Maintenance Room now. Open the door behind Parker. Engine Room Corridor ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Move down the steps and through the water then open the door on the east side of the room. Step through the Maintenance Room Passage then reenter the Maintenance Room. Maintenance Room ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ The steam that was blocking the doorway is no longer pouring out of the overhead pipe. Rush into the new area and rotate the valve handle - this will restore power to the gear device back in the Water Corridor. Grab the **COG** from the platform in the back of the room. Leave the room and return to the Upper Floor Engine Room where Parker is. --------------------------------------------------------------------- ITEM LIST [ ] **COG** - On the platform beind the doorway. [ ] Shock Grenade - On the shelf in the behind the doorway. ------------------------------------------------------------------------- SCANS [ ] Shotgun Shells (+5) - Scan the corner of the room below the valve handle (left side) ------------------------------------------------------------------------------- Maintenance Room Passage ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ There are now two Ghiozzo in the water in this room. Take out the machine gun and blast them when they move toward Jill. Engine Room Corridor ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ An Ooze is in the water below each gate door that leads back to the Engine Room. Open the north gate to go back to the Engine Room (Upper Level). Parker will talk to Jill a bit. Run by him and open the door on the other side of the room. NOTE: To make returning to the gear puzzle easier, open the door on the left side of the Engine Room Corridor then go back through the lower level of the engine and move up the stairs through the next door and Jill will be right in front of the gear puzzle. She will not have to fight any enemies along the way! I explain the way with enemies below, but I recommend this path more. Water Corridor ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Turn to the right and step down into the water. A Sea Creeper is in the water to the right, so toss a shock grenade into the water once it appears. The shock grenade will kill it instantly. Move further down the corridor and another Sea Creeper and an Ooze will surface from the water. This looks like a job for another shock grenade. Toss another shock grenade into the water near them. If Jill doesn't have a shock grenade, blast the Ooze then run by the Sea Creeper. Move up the stairs at the end of the corridor and Jill will be near the set of gears again. Place the cog on the middle portion of the set of gears then press the button to the side of the gear wheel. The middle portion will open and reveal the **RESTART KEY**. Parker will radio Jill after she collects the restart key. Repairs are complete! Go back the way Jill came to avoid fighting any enemies and return to Parker in the Engine Room (Upper Level). Engine Room (Upper Level) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ --> Objective: Restart power Parker will be in position to restart and will ask Jill to go over to the other set of controls. Rush over to the controls on the south side of the Engine Room and use the restart key to restore power to the Engine Room. The water will start to rise in the room and a cutscene will play shortly. ___________________ S C E N A R I O 3 \___________________________________________________________ ------------------------------------------------------------------------------- [WT11] Time: 10:48pm Location: Near the Crash Site Characters: Keith and Quint Crash Site ¯¯¯¯¯¯¯¯¯¯ --> Objective: Head for the crash site Keith and Quint are now investigating the crash site. Move to the south and two Fenrirs will step into view and attack. Blast them with the machine gun from a distance. Further ahead, three more Fenrirs will attack. Quint will eventually mention that he is going to run ahead and check the terminal at the crash site. He will literally leave Keith while Fenrirs are in the area. Hey, thanks a bunch, buddy! Run to the top of the hill and eventually the crash site will be in the distance. Drop off the ledge at the top and meet up with Quint below. ------------------------------------------------------------------------- SCANS [ ] Hand Grenade - Scan the rocks to the right after dropping off the side. [ ] Machine Gun Ammo (+30) - Scan the ground below the large metal container. ------------------------------------------------------------------------------- Quint will suddenly fly back as if something just knocked him down out of thin air. A new type of Hunter enemy will appear in groups shortly. .-------------------------- NEW ENEMY - FARFARELLO ---------------------------. | WEAK AREAS: | | - Head (shoot for greater damage) | | - While dashing forward (shoot to stun) | | - Any portion of body (shoot to ground) | | | | Farfarello's are Hunters that have been injected with the T-Abyss virus and | | have received the ability to cloak themselves. They can literally make | | themselves transparent to where they cannot be seen as they walk. They | | basically have the same attacks as the standard Hunter but they are more | | aggressive and powerful. | | | | While fighting these enemies, one way to see them is to aim toward their | | locaton and watch for the cursor on your weapon to change color to signify | | that the gun is targeting something. Even though they remain transparent | | a gun's cursor will find them when aiming. They like to move slowly while | | they are transparent. Most of the time, they will ready a claw strike then | | appear a few seconds before they slash. | | | | Their jumping slice is very damaging. It will take a player down to danger | | status very quickly! The shotgun is the best way to deal with them from | | close range and a machine gun works well at damaging them from a distance. | '-----------------------------------------------------------------------------' --> Objective: Destroy the enemies Several Farfarello enemies will appear and attack. They will constantly turn transparent and slowly move toward the characters and attack. They like to charge their claw attack then appear seconds before they actually perform the attack. Blast them from close range with the shotgun, and shoot them from long range with the machine gun. You can aim toward the area in front of your character and watch for the cursor to change color in order to tell if Keith is aiming at one or not while the Farfarello is transparent. Keith and Quint will have to fight several Farfarello enemies. They will start out in a group of four, but more Farfarellos will join the group eventually - some of them leap off the back hill that Keith fell off of earlier. Try to put Keith's back to a wall so that hey can't get behind him easily. NOTE: To make this battle easier, run toward the plane wreckage in the back of the area (near the crates) and shoot the Farfarfellos as they appear. They cannot get behind Keith as easily from this area. You can literally blast them with the handgun and kill them. --> Objective: Start up the terminal Move further toward the crash site area. There are several collectibles around the area. Keith will have to move a strip of metal out of the way to get into the front end of the plane - approach it and press the action button to move it. Use the Security Token on the terminal in the plane to trigger a cutscene. ------------------------------------------------------------------------- SCANS [ ] Handgun Ammo (+10) - Scan the ground near the small metal container. [ ] Handgun Ammo (+10) - Scan the ground near the strips of the plane off to the right. [ ] Machine Gun Ammo (+30) - Scan the ground near the strips of the plane off to the right. [ ] Shotgun Shells (+8) - Scan the portion of the plane below the piece of metal that Keith has to move. ------------------------------------------------------------- BREAKABLE OBJECTS [ ] Small Crate - Near the plane turbine. [ ] Small Crate - Near the plane front end. [ ] Small Crate - Near the plane front end. ------------------------------------------------------------------------------- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - E P I S O D E 6 - C A T A N D M O U S E - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Indeed he lives, and thus alone Me it behoves to show him the dark valley; Necessity, and not delight, impels us. La Divina Commedia Inferno, Canto XII - - - ___________________ S C E N A R I O 1 \___________________________________________________________ ------------------------------------------------------------------------------- [WT12] Time: 11:16pm Location: Mediterranean Sea Characters: Chris and Jessica Helipad ¯¯¯¯¯¯¯ Chris starts with the following items in his inventory: - Machine Gun G36 (30/90) - Handgun M92F (10/30) - Shotgun M3 (6/16) - Pulse Grenade x 2 - Green Herb x 1 Chris and Jessica have now docked on the Queen Zenobia. It's time to search for Jill and Parker! --> Objective: Search for Jill and Parker Run ahead and move down the stairs on the bridge. Chris cannot use the weapon crate off to the far left. Only Jill can use weapon crates in Revelations. The door down the walkway to the far right is locked and won't open. Chris will have to enter the cabin room directly ahead by stepping through either of the doors in the middle. Cabin ¯¯¯¯¯ Search the room over for a few items. Chris and Jessica will talk a bit as Chris moves toward the elevator doors in the back. Pick up the Ship Interior Map on the wall near the elevator. Open the door to the elevator and step inside. The elevator will go down to the Promenade Deck after Chris presses the button inside. Step out of the elevator and open the double doors down the corridor. --------------------------------------------------------------------- ITEM LIST [ ] Handgun Ammo (+10) - On a table in the front portion of the room. [ ] Ship Interior Map - On the wall near the elevator door. ------------------------------------------------------------------------- SCANS [ ] Machine Gun Ammo (+15) - Scan the vase on the left side of the room. ------------------------------------------------------------------------------- Promenade ¯¯¯¯¯¯¯¯¯ A big wave of Oozes will attack Chris and Jessica in this area. The enemies do not appear to stop spawning, but there is a set amount of enemies. Normal Oozes and Pincer Oozes will attack. It's really best just to stay near the entrance doors and kill the Oozes as they appear. They will stop appearing eventually. Try to use the handgun as much as possible from a distance but use the machine gun and shotgun to fight off any Oozes that get too close. Some of them will fall from the floor up above and they will fall near the characters, so be sure to have a loaded weapon ready to blast them after they fall. --------------------------------------------------------------------- ITEM LIST [ ] Handgun Ammo (+10) - On a table in the Café area. [ ] Hand Grenade - Near the sinks in the Café area. [ ] Hand Grenade - Out on the balcony on the second floor (on a table). [ ] Green Herb - On the floor near the closed shutter on the second floor. [ ] Pulse Grenade - On a shelf, in the room where the Scagdead was trapped in Jill's game. ------------------------------------------------------------------------- SCANS [ ] Hand Grenade - Scan the middle of the flower bed with plants in it. [ ] Shotgun Shells (+4) Scan the box near the flower bed. ------------------------------------------------------------------------------- Find the single door with the anchor mark on the bottom floor and open it. Run up the stairs and move across the walkway then open the door on the other side of the Promenade area. --------------------------------------------------------------------- ITEM LIST [ ] Handgun Ammo (+10) - On a table along the way to the exit door in the Promenade area. ------------------------------------------------------------------------- SCANS [ ] Pulse Grenade - Scan the box on the other side of the Promenade after opening the single door with the anchor mark. ------------------------------------------------------------------------------- Storage Hallway ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Once again, Chris cannot use the green weapon crate off to the left. Rush down the corridor to the right and open the door at the end. Promenade Deck Stairs ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Open the big door to the left and the door in the area with stairs to enter the Grand Hall. Grand Hall ¯¯¯¯¯¯¯¯¯¯ Quint will contact Chris and Jessica once the two characters start to enter the Grand Hall. Quint will mention that Jill and Parker are probably in the Bilge. --> Objective: Head for the bilge The entrance door to the Casino is directly ahead on the bottom floor of the Grand Hall - Chris will have to move through the Casino to reach the Bilge just like Jill did. Run over to the door then open it and open the next door afterwards. --------------------------------------------------------------------- ITEM LIST [ ] Green Herb - Lying on an opening in the wall to the right of the entrance to the bilge. [ ] Handgun Ammo (+10) - Lying on a table on the northeast side of the second floor of the hall. ------------------------------------------------------------------------- SCANS [ ] Shotgun Shells (+8) - Scan the middle of the railing below the clock while moving up the center stairs. ------------------------------------------------------------------------------- Casino ¯¯¯¯¯¯ There is something pounding on the other side of the large door on the right side of the Casino. Once Chris and Jessica step near the door, Jessica will mention that it seems like something is on the other side of the door. Shortly after she speaks, two Scagdeads will knock the door down and attack the two characters. --------------------------------------------------------------------- ITEM LIST [ ] Handgun Ammo (+10) - On the railing of the fountain in the middle of the Casino. [ ] Green Herb - On a chair near the big door that the creatures bang on. [ ] Handgun Ammo (+10) - On a table on the north side of the Casino. [ ] Hand Grenade - On a chair near the table on the north side of the Casino. [ ] Pulse Grenade - In between the slot machines on the southwest side of the Casino. ------------------------------------------------------------------------------- The Scagdead enemies are just as tough and aggressive as the one that Jill fought, but Chris has much better weapons for dealing with them. Try to keep them grouped and toss all hand grenades at them. Chris can sort of go all out on them with the machine gun and the shotgun, but keep in mind that he will have to fight other enemies in other rooms after these two. Try to use the handgun once Chris and Jessica only have one Scagdead left. Chris can instantly stun the Scagdead enemies by tossing a pulse grenade at them. This will set them up for a melee. Rush up to one of the stunned Scagdeads and charge a melee then hit it. Constantly have a pulse grenade equipped and toss it if they ever trap Chris. Shoot the head of the human body on the their left side (your right) with the machine gun from long range and blast them with the shotgun from close range. The final Scagdead that is defeated will leave behind the **TRIDENT KEY**. The VIP Room that Jill and Parker went in earlier is locked and cannot be opened by Chris. Enter the room where the two Scagdeads were held then use the Trident Key to unlock the door in the back of the room. Jessica will start to talk to Chris after entering the next room. Fall down the opening below the trapdoor. --------------------------------------------------------------------- ITEM LIST [ ] **TRIDENT KEY** - Dropped by the final Scagdead that is defeated. [ ] Green Herb - On the desk in the room where the two Scagdeads were trapped. [ ] Hand Grenade - On the ticket booth counter. ------------------------------------------------------------------------------- Underground Room ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ A new type of Ooze will be in the room with Chris after he lands on the floor below. This Ooze (Chunk) will try to move toward a character then explode and inflict heavy damage on that character. It can be shot in the legs to make it fall to its knees. Once it falls, it will explode a few seconds later. It can be shot in its top half to make it expand and explode, but it will keep moving when shot in the top half. Open the door on the other side of the room after killing the Chunk Ooze. --------------------------------------------------------------------- ITEM LIST [ ] Handgun Ammo (+10) - On the shelf on the left side of the room. ------------------------------------------------------------------------- SCANS [ ] Lump of Flesh - In the puddle of blood on the right side of the room. ------------------------------------------------------------------------------- Underground Storage Room ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Three Chunk Oozes and one Tricorne Ooze are in the room ahead. Be sure to shoot the legs of the Chunk Oozes to make them stop moving then allow them to explode. Two normal Oozes will crawl through vent ducts on the other side of the room and attack. One Pincer Ooze will attack in the very back of the room. Climb the ladder in the back of the room to continue. A Chunk Ooze will be in the corridor at the top of the ladder. Kill him then fall down the hatch at the end of the corridor. ------------------------------------------------------------------------- SCANS [ ] Hand Grenade - Scan the bones in the blood near the first shelf. [ ] Handgun Ammo (+10) - Scan the next blood puddle in the room. [ ] Hand Grenade - Scan the blood puddle on the bottom shelf in the back of the room. ------------------------------------------------------------------------------- Lift Area ¯¯¯¯¯¯¯¯¯ Pull the switch on the elevator to take it down to trigger a cutscene. Bottom of Lift Area ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ The south door is still locked. Open the door on the north side of the area. Room with Ladder ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Fall down the ladder then open the door below. Water Passage ¯¯¯¯¯¯¯¯¯¯¯¯¯ Open the door to the control room up ahead. Control Room ¯¯¯¯¯¯¯¯¯¯¯¯ The voice over the intercom will mention that there is trouble in the Engine Room. The switch to the side cannot be pulled. Move out into the floodgate area, but be sure that the Oozes in the outside area step away from the door. If not, they will be directly in Chris' face as he exits the Control Room. --------------------------------------------------------------------- ITEM LIST [ ] Handgun Ammo (+20) - On the controls near the monitor. [ ] Hand Grenade - On the controls near the switch. [ ] Hand Grenade - On the controls near the switch. ------------------------------------------------------------------------------- Floodgate Area ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Blast the two Chunk Oozes and the Pincer Ooze. Use a hand grenade on them if Chris is lacking in firepower - Chris will most likely have to. Move down the stairs up ahead. A Tricorne Ooze will be at the other end of the corridor. Kill that enemy then run further ahead and two normal Oozes and a Chunk Ooze will be moving down the corridor. Toss a hand grenade at them. Open the door at the end of the corridor. Maintenance Room ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Three normal Oozes will attack in this room. There is a Chunk Ooze behind the glass in the room directly ahead. Toss a hand grenade at the three normal Oozes once they gather. The first one will be hunched over to the left but the other two will fall into the room shortly. Lure the Chunk Ooze out of the room in the back by stepping in and out of the room quickly then retreat to shoot him. Open the door on the other side of the room. --------------------------------------------------------------------- ITEM LIST [ ] Green Herb - Below the valve handle in the room with the Chunk Ooze. [ ] Machine Gun Ammo (+60) - On a shelf in the room with the Chunk Ooze. [ ] Machine Gun Ammo (+60) - On a shelf in the room with the Chunk Ooze. [ ] Shotgun Shells (+16) - On a cabinet in the room with the Chunk Ooze. [ ] Shotgun Shells (+16) - On a cabinet in the room with the Chunk Ooze. ------------------------------------------------------------------------------- Maintenance Room Passage ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ A Tricorne Ooze and a Pincer Ooze will be up the stairs to the right as soon as Chris and Jessica enter the next room. A Chunk Ooze will be down the corridor to the right as well. Quickly kill off the Chunk Ooze to the right (with the machine gun) then deal with the other two Oozes afterwards. If you try to kill the other two first, the Chunk Ooze will explode on both characters. Engine Room Corridor ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Three normal Oozes will be crawling toward Chris and Jessica from off to the left upon stepping into this area. A Tricorne Ooze will be in the back of them. Toss a hand grenade at the normal Oozes then shoot the Tricorne Ooze from a distance. The gate door at the north end will not open. Open the gate door at the south end then open the next door to trigger a cutscene. Quint will contact Chris and tell him that the Engine Room is around their current location shortly before Chris opens the door to the Engine Room. ___________________ S C E N A R I O 2 \___________________________________________________________ ------------------------------------------------------------------------------- [WT13] Time: 11:43pm Location: Bilge Passageway Characters: Jill and Parker Engine Room ¯¯¯¯¯¯¯¯¯¯¯ --> Objective: Leave engine room Jill will start out in the water. A player will have to swim at the beginning portion of this chapter in order to escape the Bilge area. Swimming Controls: .---------------------------------------------. | X/A | Dive | | Left Thumbstick | Swim | | Right Thumbstick | Turn Jill while swimming | '---------------------------------------------' Jill's air amount while underwater is not shown in a gauge on the screen. When she is almost out of air, the screen will start to turn black and white and blood trails will form on all sides of the screen. Jill will have to surface in an area with air to restore herself. Jill can get hurt while underwater, but she will fully restore when she surfaces. You can think of surfacing as using a green herb basically. Dive under the water and the find the **PIPE** in front of the reset controls on the north side of the top floor catwalk of the Engine Room below. This is the same side that Parker was on when he used the reset controls. Jill will need multiple pipes, but she can only hold one pipe at a time. Find the grating in the ceiling in between the two air pockets where Jill can surface. Swim toward the grating then interact with it to make Jill use the pipe to try to pry it open. Tap the Y button to attempt to pry the grating open. Jill's first pipe will bend. Dive back down into the water and swim all the way to the bottom floor. The bottom floor has two **PIPES** on it. Grab one of the pipes then swim back up to the grating and try to pry it open again. A cutscene will trigger after the grating is lifted off. Engine Room Vent ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Run to the end of the vent and pick up the items along the way then drop. Jill will land in the Engine Room Corridor below. --------------------------------------------------------------------- ITEM LIST [ ] Random Ammo - In the middle of the vent. [ ] Shotgun Ammo Case - On the floor before the dropoff. ------------------------------------------------------------------------- SCANS [ ] Hand Grenade - Scan the the left side of the floor at the beginning. [ ] Rifle Ammo (+15) - Scan the left side of the floor before reaching the random ammo pickup. ------------------------------------------------------------------------------- Engine Room Corridor ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ --> Objective: Close the bulkhead Parker will mention that they can close the bulkhead in the Control Room. The Control Room is the room with the switch from the last episode. Open the door on the east side of the area. Maintenance Room Passage ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Enter the Maintenance Room on the other side of the current room. Maintenance Room ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ A Sea Creeper is now in the Maintenance Room. The Sea Creeper is really not worth dealing with. If you decide to fight her, just toss an electric shock grenade in her area or stand at a distance and blast her with the rifle when she lifts her head out of the water. She is not worth the trouble to fight since there are no items in the area worth grabbing, so there is no need to stop moving. Floodgate Area ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Two Ghiozzo will be in the water at the start of this area, so be ready to blast them. As Jill rounds the second corner, two more Ghiozzo will attack. When Jill runs toward the stairs, a Sea Creeper will hop out of the water and try to grab her. Inch toward the stairs and allow the Sea Creeper to hop out of the water then move back as the Sea Creeper tries and then dash by her. Run up the stairs and enter the Control Room at the top to trigger a cutscene. Control Room ¯¯¯¯¯¯¯¯¯¯¯¯ --> Objective: Head for the hall The two characters need to get to the Observation Deck now. Parker mentions that they can climb to the Observation Deck from the hall. Use the green weapon crate to the side if needed. Be sure that Jill has a machine gun and a shotgun with her. The characters need to leave the Bilge area now. Open the door on the other side of the Control Room. Water Passage ¯¯¯¯¯¯¯¯¯¯¯¯¯ There are no enemies in this area. Open the next door. Room with Ladder ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ When Jill moves around the corner toward the ladder, two Oozes will rise up out of the water. Toss a shock grenade at them both if Jill has one. Climb up the ladder afterwards and open the door at the top. Bottom of Lift Area ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Jill still doesn't have the card key needed to unlock the door on the other side of the bottom portion of the Lift Area. Get on the lift and pull the switch on the controls to take it back up. Lift Area ¯¯¯¯¯¯¯¯¯ Run over to the ladder on the north side of the Lift Area then climb it. Ventilation Area ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Fall off from the ladder ahead then move toward the next ladder. Normally, Ghiozzo would drop the from the ladder up ahead, but in the console version, one of the two Wall Blisters along the wall will fall off and attack Jill and Parker. Climb the ladder then climb the next ladder up above. VIP Room ¯¯¯¯¯¯¯¯ Step back into the Casino area. Use the green weapon crate to the side if needed. --------------------------------------------------------------------- ITEM LIST [ ] Shotgun Shells (+8) - Lying on a sofa. ------------------------------------------------------------------------------- Casino ¯¯¯¯¯¯ No surprises here! Move back up the stairs and reenter the Grand Hall on the other side of the big doors above. Grand Hall ¯¯¯¯¯¯¯¯¯¯ A loud crash will echo throughout the room as Jill and Parker enter the Grand Hall. Loud noises are never good in a survival horror game... well, "action horror" now. Follow Parker toward the elevator on the south side of the Grand Hall. Let's try to beat him! Run toward the elevator as he tells your Jill to follow him then see what he thinks once you get there before him. Ha, you read Berserker's guide, not some other guide that wouldn't have such corny phrases in it like this one. Anyway, open the elevator doors and step inside. Press the button on the conrols along the side to take it up to the Observation Deck. Look out the glass window while it rises to take a moment and enjoy the breathtaking view of the Grand Hall. It looks so wonderful and peaceful until... Holy hell, there's that sound again! The windows just cracked and now the elevator is completely demolished while it's still rising. Oh lord. Some sort of creature will peek in at both of the characters from the top of the elevator. Don't try to shoot at the creature while it peeps into the elevator. Shooting it at that time does no good. --> Objective: Repel the enemy NOTE: It's best to use the shotgun for this battle since Jill will want to keep most long range ammo for a later battle. Eventually, the creature outside the elevator will lower its appendage over the window directly ahead. The appendage has a soft spot in the center of it, so take out the shotgun and blast that soft spot just to see how tender it is. It's very tender it seems, so shoot it some more and eventually the appendage will rise back up. It should take around three shots. If Jill does not shoot the appendage enough to repel it, the creature will strike the side of the elevator with its palm appendage and damage Jill and Parker. The creature will now lower its appendage over the left window. Blast its appendage once again to make it raise its appendage back up. The creature will keep lowering its appendage to try to hit the elevator, so just keep blasting it in the center portion of its appendage when it lowers it. Sometimes it will wave the appendage to where the hard portion will face Jill and Parker, so just wait until the soft portion can be seen then blast it. NOTE: When the creature looks inside the elevator, do not blast it then! That's just a waste of ammo! Take out the scanner and scan him instead - each scan is worth 50%! The creature will eventually shake the elevator quite a bit then it will go back to lowering its appendage over the side of the elevator. Just ignore the shake since it doesn't hurt the characters. After warding off the appendage several times, the creature will eventually stop messing with the elevator and the elevator will begin to rise again. Observation Hall ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Step out of the elevator and take the items to the side. There is a green weapon crate across from the elevator. Make sure that Jill has the Machine Gun AUG with the highest damage upgrade and the shotgun with a damage upgrade. The rifle can help, but Jill needs weapons with a quicker rate of fire in order to spam damage more for the upcoming battle. --------------------------------------------------------------------- ITEM LIST [ ] Random Ammo - On the sofa near the elevator. [ ] Green Herb - Near the sofa by the elevator. ------------------------------------------------------------------------------- Step into the wide open area with stands around the corner. When Jill and Parker reach the middle portion of the room, the creature that was on the elevator will fall into the room from the ceiling above. --------------------------------------------------------------------- ITEM LIST [ ] Random Ammo - Near a stand on the south side of the room. [ ] Rifle Ammo (+6) - Near a stand on the south side of the room. [ ] Machine Gun Ammo (+40) - Near a stand on the south side of the room. [ ] Shotgun Shells (+6) - Near a stand on the south side of the room. [ ] Machine Gun Ammo (+40) - On the south sofa on the east wall. [ ] Green Herb - On the middle sofa on the east wall. [ ] Hand Grenade - On the middle sofa on the east wall. [ ] Hand Grenade - On the middle sofar on the east wall. [ ] Rifle Ammo (+6) - Near a stand on the north side of the room. [ ] Rifle Ammo Case - On a sofa on the north side of the room. [ ] Green Herb - On a sofa on the north side of the room. [ ] Machine Gun Ammo (+40) - On a sofa on the north side of the room. ------------------------------------------------------------------------------- BOSS - Draghignazzo Attacks: o Shield Ram - Draghignazzo places his shield arm on the ground for a few seconds then dashes forward and tries to ram. Toward the end of the battle, he will do this without warning - he will do it immediately. Run to the side to avoid this - run toward his right side (your left). When he charges this attack, Jill can run in between his shield arm and body and quickly run to the back of him. It's risky but it can work. o Ground Pound - Draghignazzo crouches and holds its shield arm into the air for a few seconds then pounds the ground. Back away from him to avoid being hit by this. It does take damage if Jill is too close. It will knock her off balance - tap the displayed button to get up. o Turn-Around Strike - When Dragnignazzo has its back turned, it will turn around quickly and try to hit Jill with its shield arm while turning. Try to stay way from the immediate area in the back of the boss to avoid this. Weak Areas: - The soft spot on the back of its appendage - The soft spot on its right side - The soft spot on its back side [top] (shooting this will stun it eventually) - The red soft spot (eye) at the very top of its back (major damage) The Draghignazzo looks very threatening but he has some very limited attacks which make him not so bad. His main attack will be to place his armored appendage on the floor then dash toward both characters. This can be avoided by running to the side while he faces your character. Be sure to do this early though. It's best to spend most of this battle running to the side to avoid the Draghignazzo's ram! The Draghignazzo's other attack from a distance is to pound the floor with its appendage. This will knock Jill off balance if she is near the boss. Tap the Y button to stand back up afterwards. The interesting part about the Draghignazzo is that it only has one close range attack. Never approach the creature while it has its back turned and is standing up or the Draghignazzo will quickly turn and hit Jill with its appendage. The turning slap with the appendage is the Draghignazzo's only close range attack though. Jill can literally stand right below the Draghignazzo while it faces her and the creature will not hit her. The only way it can hit Jill is with a ram or a ground smash and Jill can simply run at a distance to avoid taking damage from the ground smash or run toward the boss and run under his appendage (between the appendage and the boss' body) and to his back side when it lowers its appendage to ram. Basically, by knowing his attack, a player can avoid him easily and make a mockery of him... until he has been damaged a bunch. Once the Draghignazzo has been damaged a lot, it will start to ram without warning sometimes. The Draghignazzo will literally face Jill and just... RAM! The sudden ram is the only hard part about this battle really. Once Jill has shot the Draghignazzo a bunch, it's best to keep your distance and allow it to ram then run to the side to keep from getting hit by its sudden ram. NOTE: The best way to dodge the Draghinazzo's ram from a distance is to run toward its right (your left) side while it dashes. Jill will be running toward the side without the shield appendage. The Draghignazzo can be damaged by shooting the soft spot in one of three areas - on the back of its appendage, on its right side (your left) or on the top portion of its backside. The best place to hit it is on the top portion of its back side (top red portion). By hitting the Draghignazzo the in the back weak point, Jill will eventually stun the creature (it will collapse) and then she can move close to it and get in several free hits. Blast the Draghignazzo from a distance with the machine gun and blast it from close range with the shotgun. There are two explosive canisters around the room that can stun the Draghignazzo. The creature will likely set them off as it tries to ram - it will basically stun itself. The explosive canisters can also be shot while it is near them. Hand grenades will not stun the Draghignazzo so just stick to guns for this battle. This boss is not that tough if you know its attacks. The Draghignazzo sudden dash is the only hard part about fighting it. Once it dies, the ladder in the back of the middle portion of the room will lower. NOTE: The Draghignazzo can be scanned several times. Be sure to keep scanning it until it is outlined in white while scanning its body. ------------------------------------------------------------------------- SCANS [ ] Custom Parts - Scan the middle portion of the floor near the windows. (Damage 3) [ ] Green Herb - Scan the floor near the north sofa on the east wall. [ ] Rifle Ammo (+3) - Scan the floor near the left trash can while facing the ladder. ------------------------------------------------------------------------------- --> Objective: Start up the antenna Climb up the ladder after the battle. Storage Room ¯¯¯¯¯¯¯¯¯¯¯¯ Take the **VELTRO KEY CARD** from off the counter to the left and read the --VELTRO AGENT JOURNAL 1-- file then use the Veltro Key Card to open the door to the side. --------------------------------------------------------------------- ITEM LIST [ ] **VELTRO KEY CARD** - On the counter to the left. ------------------------------------------------------------------------- SCANS [ ] Machine Gun Ammo (+15) - Scan the floor near the boxes to the right. ------------------------------------------------------------------------------- Walkway to Antenna ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Follow the walkway and move up the stairs and then climb the ladder. ******************************************************************************* [ ] - - H A N D P R I N T (21/30) - - While Jill and Parker are about to fix the antenna right near the end of the episode, the handprint is on the controls for the antenna. This can be scanned in Episode 7 also. ******************************************************************************* --------------------------------------------------------------------- ITEM LIST [ ] Random Ammo - On the floor to the left after stepping outside. [ ] Random Ammo - On the floor to the left after stepping outside. [ ] Green Herb - To the side of the bottom of the stairs. ------------------------------------------------------------------------------- Approach the controls for the antenna and examine them to start another light puzzle. PUZZLE SOLUTION: .-------------------. | |1| |2| 3 | | | | 4 |5| 6 | | | | |7| |8| |9| | '-------------------' 5 to 3 9 to 6 7 to 5 1 to 7 5 to 4 2 to 5 4 to 2 5 to 4 8 to 5 7 to 9 5 to 7 9 to 8 .-------------------. | 1 |2| |3| | | | | |4| 5 |6| | | | | |7| |8| 9 | '-------------------' FINAL SHAPE OF LIGHTS: O ----- O / | / | / | O O | / | / | / O ----- O Jill will radio Parker afterwards then a cutscene will trigger eventually. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - E P I S O D E 7 - T H E R E G I A S O L I S - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Aye to that truth with a face of falsehood, A man should close his lips until shut, Because without his fault it causes shame. La Divina Commedia Inferno, Canto XVI - - - ___________________ S C E N A R I O 1 \___________________________________________________________ ------------------------------------------------------------------------------- [WT14] Time: Current Time Location: Near the Antenna Characters: Jill and Parker Walkway to Antenna ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ We rejoin Jill and Parker after they have just repaired the antenna and talked with O'Brian. What a day! Hop back down the ladder and reenter the Observation Hall below the ladder in the room down the walkway. Quint will contact Jill and Parker along the way and fill them on what they can possibly do now. He will contact them again shortly. Observation Hall ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Run over to the elevator on the north side of the room then open the door and step inside then take it back down to the Grand Hall. Grand Hall ¯¯¯¯¯¯¯¯¯¯ The elevator will stop before it reaches the bottom floor. The doors will open to where Jill and Parker can leave the elevator however. Step out to the floor that it stops on. Quint will contact Jill and Parker once again. He tells them to use the UAV on the Foredeck. He says the UAV will discharge chaff that will throw off the targeting system of the satellite. --> Objective: Head to the deck Use the stairs through the door on the west side of the current floor to reach the floor below. Find the entrance to the Cafeteria on the west side of the second floor and open the doors then reenter the Cafeteria area. NOTE 1: If Jill moves to the first floor of the Grand Hall, Raymond will be standing outside the Promenade Deck - it's a pretty interesting encounter with him. I recommend checking it out. NOTE 2: A player can go through the Promenade Deck to make a straight shot to the Deck. The only problem is that Jill will skip out on several pickups that can now be unlocked with the Veltro keycard. The elevator through the iron double doors in the Promenade area will take Jill straight to the Deck. If the puzzle on the control box was not solved in episode 3, Jill will still have to solve it. NOTE 3: The Promenade Deck has extra items and ammo pickups in it. Jill will run by a few dead Ooze bodies as well. A pack of several Hunters will attack near the Café and more will attack in the hall to the elevator. Dining Room ¯¯¯¯¯¯¯¯¯¯¯ Three Tricorne Oozes are in this room. Two of them are on the bottom floor and one is on the top floor walkway. It's best to stay in the elevator and kill off the Tricorne Ooze in the middle then slowly move into the Dining Room to kill the other one on the bottom floor. Kill the two on the bottom floor before stepping into the middle of the room, since the Wall Blister on the ceiling will fall off the ceiling and attack. Be ready for the Wall Blister and blast him with the rifle or shotgun to kill it very quickly before it has a chance to attack. Don't worry about the top floor Tricorne Ooze until returns to this room, or shoot it from a distance. If Jill moves up the stairs, the second Wall Blister will fall from the ceiling and attack her. It will attack her on the way back if its not killed now. Open the door on the west side of the bottom floor. Outside the Library ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Use the Veltro key card to unlock the door in the south portion of this room. Small Library ¯¯¯¯¯¯¯¯¯¯¯¯¯ Examine the --SUICIDE NOTE-- file on the second bookshelf. Pick up the ++MAGNUM PYTHON++ on the desk in the back of the Library. If Jill has a rifle then switch the rifle for the magnum. An Ooze will fall through a vent in the ceiling when trying to leave the room, so be prepared to blast it. ------------------------------------------------------------------------- SCANS [ ] Machine Gun Ammo (+15) - Scan the fallen book on the bottom shelf of the first bookshelf to the right. [ ] ++MAGNUM PYTHON++ - On the desk in the back of the small library. ------------------------------------------------------------------------------- Outside the Library ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Step back into the Dining Room. NOTE: Rachel is in the Library. Jill can fight her and knock her out and gain some Illegal Custom Parts for knocking her out. She is likely to take a lot of ammo to knock out and hurt Jill a bit in the process though. Jill and Parker can take the elevator on the bottom floor and get to the Deck from that elevator if you want. Either way, Jill and Parker will meet up with Rachel no matter which way the characters take back to the Deck. Dining Room ¯¯¯¯¯¯¯¯¯¯¯ Use the Iron Anchor Key to open the door on the stairs if Jill hasn't done so yet. The leftover Wall Blister in the room will fall down and attack while Jill moves up the stairs, so be ready for this and shoot it with the rifle when it falls. Captain's Dining Area ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Grab all the items in the room then head back out to the Dining Room. --------------------------------------------------------------------- ITEM LIST [ ] Random Ammo - Lying on the table. [ ] Random Ammo - Lying on the table. [ ] Magnum Ammo (+6) - Lying on the cabinet by the table. ------------------------------------------------------------------------- SCANS [ ] Custom Parts - Scan the floor below the small table on the other side of the room. (Infighter 1) ------------------------------------------------------------------------------- Dining Room ¯¯¯¯¯¯¯¯¯¯¯ Run to the top floor and open the door at the top. Exhibit Room ¯¯¯¯¯¯¯¯¯¯¯¯ Open the door on the other side of this room. Hallway to Exhibit Room ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Rachel will be up ahead as soon as Jill and Parker step into this hall. She can be knocked out once again, but it will take some heavy firepower! She will drop some --ILLEGAL CUSTOM PARTS-- if Jill can knock her out. If you fight Rachel, try to weaken her with the machine gun and the magnum. Try not to use only one weapon for weakening her completely since its best to keep some ammo for each weapon. Rachel has quite a bit of health, so it will take a lot of firepower to knock her down. A Tricorne Ooze is down the hall directly ahead. Run to the end of the hall and open the next door. --------------------------------------------------------------------- ITEM LIST [ ] Illegal Custom Parts - Knock out Rachel by shooting her a bunch and she will drop this. (Burst 4) ------------------------------------------------------------------------------- Hallway with Paintings ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ A Tricorne Ooze is in front of the door down the hall up ahead. Blast the creature then run down the left hall. If Jill reenters the Guest Room, a Pincer Ooze will be inside. Run to the end of the left hall and use the Veltro key card to unlock the safe that was behind the painting directly across from the door at that end and grab the --ILLEGAL CUSTOM PARTS-- from inside. Lift up the painting if Jill hasn't done so yet. Open the door across from the safe. --------------------------------------------------------------------- ITEM LIST [ ] Illegal Custom Parts - Use the Veltro key card to unlock the safe behind the painting in the Hallway with Paintings to find this. (Burst 2) ------------------------------------------------------------------------------- Library (Second Floor) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Two Tricorne Oozes are standing on the back walkway. Kill them then open the door down the walkway to the right. Guest Hallway ¯¯¯¯¯¯¯¯¯¯¯¯¯ Run to the door at the end, down the hall to the right and step into the next hallway. Ignore the Guest Room to the left. Elevator Hallway ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ There is one Tricorne Ooze and two Pincer Oozes down the right corridor that blocks the elevator. Toss a hand grenade at them or use some sort of explosive to damage them all at once then use a gun to kill them. Open the doors to the elevator then step inside. Take the elevator to the Bridge. Hallway to Bridge ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Run down the hall ahead and enter the Locker Room. Open the doors until Jill gets to the Bridge. Bridge ¯¯¯¯¯¯ Run down the ramp on the right side of the bridge area and open the door below. Bridge Hallway ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Enter the Conference Room down the right hall and to the right. Conference Room ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Run toward the back wall safe and use the Veltro key card to open it. Jill will be able to grab some more --ILLEGAL CUSTOM PARTS-- from this safe. --------------------------------------------------------------------- ITEM LIST [ ] Illegal Custom Parts - Use the Veltro key card to unlock the safe in the back of the Conference Room and this will be inside. (Damage 4) ------------------------------------------------------------------------------- Run back out into the Bridge Hallway then get on the elevator down the left corridor. Take the elevator up to the Deck. Guest Cabin ¯¯¯¯¯¯¯¯¯¯¯ Search the room over for random ammo and areas to scan. If you look out the windows ahead, Jill can see some Hunters climbing the outside walls. Be sure to use the Veltro key card to open the safe on the north side of this room and pick up the --ILLEGAL CUSTOM PARTS-- from inside. Jill can use the Veltro key card to unlock either of the doors that lead out to the heliport on the west side of the room. It's best to unlock the right door and step outside since Jill will be stepping out toward a green herb pick up and the green weapon crate on the outside is just off to the right! NOTE: If Jill did not scan the handprint in the Guest Cabin in Episode 3, while in the Guest Cabin near the front of the ship, scan the table on the left (south) side of the room. The table has some blood on it and the handprint is near that blood. If you've been following this guide, Jill should have already scanned this handprint. This handprint is number 15/30 in Episode 3 of the walkthrough. --------------------------------------------------------------------- ITEM LIST [ ] Random Ammo - On the center table. [ ] Random Ammo - On the back railing. [ ] Green Herb - On a sofa on the north side of the room. [ ] Random Ammo - On a chair on the north side of the room. [ ] Hand Grenade (x3) - On the table on the north side of the room. [ ] Illegal Custom Parts - Use the Veltro key card to open the safe on the north side of the room. (Daze 2) ------------------------------------------------------------------------- SCANS [ ] Magnum Ammo (+3) - Scan the left trash can in the middle of the room. ------------------------------------------------------------------------------- Heliport ¯¯¯¯¯¯¯¯ --> Objective: Kill the Hunters Hunters will attack Jill as she steps out onto the walkway no matter which door she exits from. These Hunters can be a slight pain with how aggressively they attack. It's best to try to get to one side of the walkway so Jill can face all of them with her back to a railing. Do not reload often at all or Jill will get hit! The Hunters will mainly hit Jill while she tries to reload more than anything else. Switch weapons to keep from reloading even if Jill has to use the magnum. The best time to reload is once a Hunter has been knocked down - reload as it recovers. Do not reload in between Hunter waves or Jill is very likely to get hit. The Hunters will attack that fast! --------------------------------------------------------------------- ITEM LIST [ ] Green Herb - On the floor outside the right (north) door that Jill must unlock to step out of the Guest Cabin. [ ] Random Ammo - Near the railing in the middle of the walkway. ------------------------------------------------------------------------------- After the first wave of Hunters, run toward the green weapon crate on the north side of the walkway and start placing some of the upgrades that Jill recently got onto her current weapons. Swap out any weapons that Jill has low ammo for in place of other weapons. If you have to, swap the machine gun for a handgun with burst fire. Move over the bridge on the west side of the area and get on the heliport. There is a metal crate off to the left and Parker should be standing right next to it. Another wave of Hunters will start to attack as soon as Jill steps onto the heliport. DO NOT fight them on the heliport area or Jill will get surrounded easily. Run back onto the catwalk bridge and shoot them from the bridge. The Hunters will not spawn behind Jill - they will only spawn from the heliport area, so just focus all fire in that direction. Once the waves of Hunters are gone, the next objective will be received. --> Objective: Open the UAV container Search the area over for items then walk toward the metal UAV container and open it on the side where Parker stands to trigger a cutscene. ******************************************************************************* [ ] - - H A N D P R I N T (22/30) - - While out on the heliport looking for the UAV, after fighting all waves of Hunters, run to the far west end of the heliport and step out onto the catwalk. The handprint is on the grating on the far west side of the catwalk. ******************************************************************************* --------------------------------------------------------------------- ITEM LIST [ ] Random Ammo - On the ground near the metal container. [ ] Handgun Ammo (+5) - On the northwest side of the heliport area. ------------------------------------------------------------- BREAKABLE OBJECTS [ ] Small Crate - On the north side of the heliport area. ------------------------------------------------------------------------------- ___________________ S C E N A R I O 2 \___________________________________________________________ ------------------------------------------------------------------------------- [WT15] Time: 1:08am Location: Deck Characters: Jill and Parker Heliport ¯¯¯¯¯¯¯¯ --> Objective: Head to the control room Jill and Parker have just dug out the UAV. Quint contacts the two characters and tells them that the controls for the UAV are in the Control Room. ------------------------------------------------------------- BREAKABLE OBJECTS [ ] Small Crate - Near the metal container. [ ] Small Crate - On the north side of the heliport area. [ ] Small Crate - On the north side of the heliport area. ------------------------------------------------------------------------- SCANS [ ] Custom Parts - Scan the bottom portion of the UAV. (Long Magazine 3) ------------------------------------------------------------------------------- There is a short route to the Control Room in the Heliport area. Move back across the catwalk bridge then run to the far right and find the door at the end of the walkway. Parker will stand next to the door. Open the door to trigger a cutscene. Outside Walkway to Control Room ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Time Limit: 5:00 (5 minutes) The rest of this part is timed, so be sure to run and don't get into too many fights. The time limit is very strict. Do not stop often at all or your characters will die! Run toward the doorway up ahead. On the other side of the doorway is a very long outside walkway. To the left there is a weapon crate. Three Hunters are up ahead. Blast them out of the way quickly then start moving along the walkway. Do not stand and fight for too long. While moving ahead, a Chunk Ooze and a Hunter will come into view. Try to blast the explosive barrels that they move by to kill them quickly. Two more Hunters and two Tricorne Oozes can be seen in the distance. Try to hit the explosive barrels that the Hunters run by. Use a machine gun to fire at the Tricorne Oozes. A few Hunters will fall from above and a Chunk Ooze will be further ahead. Once again, blast the red barrels that they move by. Hurry to the door at the end of the walkway then quickly open it. If you reach the door with 3 minutes to spare, you're doing great! --------------------------------------------------------------------- ITEM LIST [ ] Green Herb - On the floor near the dooway that leads out of the first corridor. [ ] Random Ammo - On a bench along the outside walkway. ------------------------------------------------------------- BREAKABLE OBJECTS [ ] Small Crate - On the outside walkway. [ ] Small Crate - On the outside walkway. [ ] Small Crate - On the outside walkway. [ ] Small Crate - On the outside walkway. ------------------------------------------------------------------------------- Hallway to Control Room ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ A Tricorne Ooze is around the first corner and a Chunk Ooze will move out from behind the second corner. Back away from the Chunk Ooze then quickly blast the Ooze when it steps into view. Run to the elevator doors and step inside then take it to the floor below. It will only go one way, so just hit the controls along the side after getting inside. NOTE: The elevator ride down to the Cargo Room literally takes about 30 seconds away from the current time! Cargo Room ¯¯¯¯¯¯¯¯¯¯ There is a green weapon crate to the right as the characters step out of the elevator. Jill and Parker and the player will have a great big surprise waiting for them once Jill moves around the right corner after stepping through the doorway up ahead. Rachel will be waiting for Jill and Parker! Now, is not really the time to fight her however. Run by her! Be ready to dodge her attack because she will try to grab. NOTE: Instead of running straight through the doorway and turning right, it's best to move toward it then back up as Rachel steps into view. This way, she can be seen before she attacks and a player can more easily dodge her attacks. Sometimes backing up will avoid her attack. --------------------------------------------------------------------- ITEM LIST [ ] Green Herb - Lying near the first doorway. Be sure to pick this up. ------------------------------------------------------------------------------- The camera will show the Control Room door on the floor below - that is your destination. Get there quickly! Jill does not have time to worry about extra pickups at the moment. She can get all the extra items on her way back. From the doorway, turn right and move across the walkway on the east side of the room. Blast the Tricorne Ooze out of the way of the ladder then fall down to the area below. Rachel will follow Jill and Parker below, so keep in mind that she will be chasing your characters. Ignore the stairway with the door to the left and blast the Tricorne Ooze on the way around the right side of the area. There will be a few mouth traps on the floor along the way around the crates, so watch for them. Shoot them if they ever block your way. There is a Scagdead up ahead! Run down the next corridor to the right and blast or run by the Tricorne Ooze at the end. Turn to the left then blast the Tricorne Ooze and mouth traps to clear a path. --------------------------------------------------------------------- ITEM LIST [ ] Magnum Ammo Case - On the floor to the right of the door with the staircase on the bottom floor. This is in an alcove. This can be picked up during the next episode. ------------------------------------------------------------------------------- A Scagdead is at the top of the stairs ahead. Toss a grenade at him as Jill moves up the stairs to keep him from hitting Jill. You don't want him to grab Jill or hit her with his saw attack. Rachel should be right behind both characters still, so you don't have time to shoot him. Run toward the ++ROCKET LAUNCHER++ at the top of the stairs then grab it. Aim the rocket launcher at Rachel and the Scagdead and try to shoot both of them with one shot! The Scagdead will leave behind some --ILLEGAL CUSTOM PARTS-- and Rachel will leave behind some --ILLEGAL CUSTOM PARTS-- if they are killed. Rachel is sometimes delayed and won't be immediately behind the characters once Jill picks up the rocket launcher. She has a longer death animation as well, but the parts can be pick up as soon as she falls - the item will not shine until after she speaks, but it can be picked up! NOTE 1: If you want to get both the Scagdead and Rachel with one rocket shot and they are not together once Jill grabs the rocket, move back down the stairs and step past the crate and wait for both the Scagdead and Rachel to group. Obviously, this will take some time away from your total time of escape though, and it's not really worth doing, but I thought I might point it out. NOTE 2: If you leave the rocket launcher behind, it will be there in the next episode. You can do this and then store it in the weapon crate. If you store it in the weapon crate, save it until the final battle! --------------------------------------------------------------------- ITEM LIST [ ] ++ROCKET LAUNCHER++ - Up the stairs near the destination door. A Scagdead will be standing near this weapon. [ ] Illegal Custom Parts - The Scagdead will drop this. (Infighter 2) [ ] Illegal Custom Parts - Rachel will drop this. (Bind 2) ------------------------------------------------------------------------------- Open the door at the top of the stairs. Corridor to Control Room ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Jill and Parker are still not out of the clear yet. Run along the winding corridor and two Tricorne Oozes will be waiting in front of the Control Room door. Toss a hand grenade at the two Tricorne Oozes. Quickly open the door. NOTE: If Rachel was not killed outside, she will be around the corner, outside the door to the control room. Control Room ¯¯¯¯¯¯¯¯¯¯¯¯ Run toward the controls and activate them to end this episode. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - E P I S O D E 8 - A L L O N T H E L I N E - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Tow'rds the reins, countenance was turned, And backward it behoved them to advance, As to look forward had been taken from them. La Divina Commedia Inferno, Canto XX - - - ___________________ S C E N A R I O 1 \___________________________________________________________ ------------------------------------------------------------------------------- [WT16] Time: 1:17am Location: Control Room Characters: Jill and Parker Control Room ¯¯¯¯¯¯¯¯¯¯¯¯ Move toward the door up ahead and- HOLY SHIT! --> Objective: Make it out of the flood Alright, so now Jill is submerged in water as the room is flooding. Swim out of the Control Room and through the tunnel up ahead and be quick! Open the door at the end of the tunnel. Cargo Room ¯¯¯¯¯¯¯¯¯¯ Swim upwards to get some air. Dive back under the water and swim under the crates in the middle of the room. The door near the stairs under the water is locked. Swim toward the northeast portion of the room then use the ladder to climb back up to the top walkways. --------------------------------------------------------------------- ITEM LIST [ ] Magum Ammo Case - Lying on the southeast side of the area (underwater). This is by the stairs with the locked door at the top of them. This could have been grabbed during the last episode. [ ] Random Ammo - Lying along the metal platform on the east side of the walkway area. [ ] Custom Parts - Lying along the northwest side of the walkway. (Damage 3) [ ] Random Ammo - On the table inside the small control room on the west side of the top area. ------------------------------------------------------------------------- SCANS [ ] Green Herb - Scan the top portion of the green crate by the elevator that your characters entered this room from in the last episode. [ ] Shotgun Shells (+3) - Scan the pipe in the corner on the northeast side of the top walkway. [ ] Shotgun Shells (+3) - Scan the boxes in the back of the small control room on the west side of the top area. [ ] Shotgun Shells (+3) - Scan the boxes in the back of the small control room on the west side of the top area. [ ] Handgun Ammo (+5) - Scan the floor up under the table in the small control room on the west side of the top area. [ ] Handgun Ammo (+5) - In the room with the green weapon crate, scan the cardboard box on the metal platform beside the crate. ------------------------------------------------------------------------------- Take all the items that Jill left behind from the last episode. They are all still there if she left any - even the Magnum Ammo Case under the water. Be sure to take advantage of the green weapon crate in the south room since Jill probably has many extra parts by now! ******************************************************************************* [ ] - - H A N D P R I N T (23/30) - - While in the Cargo Room, after Jill and Parker climb the ladder in the water to get back on the walkway, run over to the control room portion of the Cargo Room on the west side of the area and step inside. The handprint is on the inside glass window of the control room. ******************************************************************************* Run over to the northwest side of the room and fall down the ladder along the walkway. Dive under the water and open the door on the northwest wall below the water. Flooded Corridor ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Quickly swim to the door at the end of the corridor and open it. There is no place to get air in the corridor, so swim fast. --------------------------------------------------------------------- ITEM LIST [ ] Handgun Ammo (+10) - On a control unit while turning the first corner in the corridor. ------------------------------------------------------------------------------- Flooded Stairway ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Swim upward to get some air after swimming into this area. Climb the ladder at the top. The door at the top is locked and has a Trident mark on the door. For now, the main reason to move up to the door is to scan for the items to the side. ------------------------------------------------------------------------- SCANS [ ] Handgun Ammo (+5) - Scan the floor below the left side of the control box off to the right. [ ] Handgun Ammo (+5) - Scan the floor near the cardboard box next to the control box. ------------------------------------------------------------------------------- Dive back under the water and swim to the bottom floor. Unlock and open the door at the bottom. --------------------------------------------------------------------- ITEM LIST [ ] Random Ammo - In the center of the bottom floor. ------------------------------------------------------------------------------- Flooded Hallway ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ There is an air pocket in the ceiling after opening the door. Be sure to surface to get some air then quickly dive back underwater and continue swimming forward in the corridor below. Chris will contact Jill and Parker as Jill moves toward the next door. Open the door while he talks. Water Corridor ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Swim forward then swim over the top of the pipes that block the hall. Swim up the stairs then surface at the air pocket in the ceiling when a door can be seen up ahead. The door is jammed. --------------------------------------------------------------------- ITEM LIST [ ] Shotgun Shells (+8) - On top of the stacked pipes. ------------------------------------------------------------------------------- Dive back down and swim along the corridor below. Swim down the stairs and look into the next area off to the right. Two Sea Creepers are in the area and one of them will likely grab Jill when she tries to swim by the creatures. Don't worry about underwater hits that much since Jill replenishes her health everytime she gets air. Don't get hit too many times in a row since that is like staying underwater for too long however! --------------------------------------------------------------------- ITEM LIST [ ] Illegal Custom Parts - When Jill first enters the area with the two Sea Creepers, swim directly upwards and this item will be on catwalk up above. (Damage 4) [ ] Shotgun Ammo (+8) - Open the door to the Tank Room on the northeast side of the area and this will be lying on top of the middle water tank inside. [ ] Shotgun Ammo (+8) - Open the door to the Tank Room on the northeast side of the area and this will be lying on top of the back left water tank inside. ------------------------------------------------------------------------------- NOTE: Jill will now stab a Sea Creeper then kick its wounded body away after a Sea Creeper grabs her while underwater. The Sea Creeper will actually get placed into a permanent stun if you shake it off during an underwater grab in the console version. The stun will last until Jill exits then reenter the area. If you've played the 3DS version, you know what a pain in the ass the Sea Creeper could be underwater in that game - Jill would only shake off the Sea Creeper allowing it to easily grab her again in the 3DS version. Very nice fix that limits frustration SO much, Capcom! There are air pockets in the ceiling on the south side and the north side of the room. If you don't know where Jill is yet then just swim toward the middle catwalk and look to the left - you can see the gear for the gear puzzle where she placed the cog and got the restart key in an earlier episode. Jill is in the Water Corridor area near the Engine Room. Jill can open the door to the Tank Room in the north and grab the ammo on the tanks inside - that's all there is in that room though (other than an air pocket in the ceiling). Swim down the ladder on the west side of the catwalk in the center of the corridor and open the door to the Engine Room. Engine Room ¯¯¯¯¯¯¯¯¯¯¯ Jill's destination is the air pocket in the center top portion of the Engine Room. It's the same vent that Jill pulled the grating off of with the pipes in an earlier episode shortly after the room flooded. --------------------------------------------------------------------- ITEM LIST [ ] Random Ammo - On a pipe directly ahead after first entering the Engine Room from the Water Corridor. ------------------------------------------------------------------------------- Engine Room Vent ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Pull up into the vent then fall into the water on the other side of the vent. Engine Room Corridor ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ There is a Sea Creeper in the corridor area. Swim by the Sea Creeper and open the door on the east side of the corridor. Maintenance Room Passage ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ There is an air pocket on the south side of this room. Swim toward the door on the north side then open it. Maintenance Room ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ There is a Sea Creeper in this room. Be sure to grab the Custom Parts on the center tank. There is an air pocket on the ceiling in the north. Open the door on the other side of the tank. --------------------------------------------------------------------- ITEM LIST [ ] Custom Parts - On top of the tank in the middle of the Maintenance Room. (Fire Rate 3) ------------------------------------------------------------------------------- Floodgate Area ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ The floodgate at the end of the room is still sealed from where Jill and Parker shut it by pulling the switch in the Control Room in an earlier episode. Jill will need to swim through a broken window in the wall shortly after swimming over a stack of pipes. Make a left almost immediately after swimming through the window and swim through a second broken window. There is also a door to the left that Jill could have opened, but swimming through the second window (Control Room window) is much faster. --------------------------------------------------------------------- ITEM LIST [ ] Random Ammo - Found along the floor while swimming through the corridor. [ ] Random Ammo - On the side of the first broken window. ------------------------------------------------------------------------------- Control Room ¯¯¯¯¯¯¯¯¯¯¯¯ Swim upwards after swimming through the second broken window to swim up to the air pocket in the next room. Jill is now back in the Control Room for the floodgate where she restored power and closed the floodgate in an earlier episode. Dive down into the water again and swim over to the door on the north side of the room then open it. Water Passage ¯¯¯¯¯¯¯¯¯¯¯¯¯ Swim to the door on the other side of the corridor. Room with Ladder ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ There is a Sea Creeper in this room. Jill needs to swim to the top of the area and then open the door through the corridor at the top. In an earlier episode, Jill climbed a long ladder to get up to the door. --------------------------------------------------------------------- ITEM LIST [ ] Rifle Ammo Case - This is lying on the middle set of pipes while Jill swims to the top of this room. ------------------------------------------------------------------------------- Lift Area ¯¯¯¯¯¯¯¯¯ Swim upwards. There are three Sea Creepers in the Lift Area's water and Jill is likely running out of air by now, so quickly swim upward and surface in the top of the Lift Area. --------------------------------------------------------------------- ITEM LIST [ ] Random Ammo - On a crate near the bottom floor. [ ] Random Ammo - On a crate in the middle portion of the water. [ ] Custom Parts - On a crate along a catwalk near the top of the water. (Long Magazine 3) ------------------------------------------------------------------------------- NOTE 1: Jill can now use the Veltro key card on the door on the south side of the bottom floor of the Lift Area if she didn't do so earlier. It doesn't do her any good right now though - wait and use it when Jill returns to this area. NOTE 2: A player can lure the Sea Creepers to the top of the pool by allowing them to follow Jill before surfacing then scan them for some extra scanning percentage toward green herbs. Depending on how many Sea Creepers Jill has scanned thus far, they can be worth quite a bit of percentage! While at the top of the Lift Area, find the portion of the walkway without railing (with yellow stripes) and pull up to the walkway. Chris wil contact Jill over radio when she starts to move around the walkway. Chris will mention that Jill and Parker should meet him and Jessica in the hall. They are on their way aboard the Queen Zenobia right now! --------------------------------------------------------------------- ITEM LIST [ ] Green Herb - Near the portion of the walkway with no railing. [ ] Green Herb - Reenter the Hallway to the Elevator on the south side of the Lift Area and there will be a green herb on the floor near a pipe on the right wall while moving down the corridor. ------------------------------------------------------------------------- SCANS [ ] Rifle Ammo (+6) - Scan in between the two metal devices on the southwest side of the walkway. [ ] Shotgun Shells (+8) - Scan the boxes on the southeast side of the walkway. ------------------------------------------------------------------------------- --> Objective: Head for the hall Be sure to pick up the green herb through the double doors in the south corridor. Climb the ladder on the northeast side of the Lift Area. Ventilation Area ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Follow the corridor then drop from the area with the ladder. Jill will fall into the water below. Dive below and swim to the other side of the area then swim upwards into the air pocket above. There is a Sea Creeper in the middle of the area, so dodge her. Climb the ladder after Jill reaches the surface. --------------------------------------------------------------------- ITEM LIST [ ] Handgun Ammo (+10) - On the floor before reaching the ladder. ------------------------------------------------------------------------- SCANS [ ] Rifle Ammo (+6) - Right before climbing into the VIP Room (second ladder after swimming through the water), scan the floor near the fan. ------------------------------------------------------------------------------- VIP Room ¯¯¯¯¯¯¯¯ Use the green weapon crate in the VIP Room if needed. Open the door to the Casino to trigger a cutscene. ------------------------------------------------------------------------- SCANS [ ] Rifle Ammo (+6) - Scan the floor near the fallen chair by the table. ------------------------------------------------------------------------------- ___________________ S C E N A R I O 2 \___________________________________________________________ ------------------------------------------------------------------------------- [WT17] Time: A Little Earlier Location: Mediterranean Sea Characters: Chris and Jessica Mediterranean Sea ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ This portion of the episode is a shooter segment much like the vehicle shooter stage found in Resident Evil 5. Gatling Gun Controls: .---------------------------------------------. | Right Thumbstick | Turn/aim the gatling gun | | R1/RT | Fire the gatling gun | | R2/RB | Fire grenade | | X/A | Cool the gatling gun | | Triangle/Y | Use green herb | '---------------------------------------------' --> Objective: Board the Zenobia Chris and Jessica will have to use the gatling guns on the speedboat to blast tentacles that move out of the water for this scenario. Jessica will fire at the tentacles along with Chris, but Chris (the player) will be the main one fighting off the tentacles. Blast the tentacles as they move up out of the water. They will constantly move into the background up ahead then quickly dash toward the characters. The mouth on the front end of each tentacle will try to bite the characters as the tentacle moves toward the speedboat. Once the tentacles start to dash toward the characters, be sure to focus all fire on the one coming directly at the boat to stop its attack. Save all grenades for the last few tentacles - don't use them now! NOTE: Keep watch on the gauge on the right side of the screen. When it overheats, the player will have to cool the gatling gun down by tapping the B button until the gauge fully reaches the bottom. It's best to tap the X/A button when not shooting in order to cool down the gun. When you don't have to shoot, don't shoot at all. Don't ever just hold down the trigger unless a tentacle is in view. Eventually the tentacles will hop out of the water and shoot three spike projectiles at the speedboat. Quickly aim toward the spikes and shoot them with the gatling gun. When spikes are on the screen, focus all fire on destroying them. They only take one shot to destroy and hitting them is the only way to avoid receiving damage from them. The spikes are the worst part of this battle since they are so small and require precise aiming to hit all three of them before they hit the speedboat. The tentacles will eventually start to move out of the water then dash straight at the speedboat from mid-distance and try to bite the characters. The characters will have to turn to the right to shoot the tentacles eventually then they will need to face directly ahead again afterwards. Once the characters get really close to the Queen Zenobia the action really starts to pick up. Several tentacles will move into the background and then dash forward as the Queen Zenobia comes into view. At that time, start to fire grenades forward to hopefully hit one of the tentacles on one side then fire with the gatling gun on the other side. Once the characters move around the side of the ship, the tentacles will stop attacking and a cutscene will trigger eventually. ___________________ S C E N A R I O 3 \___________________________________________________________ ------------------------------------------------------------------------------- [WT18] Time: 2:14am Location: Casino/Queen Zenobia Characters: Jill and Chris VIP Room ¯¯¯¯¯¯¯¯ Chris and Jill are together once again. Now Chris can finally stop worrying about Jill throughout the game since she is near him and he can ask her out on a date afterwards then the two can crash at his place shortly after having intense sex and- no, that will never happen. Why? Chris has a job to do, and he wants to see it through. Right? --> Objective: Go to laboratory Chris will take the place of Parker as Jill's partner for this episode. Jill and Chris will start out in the VIP Room next to the Casino. Use the green weapon crate to the side if needed then fall down into the Ventilation Area below. Ventilation Area ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Fall down the ladder near the fan up ahead then swim through the water below and climb the ladder on the other side. NOTE: Jill can now toss pulse grenades at the Sea Creepers in the water but be sure to keep them for an enemy that Jill will run into later! A pulse grenade will permanently stun a Sea Creeper. It's really best just to swim by them. Remember, Jill can replenish her health from their attacks just by getting air while in the water. Run toward the dropoff then fall into the Lift Area once again. Chris will mention that they can cut through the Bilge to get to the lab. Lift Area ¯¯¯¯¯¯¯¯¯ Jill and Chris will have to hop into the water and swim below. The portion of the walkway without railing is on the northwest side of the Lift Area. Run to that side then dive into the water. Two Sea Creepers are in the water below the Lift Area - swim by them while swimming toward the bottom. Use the Veltro key card on the door on the south side of the bottom floor then open the door. Flooded Hallway 1 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Swim under and over the pipes and follow the corridor to the door at the end then enter the next hallway. --------------------------------------------------------------------- ITEM LIST [ ] Random Ammo - In the first corridor behind the locked door. ------------------------------------------------------------------------------- Flooded Hallway 2 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Swim forward and a Sea Creeper will bust out of the vent on the right side of the wall. The Sea Creeper will likely grab Jill, but just fight if off and swim by the pipes then open the next door. --------------------------------------------------------------------- ITEM LIST [ ] Random Ammo - In the second corridor behind the locked door. ------------------------------------------------------------------------------- Flooded Hallway 3 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Swim around the right corner up ahead and a Sea Creeper will be waiting near the door on the other side. Swim by the creature then open the next door. --------------------------------------------------------------------- ITEM LIST [ ] Shotgun Ammo - In the third corridor behind the locked door. ------------------------------------------------------------------------------- Cargo Room ¯¯¯¯¯¯¯¯¯¯ Quickly surface after entering since I'm sure Jill is nearly out of air by now. Dive back under the water and swim over to the ladder on the northeast side of the area then climb it to reach the upper walkway. Chris will move over to the ladder on the northwest side of the walkway and tell Jill that the lab is just up ahead. He will dive into the water. Follow him and dive into the water then open the door on the northwest side of the water area below. Flooded Corridor ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Quickly swim through the corridor and open the door at the end. Flooded Stairway ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Chris will be holding his breath and waiting for Jill on the other side of the door. Awww... look at that. He's risking drowning to make sure Jill doesn't have to push the door open. Swim to the top of the stairway area and climb the ladder to reach the walkway with the Trident marking door up above. Chris will give Jill the **TRIDENT KEY** that he found aboard the Queen Semiramis. Evidently, they use the same keys aboard both ships. So clever! Unlock the door then step into the lab entrance corridor and then unlock the next door. Lab Entrance Hall ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ The double doors around the corner are locked and require fingerprint access by a registered user. Jill cannot open the door or register her fingerprint at the moment. The door down the hall is locked, but thankfully, the glass window to the left side of the door is broken out. Stand in front of the broken window and hop into the next room. Filing Room ¯¯¯¯¯¯¯¯¯¯¯ Move to the back of the room and check the PC on the desk. The machine to the side will ask for a fingerprint to register. Stand next to the fingerprint machine and interact with it to register Jill's fingerprint so she can open all the upcoming doors that require a fingerprint check. If you've played the 3DS version, you'll be thankful to know that you don't have to touch a nice LCD screen with your greasy finger to register a fingerprint anymore thanks to the console version! Keep in mind that all of these fingerprint registration screens work like this one - just approach them and interact with them. Use the green weapon crate near the PC if needed. Hop back out the window. ------------------------------------------------------------------------- SCANS [ ] Pulse Grenade - Scan the fallen shelf and other debris that blocks the door inside the room. [ ] Handgun Ammo (+10) - Scan the bottom left portion of the shelf on the northeast portion of the room. ------------------------------------------------------------------------------- Lab Entrance Hallway ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Walk over to the double doors and check the controls on the left wall beside it to register Jill's fingerprint and open the door. Sterilization Area ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ There is a --"SCARMIGLIONE" DEVELOPMENT DOCUMENT-- file on the bench along the left side of the room. Step into the Sterilization Room on the left side of the area. ******************************************************************************* [ ] - - H A N D P R I N T (24/30) - - While in control of Jill while Chris is with her, the two will have to register a fingerprint in a Filing Room then open a set of double doors by using fingerprint access. In the Sterilization Room on the other side of the double doors, this handprint is on the left set of locker doors. It's on the fourth door without a lab suit inside the locker. ******************************************************************************* -------------------------------------------------------------------- ITEMS LIST [ ] Illegal Custom Parts - On the bench to the left. (Narrow 1) [ ] Machine Gun Ammo (+30) - On the bench to the left. ------------------------------------------------------------------------- SCANS [ ] B.O.W. Decoy - Scan the left side of the floor below the shelves off to the right. [ ] Shotgun Shells (+8) - Scan the crumpled up lab suit on the bench to the left. ------------------------------------------------------------------------------- Sterilization Room ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ No, there are no lasers in this room, so no acrobatic stunts that result from QTE button presses are needed. Chris will enter the Sterilization Room on the other side and the sterilization process will begin shortly. Eventually a noise will be heard as if something is hitting a nearby wall. Something will start to break through the south wall in the room that Jill is in. It will cut through the wall with a blade appendage. This is a Scarmiglione. .------------------------- NEW ENEMY - SCARMIGLIONE --------------------------. | WEAK AREAS: | | - Head (shoot for the most damage) | | - Any portion of body (when not covered by shield) | | | | The Scarmiglione is a large human-like creature that has a lance arm and an | | arm with a hardened shell portion resembling a shield. It's like fighting a | | mutant knight. This enemy will constantly try to cover its body with its | | shield arm and move close to a character then try to slice with its lance | | arm. From a distance, it will try to lean over and dash forward with a | | shield ram. All of its attacks are highly damaging. | | | | Aim toward whatever area of the Scarmiglione that is not covered with its | | shield arm and fire at that spot to damage it. If a player shoots it in | | legs too much, it will eventually cover its legs then leave its head open | | to damage. It will constantly have one portion of its body open to attack. | | Aim at whatever portion of its body it doesn't cover with its shield then | | blast it with a magnum, shotgun or machine gun. | | | | A Scarmiglione can be stunned instantly with one hit from a pulse grenade. | | A pulse grenade will stun it and set it up for a melee attack. Stunning it | | with a pulse grenade and hitting it with a charged melee attack is a very | | quick and easy way to kill it off. | | | | A Scamiglione is also VERY weak to shock grenade. A shock grenade will | | damage it very intensely. It will only take about two shock grenades to | | kill one so keep this in mind later if Jill finds any. | | | | Once the Scarmiglione has taken intense damage, it's upper half might | | explode and a pink appendage will be left behind. The pink appendage will | | try to shock the player. The Scarmiglione is right near death at this | | point and is left wide open to attack. Continue to blast it to kill it for | | good once this happens. The Scarmiglione can actually be knocked down with | | a shotgun blast at when its top appendage is all that is left of its top | | half. If Jill keeps shooting the legs of a Scarmiglione, the bottom half | | will be destroyed then the upper torso will crawl along the ground - this | | can be annoying since it will slash with its lance arm while moving toward | | Jill at that time. | '-----------------------------------------------------------------------------' Chris' sterilization room will open up first. He will step outside and try to open the door for Jill. Jill's door will not open for a few seconds after Chris' however, so she will have to repel the Scarmiglione for a while. Shoot it in whichever area of its body that it does not cover with its shield arm and try to keep about mid-distance from it. Don't stand right near it since it might attack Jill if she remains close. Shoot it with the machine gun if Jill has plenty of ammo for it. There is really no need to use a magnum for this battle. Blast it in the portion of its body that it doesn't cover with its shield arm - top or bottom. The Scarmiglione will stun if Jill tosses a pulse grenade at it. Jill can run up to the stunned creature and hit it with a charged melee attack while it is stunned - this will take intense damage from it. Be sure to hold down the button when performing the melee for maximum damage. Try to limit your usage of pulse grenades while still inside the sterilization room and give the door behind Jill a chance to open. Step out into the lab area as the door opens. Experiment Room ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ The Scarmiglione will follow Jill outside. It can be lead down the stairs and fought below. There is really no reason to take the fight below however. The Scarmigione will either die instantly once all of its health is gone or its top half will burst and a pink appendage will be left behind. The pink appendage will lean forward and shock the area in front of it. The Scarmiglione is not much of a threat at all when the appendage is shown however since it can be easily knocked down with a shotgun blast. It's nearly dead at that point. If Jill keeps shooting it in the legs, its legs will explode and the torso will fall to the floor. The torso will crawl toward Jill and slash at her at that time. ******************************************************************************* [ ] - - H A N D P R I N T (25/30) - - In the Experiment Room, on the other side of the two Sterilization Rooms that Jill and Chris get trapped in, this handprint is on the west side of the tank with a fish inside. It is on the left glass panel while facing the west side of the fish tank. This room is right outside the Sterilization Rooms where Jill and Chris fight the first Scarmiglione. ******************************************************************************* NOTE 1: There is an ++L. HAWK MAGNUM++ in the Experiment Room. It's on the northwest side on a stool near a lit up monitor. NOTE 2: It's not really that hard to dodge the Scarmiglione's attacks with the dodge maneuver. Just be sure you know its attacks. It will hold back its right arm then slice forward for its slice attack and yell then hold its shield in front of its body and duck down before its ram attack. Just press forward on the left thumbstick just before the attack hits. --------------------------------------------------------------------- ITEM LIST [ ] ++L. HAWK MAGNUM++ - On the stool near the back monitor. [ ] Random Ammo - On the floor to the left of the exit door. ------------------------------------------------------------------------- SCANS [ ] Illegal Custom Parts - Scan the left (north) side of the floor in the sterilization room that Chris was in after the fight with the Scarmigione. (Long Magazine 4) ------------------------------------------------------------------------------- After the battle, search the room over for items then open the elevator doors in the back of the room. Step inside and take the elevator to the upper floor. Underground Tunnel ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Open the big door at the other end of the tunnel to trigger a cutscene. ******************************************************************************* [ ] - - H A N D P R I N T (26/30) - - In the Underground Tunnel that Jill and Chris come to after using the elevator in the Experiment Room after fighting the Scarmiglione, this handprint is on the left side of the first arch in the tunnel. As Jill and Chris step forward, this will be off to the left when they first start to talk in the tunnel. ******************************************************************************* ------------------------------------------------------------------------- SCANS [ ] Lump of Flesh - Lying on the right side of the tunnel as the characters move down the tunnel. [ ] Handgun Ammo (+10) - Lying on the left side of the tunnel near the middle. [ ] Lump of Flesh - Lying on the left side of the tunnel near the end. ------------------------------------------------------------------------------- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - E P I S O D E 9 - N O E X I T - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - But if my words be seed that may bear fruit Of infamy to the traitor whom I gnaw, Speaking and weeping shalt thou see. La Divina Commedia Inferno, Canto XXXIII - - - ___________________ S C E N A R I O 1 \___________________________________________________________ ------------------------------------------------------------------------------- [WT19] Time: 2:50am Location: Crash Site Characters: Keith and Quint Entrance Hall ¯¯¯¯¯¯¯¯¯¯¯¯¯ The player will be given control of Keith back in Valkoinen Mokki airport. Quint will rush ahead of Keith like usual. The two characters need to find a PC in the building. --> Objective: Search for the PC Follow Quint as he moves down the corridor ahead. Open the door to the Bunks room. Bunks ¯¯¯¯¯ Move around the side of the bunk beds and open the door on the other side of the room. Entrance Hallway ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Quint will stop in the middle of the hall. When Keith approaches him, two Hunters will jump out from around the corner up ahead and attack, so be ready to blast them. Enter the Projector Room through the door on the right side of the hall. --------------------------------------------------------------------- ITEM LIST [ ] Hand Grenade - Reenter the Monitor Room and this is on top of a cardboard box inside. ------------------------------------------------------------------------------- Projector Room ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Follow Quint to the back of the room then open the elevator door. Take the elevator to the top floor. --------------------------------------------------------------------- ITEM LIST [ ] Shotgun Shells (+8) - Open the left locker in the set of lockers. [ ] Machine Gun Ammo (+30) - Open the right locker in the set of lockers. ------------------------------------------------------------------------- SCANS [ ] Machine Gun Ammo (+30) - Scan the chair behind the table with the projector. ------------------------------------------------------------------------------- Generator Area ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Quint will run toward the PC in the back of the area as Keith steps into the outside area. The PC lacks power however. Quint will tell Keith to find a power generator to restore power to the PC. --> Objective: Start up power generator The power generators can be activated by pulling two switches found on the east and west side of the area. Keith will need to pull both switches to restart the power and get the PC working. There are several weapons and pickups of ammo and green herbs lying around the area. Be sure to stock up on whatever Keith can carry. Exchange the handgun for either the rifle or the magnum. The rocket launchers are very powerful, but they are one time use and Keith won't be fighting anything really big in the upcoming fight. --------------------------------------------------------------------- ITEM LIST [ ] Green Herb - On the shelf to the right after exiting the elevator. [ ] Rifle Ammo (+27) - On the shelf to the right after exiting the elevator. [ ] RIFLE M40A1 - On the shelf to the right after exiting the elevator. [ ] ROCKET LAUNCHER - Near the crate to the left after exiting from the elevator. [ ] ROCKET LAUNCHER - Near the crate to the left after exiting from the elevator. [ ] Green Herb - On the ground near the crate with the ladder across from the elevator. [ ] MAGNUM PYTHON - On top of the crate across from the elevator. [ ] Magnum Ammo (+12) - On top of the crate across from the elevator. [ ] Green Herb - Lying near the two explosive barrels by the east switch. [ ] B.O.W. Decoy (x3) - On top of the stack of wooden boxes in the center of the area. [ ] Shock Grenade (x2) - On top of the table near Quint. [ ] Green Herb - On a box near the switch on the southwest side of the area. ------------------------------------------------------------------------- SCANS [ ] Green Herb - Scan the area inside of the dumpster near the elevator. [ ] Machine Gun Ammo (+60) - Scan the terminal with wires near Quint. [ ] Shotgun Shells (+8) - Scan the boxes under the middle platform (west side). ------------------------------------------------------------------------------- Once Keith restores power to the generators, enemies will start to attack as Quint works with the PC. Quint will start to download data from the PC. Climb on top of the center platform and blast the Fenrirs as they come into view. They often stay below the platform if Keith climbs to the top of the middle platform. The Fenrirs can leap up onto the platform with Keith, but they usually don't. Blast them with the machine gun while they move around the bottom area. Eventually Hunters will start to appear along with the Fenrirs. The Hunters make staying on the middle platform kind of dangerous since they they will have four ends to attack from. It's really best to get off the platform and move toward Quint once the Hunters start to appear. Start to use B.O.W. decoy grenades to kill off the Fenrirs - this will allow you to focus more on the Hunters. Fenrirs and Hunters will attack for a while then one of the generators will shut off. Keith will mention that he will go fix it. --> Objective: Restart power generator Find the generator that needs to be restarted, then run over to it and pull the switch - it should be the east switch. Blast the explosive barrels near the generator switch if enemies pile up near it. Hunters will start to attack more often, and some Fenrirs will be mixed with them. Once Quint mentions that the PC data download is at 80%, Farfarellos will start to enter the area. Keith will now have to deal with Farfarellos, Hunters and Fenrirs all at once. This can get quite dangerous. Find a corner and camp there. It's best to equip the shotgun and just stay with your back to a corner. Shoot the Farfarellos from a distance with the magnum if they can be seen. Shoot all close range enemies with the shotgun. Quint will mention that the data has been fully downloaded eventually, but that doesn't mean that the fight is over. Keith must kill all the enemies in the area to finish this segment. Walk over to Quint after killing all the remaining enemies and a cutscene will trigger shortly. ___________________ S C E N A R I O 2 \___________________________________________________________ ------------------------------------------------------------------------------- [WT20] Time: 3:16am Location: Laboratory/Queen Zenobia Characters: Jill and Chris Virus Pool Area ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ --> Objective: Stop the virus This area starts out a bit differently than the 3DS version of the game. Chris will try to move to the left and he will get shocked by some lasers. He will look toward them with his Genesis scanner. Arm the scanner and look in between the two poles with red lights to see three red lasers that block his path. Be sure to constantly arm the scanner to see the lasers in between the poles with red lights on the other side of the area. Turn around and find the poles behind Jill. Walk over to the red button on the right wall and press it. The lasers in front of Chris will turn off and the laser in front of Jill will turn off but the lasers behind her will activate. Chris and Jill will now be separated. Move toward the door up ahead of Jill. The poles to the left have their lasers active, so step around them and move toward the red button on the console beside them and press the button. All lasers are now shut off and Chris will regroup with Jill. The door beside Jill is locked so follow the current walkway to the north while then use the fingerprint scanner to unlock the door and step into the next room. --------------------------------------------------------------------- ITEM LIST [ ] Green Herb - Near the walkway and the railing by the locked door in the south. ------------------------------------------------------------------------------- Lab Office ¯¯¯¯¯¯¯¯¯¯ Check the --COMPLETION OF NEW-TYPE VIRUS-- file on the desk along the north side of the office. Open the door on the other side of the office after collecting the items around the area. --------------------------------------------------------------------- ITEM LIST [ ] Machine Gun Ammo (+30) - On top of the metal counter to the left after entering. [ ] Machine Gun Ammo Case - On top of the middle table. [ ] Green Herb - On top of the south counter. ------------------------------------------------------------------------- SCANS [ ] Magnum Ammo (+3) - Scan the far side of the metal counter off to the left. [ ] Handgun Ammo (+3) - Scan the file cabinet on the south counter. ------------------------------------------------------------------------------- Lab Corridor ¯¯¯¯¯¯¯¯¯¯¯¯ Open the door at the other end of the corridor. ------------------------------------------------------------------------- SCANS [ ] Hand Grenade - Scan the left side of the center portion of the floor. ------------------------------------------------------------------------------- Lab Morgue ¯¯¯¯¯¯¯¯¯¯ Take a look at the --MALACODA DEVELOPMENT MATERIALS-- file on the middle table. In the southwest corner of the room, there is a --VELTRO AGENT'S JOURNAL 2-- file on the desk. ******************************************************************************* [ ] - - H A N D P R I N T (27/30) - - In the Lab Morgue, this handprint is on the wall behind the PC on the desk off to the right. This is on the southwest side of the room. ******************************************************************************* Three of the drawers inside the room can be opened, but there are only Ooze corpses inside of each one. If Jill opens the drawer closest to the exit door, that Ooze body will fall out and then reanimate and attack. Jill can avoid him entirely by just leaving the drawer shut however. Leave the room by exiting back out into the Virus Pool Area. --------------------------------------------------------------------- ITEM LIST [ ] Rifle Ammo (+6) - On the left counter. ------------------------------------------------------------------------- SCANS [ ] Magnum Ammo (+3) - Scan the chair on the southwest side of the room. [ ] Illegal Custom Parts - Scan the equipment on the table along the left side of the room. (Reloader 1) ------------------------------------------------------------------------------- Virus Pool Area ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Chris will rush toward the set of controls in the middle portion of the area. He mentions needing a passcode to activate the neutralizing agent for the virus. Jill will leave Chris behind then tell him that she will search for the passcode. --> Objective: Search for the passcode Use the green weapon crate to the left of Chris if needed - take a machine gun with the highest damage upgrade with Jill. Step toward the closed door on the other side of the controls where Chris is and examine it. Chris will mention that he has cracked the code on the door and he will open it for Jill. Step inside the elevator and use the controls to take the elevator to the bottom floor. --------------------------------------------------------------------- ITEM LIST [ ] Green Herb - Near the ladder for the right platform. [ ] Magnum Ammo (+6) - On top of the right platform. [ ] Random Ammo - On top of the right platform. [ ] Random Ammo - On top of the left platform. ------------------------------------------------------------------------------- Laser Room ¯¯¯¯¯¯¯¯¯¯ DON'T just run into the room and move past the poles up ahead. There are lasers in between the poles. The lasers will only appear when Jill is viewing the area through the Genesis scanner just like the lasers in the starting area of the lab. Take out the scanner and look in between the poles. See all of those red lasers? Jill needs to find a path in between them. The lasers will not kill instantly but they take tremendous damage (three touches will kill). --------------------------------------------------------------------- ITEM LIST [ ] Shotgun Shells (+10) - On top of one of the metal tables to the left. [ ] Random Ammo - On top of one of the metal tables to the left. ------------------------------------------------------------------------------- There is a path in between the lasers that starts on the southeast side of the room. Find the portion off to the right side without lasers then move along that path. Be sure to equip the scanner and constantly look though the scanner to make sure that Jill is not about to walk into the lasers. The path to the west side of the room will be blocked. Find the green herb pickup on the floor and follow that path. Jill can't drop from the ladder yet and she can't move toward the dead body with the flashing item in the back at the moment either. Move toward the control pad on the wall and examine it. --------------------------------------------------------------------- ITEM LIST [ ] Green Herb - On the floor in the middle of the lasers. ------------------------------------------------------------------------------- The controls have a red light on them at the moment. Press the button on the control panel to make the lasers realign in the room and form a different path as the green light turns on. Turn around and a new path through the lasers is now set up behind Jill. Take out the scanner and look through it then follow the new path through the lasers. The new path will take Jill back to the beginning. A new beginning path has opened and now Jill can fall off the ladder on the west side of the room. Fall off the ladder and- AHHH! SHARK! Damn, I nearly dropped my conteroller there. Yeah, I know, that wasn't a shark, but still... bad memories from REmake... Anyway, fall off the ladder and Chris will contact Jill. Open the door off to the right. Hall to Virus Preparation Room ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Sneak along the walkway and watch for the Tricorne Ooze to appear in the distance. Take out a machine gun or handgun and blast the creature from a distance. When Jill moves further down the walkway, a Scarmiglione with a lance and shield will be blocking her path. Shoot whatever portion of his body he does not cover with a shield as he steps toward Jill. As long as Jill shoots him in an uncovered area, she can kill him pretty quickly with any weapon. A high powered machine gun will work very well in damaging him. Another Scarmiglione will fall off the high platform as Jill climbs the ladder in the back of the area. Kill it then ignore the door to the side for right now and follow the walkway with the side railing. Climb the ladder to reach the top of the side platform then grab the items above. Grab the --ILLEGAL CUSTOM PARTS--. --------------------------------------------------------------------- ITEM LIST [ ] Machine Gun Ammo (+50) - On a metal table on the to platform. [ ] Pulse Grenade - On a metal table on the top platform. [ ] Illegal Custom Parts - On a metal table on the top platform. (Damage 5) ------------------------------------------------------------------------------- Fall back down the platform and find the fingerprint scanner on the lower wall. Verify a fingerprint by examining the scanner then the door to the side will unlock. Open the door followed by the next door inside. Virus Preparation Room ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Take the --LABORATORY MAP-- from off the left wall above the desk. Jill can't do anything with the controls below the monitor up ahead or at the machine off to the right at the moment. She needs an employee pass code. --------------------------------------------------------------------- ITEM LIST [ ] Magnum Ammo (+3) - On the counter to the right. [ ] Machine Gun Ammo (+75) - On the counter to the right. [ ] Laboratory Map - On the left wall above the desk. ------------------------------------------------------------------------- SCANS [ ] Machine Gun Ammo (+15) - Scan the bottom right side of the terminal on the back wall (left side of the room). ------------------------------------------------------------------------------- Turn around and face the entrance door. Walk over to the controls on the right side of the entrance door and press the button to make the light on them turn green. This will realign the lasers in the Laser Room. The lasers blocking the employee body have turned off. Return to the Laser Room. There are no enemies along the way, just a slight scare. Laser Room ¯¯¯¯¯¯¯¯¯¯ Climb up the stairs and walk through the path in the lasers to reach the employee body. Read the --INFECTION LOG FOR QUEEN ZENOBIA-- file in his hand then take the **PROTOTYPE VACCINE**. Jill will contact Chris after taking the vaccine. Step back through the lasers then reenter the Virus Preparation Room. --------------------------------------------------------------------- ITEM LIST [ ] **PROTOTYPE VACCINE** - Take this from the employee body among the lasers. ------------------------------------------------------------------------------- Virus Preparation Room ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Walk forward and enter the employee number at the controls up ahead. A download will start. Sounds of something striking a wall can be heard as the download commences. Once the download is complete take the **AUTHENTICATION CODE** from off the controls. --------------------------------------------------------------------- ITEM LIST [ ] **AUTHENTICATION CODE** - Enter the employee passcode at the controls and this will appear after the download has completed. ------------------------------------------------------------------------------- Walk toward the machine on the right side of the controls and examine it to make Jill insert the Prototype Vaccine. She will place her hand into the vaccine machine and the vaccine will be administered to her. Walk toward the entrance door to leave the room and the room will shake and water will start to pour from the cracks in the door shortly before the door busts open and red water floods the room. This isn't just any red water though, Jill will be swimming in the T-Abyss virus! She just took the vaccine for the virus however. Chris will contact Jill while she is still in the room. --> Objective: Go back to Chris Swim through the doorways up ahead. Metal shutters will seal off the windows in the rooms. Swim into the hallway then reenter the laser room down the corridor. Laser Room ¯¯¯¯¯¯¯¯¯¯ The lasers in this room are still active. Be sure to keep this in mind. They can still hurt Jill. Jill will have to swim toward the ceiling and swim over the lasers (over the laser poles) to get by them. The sliding door cannot be opened anymore. Swim through the broken window to to the left of the sliding door to leave the Laser Room. Virus Pool Area ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Swim directly up to surface and get air. Chris will call out to Jill. There are some --ILLEGAL CUSTOM PARTS-- in the virus pool that can be found in the north portion of the pool if Jill swims toward the shutters that bar the windows in that area. Find the ladder on the east portion of the pool and climb it to get back to the walkway with Chris. It is marked by the marker on the map. --------------------------------------------------------------------- ITEM LIST [ ] Illegal Custom Parts - Swim underwater in the north area of the pool and this will be in the water beside one of the shutters. (Charge Shot 2) ------------------------------------------------------------------------------- Take a moment to use the green weapon crate to the side and install any new upgrades that Jill has. Be sure to keep a machine gun with the highest damage upgrade. Walk over to the controls in the center of the room then examine them and Jill will enter the Authentication Code to start the procedures to neutralize the virus. --> Objective: Make the area safe You've got to love that objective. Make the area safe, my reader! Blast all those baddies that make the area dangerous and make it a peaceful environment with T-Abyss virus all around it once again! Three Oozes will fall from the ceiling and attack. Back up toward the entrance door and blast them. Some Tricorne Oozes will be in the distance. They will either be on the same platform as Chris and Jill or on the walkway across from them. Kill the Tricorne Oozes as soon as you see them, so they can't stand back and fire at Jill. More Oozes and three Scarmigliones will eventually enter the area. Jill will have to face off against three Scarmigliones at once. Blast them in their uncovered area with the machine gun to damage them quickly! Climb on top of the platforms on the north side of the area and make them hop up toward Jill. Jill can blast them while they hop up toward her and as they land. This helps out quite a bit in avoiding getting hit by them. While fighting them out in the open, Jill is a lot more open to attack. Toss pulse grenades to stun them if needed then hit them with a charged melee. Morgan Lansdale will talk to Chris and Jill as the virus is confirmed to be neutralized. A cutscene will trigger. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - E P I S O D E 1 0 - T A N G L E D W E B S - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Because two natures never front to front Has he transmuted, so that both the forms To interchange their matter ready were. La Divina Commedia Inferno, Canto XXV - - - ___________________ S C E N A R I O 1 \___________________________________________________________ ------------------------------------------------------------------------------- [WT21] Time: 2:14am Location: Casino Characters: Parker and Jessica Grand Hall ¯¯¯¯¯¯¯¯¯¯ --> Objective: Head for the bridge Jessica will separate from Parker after he finishes speaking with her. They both agree to meet up at the bridge. Parker starts with the following weapons and items: - Handgun Government (7/40) - Machine Gun G36 (30/90) - Shotgun M3 (6/18) - Hand Axe - Shock Grenade (x3) - Green Herb (x1) Run to the west side of the hall then find the --MYSTERIOUS JOURNAL-- file on the floor behind the right pillar by the door that goes to the Promenade for a very interesting read. There are three routes that Parker can take to get back to the Bridge. The easiest route is Route 1. If you do not fight Rachel, the route is not that bad at all. Route 2 is one of the hardest routes because of the Hallway with Paintings area and Route 3 can get annoying with the Scarmigliones and Hunters that Parker will face in the Promenade. ******************************************************************************* - - - - - - - - - - - - - - - - - ROUTE 1 - - - - - - - - - - - - - - - - - - ******************************************************************************* Dining Room ¯¯¯¯¯¯¯¯¯¯¯ Enter the Cafeteria area while still in the Grand Hall to step back into the Dining Room. There is nothing to do in the Dining Room. Be forewarned that Rachel is in the corridor on the opposite of the bottom floor of the Dining Room. Outside the Library ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ A Chunk Ooze will be near the double doors that lead to the Library. Rachel is in this corridor as well. If Parker can knock her out here, he can get some Illegal Custom Parts from her - the parts are exclusive to this section of the game. Rachel is quite hard for a player to knock out in this area. Parker can move ahead a few rooms and get some extra shotgun shells and handgun bullets or step into the Small Library and get the Machine Gun Ammo as listed below in order to help out with this battle. The only safe way to stagger Rachel during this battle is to shoot her from a distance with the machine gun. She will stagger quite often when being shot with the machine gun from long range, but Parker has such limited ammo with the machine gun. Parker will have to switch over to the M3 shotgun eventually and that's where the fight can get really hard. The staggers with the M3 shotgun on Rachel can be very random. Toss Parker's shock grenades at Rachel while at a distance to damage her a bit and blast her with whatever types of ammo that Parker has. There is really no easy to take down Rachel at this part. It's best to fight her on casual or normal mode to get the custom parts that she drops. Do not attempt this battle on Hell unless you're really good at dodging her attacks. Parker can travel to the rooms ahead and lure Rachel into the path of a Chunk Ooze then set it off to damage her, but this can be random since you'll have to time its explosion and hope that Rachel is worked into the explosion. Obviously, Parker runs the chance of getting hit a bunch while trying this as well. NOTE: Parker can enter the Small Library or Library and hit Rachel from the other side of the door with his axe. This is not very helpful, but he will get a chance for some extra hits on Rachel by hitting her through the door. --------------------------------------------------------------------- ITEM LIST [ ] Illegal Custom Parts - Defeat Rachel while playing as Parker in Episode 10/Scenario 1. (Burst 6) ------------------------------------------------------------------------- SCANS [ ] Machine Gun Ammo (+60) - Enter the Small Library and scan the area on the bottom of the first right shelf. ------------------------------------------------------------------------------- Library ¯¯¯¯¯¯¯ Chunk Oozes are in this area. Shoot them then open the door on the other side of the Library. Second Library ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Rachel will be in this room if she wasn't killed earlier. Two Chunk Oozes and a Tricorne Ooze will be in the area also. Kill off the Oozes in Parker's path then open the door on the other side of the area. Storage Hallway ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ A Tricorne Ooze is directly ahead and a Chunk Ooze is blocking the doorway down the first right corridor - the elevator hallway door. Parker can scan some parts of this hall to get more ammo. See the list below. ------------------------------------------------------------------------- SCANS [ ] Shotgun Shells (+12) - Scan the fallen candle near the open doorway. [ ] Handgun Ammo (+40) - Scan the floor behind the wooden crates to the right of the weapon crate. ------------------------------------------------------------------------------- Open the door down the middle corridor to continue. If you want to defeat Rachel, Parker will need to go back and do that now. Elevator Hallway ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Get on the elevator up ahead and take it to the Bridge. Step out of the elevator and a cutscene will play as soon as Parker opens the door in the corridor through the locker room up ahead. ******************************************************************************* - - - - - - - - - - - - - - - - - ROUTE 2 - - - - - - - - - - - - - - - - - - ******************************************************************************* Dining Room ¯¯¯¯¯¯¯¯¯¯¯ Parker can take the upper rooms and get to an elevator that will take him to the Bridge as well. He will fight Rachel in the Exhibit Room and in the Hallway with Paintings. Exhibit Room ¯¯¯¯¯¯¯¯¯¯¯¯ Rachel is in this room along with a Tricorne Ooze. Hallway to Exhibit Room ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Around the corner up ahead, there are three Chunk Oozes. Lure them around the corner then shoot them from a distance. Hallway with Paintings ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ This is a very dangerous room. Rachel is right up ahead as soon as Parker enters. A Chunk Ooze guards the door to the Guest Room at the other end of the hall and another Chunk Ooze is down the left hall. Be sure to blast them before moving down the hall. Rachel will be right behind Parker as he moves toward them. Do not enter the Guest Room since there is only another Chunk Ooze inside. Second Floor Library ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Don't enter the restroom since a Pincer Ooze is inside. Step into the Elevator Corridor along the other side of the walkway. Elevator Corridor ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ A Chunk Ooze along with two Tricorne Oozes guards the elevator door. Blast the Chunk Ooze to make it explode and damage the Tricorne Oozes. Take the elevator up to the Bridge Hallway then open the door on the other side of the corridor through the locker room directly ahead to trigger a cutscene. ******************************************************************************* - - - - - - - - - - - - - - - - - ROUTE 3 - - - - - - - - - - - - - - - - - - ******************************************************************************* Grand Hall ¯¯¯¯¯¯¯¯¯¯ While still in the Grand Hall, open the door to the Promenade Area then step inside. Promenade Deck Stairs ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Enter the Storage Hallway through the door to the right. ------------------------------------------------------------- BREAKABLE OBJECTS [ ] Small Crate - Down the stairs near the closed shutter. ------------------------------------------------------------------------------- Storage Hallway ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ O'Brian will contact Parker shortly after moving down the hall. Open the door to the Promenade Area then step inside. Promenade ¯¯¯¯¯¯¯¯¯ Two Hunters will dash across the nearby walkway then run into the room while Parker moves along the walkway. Take out the machine gun and prepare to blast them as they step into view. Enter the room then step across the walkway on the other side. The shutter at the end of the walkway can't be opened, so move down the stairs. Step through the doorways of the room below and step into the open area on the other side. Look to the west side of the area. A Scarmiglione can be seen as it guards the door on the other side of the area. NOTE: If Parker moves to the west, Hunters will attack along with the Scarmiglione. Stand back and kill the Scarmiglione first. Blast the Scarmiglione with the handgun from a distance to make it move toward Parker. Keep blasting it in the area that it doesn't cover with its shield. Once it gets close. Toss a shock grenade at it. Shock grenades damage it greatly. If Parker weakens it enough with the handgun, it might die after one shock grenade toss. Move further to the west and three Hunters will attack. Take out the shotgun or machine gun and blast them. Open the set of double doors on the west side of the area. --------------------------------------------------------------------- ITEM LIST [ ] Handgun Ammo (+15) - On the small table near the Café. [ ] Handgun Ammo (+15) - On the floor near the set of double doors on the west side of the area. ------------------------------------------------------------------------- SCANS [ ] Handgun Ammo (+40) - Scan the floor near the fallen table beside the west set of double doors. ------------------------------------------------------------------------------- Hallway to Bridge Elevator ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Two Hunters will hop out from the around the left corner as Parker steps near it so have a shotgun ready to blast them. Don't move too far around the corner since a Scarmiglione guards the elevator doors and it's best not to agitate him until after killing the Hunters. Toss any leftover shock grenades at the Scarmiglione and blast him with the machine gun in the portion of his body that he doesn't cover with his shield. Get in the elevator and take it up to the Bridge after finising off the Scarmiglione. Jessica will contact Parker while he rides the elevator up. Bridge Hallway ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Run to the other side of the hallway and open the door across from the hallway with the elevator to trigger a cutscene. ___________________ S C E N A R I O 2 \___________________________________________________________ ------------------------------------------------------------------------------- [WT22] Time: 3:50am Location: Laboratory Characters: Jill and Chris Virus Pool Area ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ --> Objective: Get off the ship Use the green weapon crate to the side if needed then follow Chris into the Morgue to the north. Go through the Morgue and open the door to the Lab Corridor. Kirk will contact Chris and Jill over radio. He will tell them to meet up with him on the fordeck. Enter the Lab Office and open the door on the left side of the area. Collect any items that are still left over along the way. On the other side of the Virus Pool area, run along the walkway then follow Chris to the south as he leads the way to the fordeck. Open the door that he opens in front of Jill. Hallway to Stairs ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Follow the hallway to the next door then open both doors. Stairway to Fordeck ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ The ship will shake and stagger Jill a bit. Run down the stairs up ahead and follow Chris. Chris will hop down an opening and land into the water below. Hop through the opening and fall into the water. Flooded Corridor ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Dive down into the water then swim down the west corridor. Debris will fall and block the corridor to the north - Jill can swim over the pipes and pick up some Illegal Custom Parts on the floor on the other side of them. Swim to the left and surface then climb the ladder. Chris will haul ass into the next room as Jill follows the corridor after climbing the ladder. Open the door and follow Chris. --------------------------------------------------------------------- ITEM LIST [ ] Illegal Custom Parts - When pipes fall and block the corridor, they will fall over this item. Swim up and over the pipes then dive down and pick this up. (Long Magazine 4) ------------------------------------------------------------------------------- Flooded Corridor 2 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Turn to the right as Jill steps away from the door and an explosion will make her throw up her arms to shield herself. Walk over toward the fire where the explosion came from and pick up the Handgun Ammo Case near the flames. Find the dropoff on the west side of the railing and fall into the water below. --------------------------------------------------------------------- ITEM LIST [ ] Handgun Ammo Case - Lying near the flames where the explosion comes from as Jill enters the area. ------------------------------------------------------------------------------- The water is only waist deep. Follow the corridor through the doorway up ahead. A big gust of fire will explode in front of Jill as she continues. Run to the west corridor then follow the next hall to the south. Another gust of fire will shoot through the fence to the left. Move around the corner and Chris will be waiting near the door up ahead. As Jill moves toward Chris, debris will fall from the ceiling and block the two. Chris will be trapped behind the debris. He will tell Jill to move on ahead and he will find another way. Jill will need to back up and open the south door. Flooded Corridor 3 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Some person will be staggering down the corridor up ahead as Jill enters. A sudden shake will cause Jill to slow down. Run around the corner. Jill will find Parker as he lies on the floor. Move toward Parker and interact with him. Jill will lend him her shoulder and help him through the next few areas. Parker will tell Jill about Jessica as she moves forward. --> Objective: Get Parker off the ship Jill will be equipped with a handgun while helping Parker. She will only have a Handgun Government (from Parker) to fend off against enemies for the moment. Follow the corridor to the next door then open it. Flooded Corridor 4 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Notice the four Ooze bodies off to the left. There is also a red gas canister to the left - don't shoot it just yet! Move along the corridor to the right and walk toward the door. Steam will suddenly blast through the pipes on the left wall and seal off the path to the door. --------------------------------------------------------------------- ITEM LIST Handgun Ammo (+20) - Lying on top of an Ooze body near the north wall. ------------------------------------------------------------------------------- Turn back around and walk in between all the Ooze bodies in the back near the entrance door. Use the control panel on the west wall to shut off the steam. Notice the area on the south side of the room next to the controls - keep that area in mind. Try to step back in between the Ooze bodies and one of them will get up. Move back into the south area near the controls and blast the explosive canister to kill it. Another Ooze will get up from the water eventually. Blast it with the handgun. The Ooze should die in a few shots. Run back toward the corridor where the steam was blocking the door then open the door. Flooded Corridor 5 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Debris blocks the door to the left. Chris will be down the right corridor shooting at Oozes up ahead. Walk forward and shoot the exposive barrel down the hall as Chris continues to waste his ammo shooting the Oozes - got to show him how it's done! --------------------------------------------------------------------- ITEM LIST [ ] Handgun Ammo (+10) - Lying on some pipe debris off to the left after stepping into the corridor with Chris. ------------------------------------------------------------------------------- Chris will lead the way and shoot any enemy up ahead. Follow him down the corridor. Chris will shoot a pipe on the left wall in the area up ahead. He will start to shoot at two Tricorne Oozes further ahead. Blast the explosive barrel in front of the Tricorne Oozes to kill them both. Chris, be mindful of the color "red", young padawan! Chris will continue to lead the way through the tanks up ahead. An explosion of fire will occur in front of the characters. Chris will eventually start to shoot at some other enemy (Ooze) off to the left past the tanks - I guess Jill's partner is most likely color-blind to red or something. NOTE: Jill can move along the left side of the left set of tanks to where the Ooze will be in her view when it first steps out of the water - this is really the best way to kill it quickly. Back away and allow Chris to shoot the Ooze then wait for it to come into view and blast it with the handgun. Open the next door as Chris leads the way. Flooded Corridor 6 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ The characters will speak a bit to each other. Follow Chris up the stairs ahead. Open the door and follow Chris into the next room. Catwalk Bridge ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Chris will continue to lead the way so follow him onto the bridge. A cutscene will trigger soon. --> Objective: Get off the ship Time Limit - 4:30 (4 minutes and 30 seconds) A countdown sequence will begin after the cutscene. Jill has 4 minutes and 30 seconds to get off the Queen Zenobia. Like the last portion of the game with a time limit, the time limit for this part is just as strict. Do not waste time with too many ammo pickups and move fast! Jill will need to turn around and pick up the ++HANDGUN GOVERNMENT++ on the catwalk bridge in order to receive it as a weapon. Jill can switch it for any of her current weapons at the moment. Be sure to take the Government handgun to get credit for it and it will remain in the weapon case when Jill drops it off in a few more minutes A weapon that holds more ammo at a time than the Government handgun is really needed for the next part, but Jill will run into a green weapon crate along the way toward her next destination. Run up the stairs ahead and open the door. NOTE 1: Jill MUST pick up the Government Handgun for it to appear in the green weapon crate. NOTE 2: The Handgun Government includes an Edge Runner 1 upgrade part on it when Jill receives it. --------------------------------------------------------------------- ITEM LIST [ ] ++HANDGUN GOVERNMENT++ - This will be on the catwalk bridge behind Jill after the cutscene with Parker. Jill MUST pick this up for it to appear in the weapon crate. [ ] Custom Parts - The Handgun Government has this part attached to it when Jill receives it. (Edge Runner 1) ------------------------------------------------------------------------------- Steam Room ¯¯¯¯¯¯¯¯¯¯ There is a green weapon crate to the right as Jill enters this room. Look to the east side of the room and there is a Tricorne Ooze on the catwalk across from Jill. Blast it then fall from the catwalk that Jill is on. IMPORTANT: The green weapon crate in this area is the last one that Jill will run across before a big boss fight that is coming up. Put the Government handgun in the crate. Make sure that you take weapons that have a lot of ammo. Don't keep the shotgun! Take a machine gun, magnum and rifle if you have them. Put most upgrades on the magnum and rifle. ------------------------------------------------------------- BREAKABLE OBJECTS [ ] Small Crate - To the right as Jill enters the room. ------------------------------------------------------------------------------- As soon as Jill falls off the catwalk, a Scarmiglione will charge through the steam and dash straight at her. Prepare for this and quickly shoot the red canister on the right wall as the Scarmiglione passes by it to damage it badly. Finish the creature off with a machine gun. The steam blocks the way ahead. Rush over to the red valve handle in the left alcove and rotate the handle to turn off the steam. Follow the walkway and climb the ladder off to the left up ahead. ------------------------------------------------------------- BREAKABLE OBJECTS [ ] Small Crate - Near the ladder past the area with steam. ------------------------------------------------------------------------------- There is a row of red canisters leaning on the right wall of the catwalk as Jill turns to the right. Move past them and head toward the ladder on the other side of the catwalk. A Wall Blister will drop from the ladder up ahead. Quickly blast the creature to kill it then climb the ladder. Leading the Wall Blister back toward the gas canisters takes too long. Ventilation Area ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Follow the tunnel ahead and drop into the shaft at the end. Two Tricorne Oozes will fall and attack in the shaft area. Quickly kill them and climb the ladder to the right. The shaft will explode below Jill as she climbs. --------------------------------------------------------------------- ITEM LIST [ ] Green Herb - On the floor in the middle of the tunnel. ------------------------------------------------------------- BREAKABLE OBJECTS [ ] Small Crate - In the shaft after Jill drops. ------------------------------------------------------------------------------- Chris will be waiting at the top. Follow him around the corner then open the door. --------------------------------------------------------------------- ITEM LIST [ ] Green Herb - In the corridor above the shaft ladder. ------------------------------------------------------------------------------- Outside Walkway ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Kirk will contact Chris and Jill on the outside and tell them that he is flying around to the fordeck. Run along the walkway and follow Chris. Eventually the ship will tilt upwards as Jill runs. Keep moving up the walkway. Jill will literally be moving uphill. Two wooden crates will fall and break behind Jill once the ship tilts. --------------------------------------------------------------------- ITEM LIST [ ] Shotgun Ammo Case - Once the ship tilts, two wooden crates will slide by Jill and crash against the door below. One of the crates has this ammo case in it, so run back and grab it. [ ] Illegal Custom Parts - Once the ship tilts, two wooden crates will slide by Jill and crash against the door below. One of the crates has this custom part in it, so run back and grab it. (Burst 5) ------------------------------------------------------------------------------- NOTE 1: Dodge the first explosive barrel by staying to the left while moving ahead. Keep Jill to the far right side of the walkway while moving straight ahead and every other object should pass by her without her having to shoot the objects. Jill will still have to pause briefly then run past the second lifeboat that falls however. NOTE 2: If you run back and collect one or both of the items mentioned above, Jill will have to equip a handgun (or a magnum) and run in order to make it to the front of the ship in time if the timed sequence is restarted (Jill dies and you continue). A player will start with 1:15 on the clock. It will take EVERY second to reach the door at the top if Jill runs back. Getting hit by ANY object means that Jill just failed. Slowing down any will get Jill caught in the explosion. The ship will shake and an explosive barrel will fall toward Jill. Quickly aim upwards and shoot the explosive barrel before it hits Jill. Stay on the right side while continuing to move upwards. A lifeboat will fall but if Jill keeps to the right side, it will not hit her. Two explosive barrels will fall toward Jill after the lifeboat falls so prepare to aim upwards and shoot them. Eventually another lifeboat will fall up ahead. Stop moving when it falls then allow it to roll to the left a bit and then run past it while on the right side of the walkway. Keep in mind that Jill has to stop moving or the lifeboat will hit her since it completely blocks her at first. Two more explosive barrels will fall eventually. A doorway should be in view by now. Keep moving forward and run into the corridor up ahead. Run toward the door at the end of the corridor to trigger a cutscene that will end this episode. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - E P I S O D E 1 1 - R E V E L A T I O N S - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - For who repents not cannot be absolved, Nor can one both repent and will at once, Because of contradiction which consents not. La Divina Commedia Inferno, Canto XXVII - - - ___________________ S C E N A R I O 1 \___________________________________________________________ ------------------------------------------------------------------------------- [WT23] Time: 4:28am Location: Above Queen Zenobia Characters: Jill and Chris Queen Zenobia Wreckage ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ --> Objective: Defeat the giant enemy Kirk will contact both Chris and Jill as they stare up at the creature from the past episode. A boss battle will start afterwards. BOSS: Malacoda 1 Attacks: o Spikes - The creature's tentacles will hover in place and start to fire out spikes toward your character. o Tentacle Ram - The pincers on the side of the tentacle's mouth will start to move as it aims toward your character then it will suddenly dash forward and try to ram your character. Weak Areas: - Four Tentacles - Shooting any portion of the tentacles that stick out of the boss' body will damage it. It has two on each side and they can be destroyed. The attacks of Malacoda are very limited. It attacks with its tentacles instead of its main body. It has a total of four tentacles - two on each side of its body. The tentacles will do one of two things before they attack. If a tentacle ever faces your character and the pincers on the side of the mouth start to move back and forth, it is about to ram your character. At that time, Jill needs to run to a side to avoid the oncoming ram from the tentacle. The tentacles will also wave a bit in the air then stop and start to fire out spikes toward your character. The spikes can be shot with a weapon, but they are best avoided. The above paragraph describes the only two attacks that Malacoda has. Like I said, it is very limited. Damaging Malacoda can be a problem if Jill only has a shotgun as her main weapon with ammo since the tentacles flail about at a distance the majority of the time. Aim up at the tentacles and shoot at any portion of the tentacle's body to damage it. The tentacles each have low health, but it can be hard to hit them. Try to destroy one of the tentacles from the beginning with constant fire from a magnum, rifle or machine gun to speed up the damaging process. Eventually Kirk will toss out some small crates. Break them open to reveal a rocket launcher. Each crate that Kirk throws out from the helicopter will contain a rocket launcher. Pick up the rocket launcher and Jill will automatically drop her current weapon. The weapon will still be on the ground, but it will be swapped for the rocket launcher. Equip the rocket launcher and aim up toward a tentacle. It's best to wait for a tentacle to remain still before firing. A tentacle will always stay still right before a ram. Wait for a tentacle to face your character then move its pincers, signifying the start of a ram attack. At that time, aim toward it and fire the rocket launcher and Jill will hit it for sure if your aim is good! Kirk will toss out a total of four small crates throughout the battle. It will take him a while to throw them out, and it seems to depend on when Jill fires each rocket launcher, so don't spend too long focusing your aim. Once all four tentacles are destroyed, Malacoda will stop attacking and Kirk will contact the characters shortly before a cutscene. NOTE: One of the rocket launchers can be kept in Jill's inventory and saved in order to make a much later battle very easy! Keep this in mind. It's a cheap little trick, but it will save Jill a BUNCH of firepower later. If Jill kept the rocket launcher from earlier when she found one while Rachel and a Scagdead were chasing her then don't worry about saving one here. ******************************************************************************* [ ] - - H A N D P R I N T (28/30) - - During the first battle with the Malacoda boss with Jill and Chris, this handprint is on the big pipe that sticks out of the wreckage in the center portion of the ship piece that Jill and Chris stand on. The pipe will be to their backs while fighting the boss. Scan the handprint while fighting the boss. ******************************************************************************* --------------------------------------------------------------------- ITEM LIST [ ] Green Herb - On the left end of the wreckage. [ ] Green Herb - On the right end of the wreckage. ------------------------------------------------------------------------- SCANS [ ] Green Herb - Scan the damaged piece of the metal platform on the left side of the area. ------------------------------------------------------------------------------- BOSS: Malacoda 2 Attacks: o Spikes - The creature's tentacle will hover in place and start to fire out spikes toward your character. o Tentacle Ram - The pincers on the side of the tentacle's mouth will start to move as it aims toward your character then it will suddenly dash forward and try to ram your character. Weak Areas: - Four tentacles - Shooting any portion of the tentacles that stick out of the boss' body will damage it. It has two on each side of its body and they can be destroyed. --> Objective: Defeat the giant enemy Here are the controls for controlling the gatling gun once again: .---------------------------------------------. | Right Thumbstick | Turn/aim the gatling gun | | R1/RT | Fire the gatling gun | | R2/RB | Fire grenade | | X/A | Cool the gatling gun | | Triangle/Y | Use green herb | '---------------------------------------------' Jill and Chris will have to finish off Malacoda with gatling guns from the helicopter. This segment is much like the last shooter segement. It involves the same type of enemy for the most part - tentacles. The Malacoda body will remain motionless and tentacles will burst out of its sides and attack for the majority of the battle. The tentacle heads will move close to the helicopter and try to ram it. The main thing that a player needs to focus on is shooting any tentacle that moves close to the helicopter and faces the helicopter with its mouth - that tentacle is about to ram. Be on the lookout for tentacles that will shoot spikes as they stretch out into the air. Tentacles will shoot spike projectiles very often from off screen, so be sure to survey the area when a tentacle is sticking out of the body of the Malacoda. Fire at the spike projectiles to destroy them. From the start of the battle fire at the tentacles even while they are at a distance. Be sure to constantly tap the B button and stop firing to cool off the gatling gun once the tentacles start to sink into the Malacoda body or once the gauge to the side starts to reach the red portion at the top. The grenade rounds can help out during this battle, but they are not really needed. Fire them if the tentacles every get fully out of the control and litter the screen too much. The precise aiming needed for one direct hit with a grenade round sort of kills their usefulness however. The helicopter will move toward the right side of the Malacoda then circle it and then go back around it. The helicopter will constantly move around the Malacoda body. New tentacles will emerge from the body very often as other tentacles are destroyed. Eventually, the helicopter will hover in front of the boss and four tentacles will stick out of the Malacoda body. Kirk will yell out "Are you serious? Dammit!" At that time, destroy the four tentacles. The characters will start to talk. The top portion of the Malacoda will start to spew a gas then its mouth will open and expose its inner weak area along with three more tentacles. This is the final portion of the battle. Fire at the remaining tentacles as they flail about from the mouth. Kirk will hand Jill a rocket launcher. Aim toward the center portion of the mouth of the Malacoda with the rocket launcher and wait for the circle in the middle of the reticule to fully charge then tap the X/A button to fire and trigger a cutscene. ___________________ S C E N A R I O 2 \___________________________________________________________ ------------------------------------------------------------------------------- [WT24] Time: One Year Ago Location: Terragrigia Characters: Parker and Jessica Storage Hallway ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Parker starts with the following weapons and items: - Machine Gun P-90 (15/0) - Handgun Government (4/0) - Combat Knife As you can see, Parker is quite limited from the start of this mission. Use your ammo on the first enemy wisely! --> Objective: Go to the command room Parker and Jessica are back in Terragrigia. Now, we can play an event that happened one year ago. This event takes place before the last flash back mission with the same two characters. Move up the stairs in the distance. A Hunter will attack from around the left corner. Parker has nearly no ammo at all, so try to make every shot count when firing on this one Hunter. Blast it with the machine gun from the start then finish it off with the handgun. Parker will have barely enough ammo to kill it. Open the elevator door up ahead then take the elevator to the upper floor. The two characters will talk a bit as the elevator rises. --------------------------------------------------------------------- ITEM LIST [ ] Green Herb - On the metal crate off to the left by the elevator door. ------------------------------------------------------------------------------- Office Hallway 1 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Before the elevator makes it to the top, sounds of gunshots can be heard from the next floor and a person will start to speak. Move out of the elevator when the doors open then run down the corridor ahead. A Hunter will leap out from behind the left corner then eventually fly back as it is shot - kind of funny in a way! Raymond is lying on the floor in the middle of the right corridor while he shoots at approaching Hunters. Move toward him and be sure to pick up the handgun ammo near him. Start to shoot the two Hunters that Raymond is shooting at. Parker has to kill them since they will eventually hop over Raymond and start to attack Parker. One Hunter will appear in the back of Parker and Jessica, so be sure to turn around after killing the first two Hunters. --------------------------------------------------------------------- ITEM LIST [ ] Handgun Ammo (+15) - Lying on the floor by some boxes behind Raymond. [ ] Handgun Ammo (+15) - Lying on the floor by some boxes behind Raymond. ------------------------------------------------------------------------------- Walk over to Raymond and eventually Jessica will ask for someone to lend Raymond a shoulder. Well... I guess Parker shall raise his hand from the crowd and volunteer to offer Raymond a shoulder, right? Press the Y button near Raymond to prop him on Parker's shoulder. Follow the corridor directly ahead. Raymond and Parker will talk a bit. Parker can't hop over the blockade down the right corridor since he is escorting Raymond at the moment. Open the door to the left and step into the next room. --------------------------------------------------------------------- ITEM LIST [ ] Handgun Ammo (+10) - On a box to the right a little ways past where Raymond was. ------------------------------------------------------------------------------- Locker Room ¯¯¯¯¯¯¯¯¯¯¯ There are no items in the surrounding lockers - knowing this will save you a lot of trouble on dragging Raymond over to each one. Parker can look at the --DAILY COURIER ARTICLE 1-- file on the table to the right while making his way through the room. Pick up the two items in the room then open the door at the other end. --------------------------------------------------------------------- ITEM LIST [ ] Handgun Ammo (+10) - On the shelf in front of the entrance door. [ ] Green Herb - On top of a fallen set of lockers in front of the exit door. ------------------------------------------------------------------------------- Office Hallway 2 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ As Parker reaches the turn to the right up ahead, a Hunter will leap out from the right corridor. Blast the Hunter in its head as soon as it appears. Parker should be able to kill it with around 7 shots if all shots hit it. If Parker must reload, he has a high chance of getting hit. --------------------------------------------------------------------- ITEM LIST [ ] Handgun Ammo (+10) - On a box off to the right after exiting the Storage Room. ------------------------------------------------------------------------------- Escort Raymond around the side of the corner up ahead. Another Hunter will attack further down the hall then another Hunter will attack after rounding the next corner. Enter the first room that Parker comes to. The room down the hall has pickups in it, but it's best to come back without Raymond so Parker doesn't have to slowly move around the room. Conference Room ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Move to the other side of the room then open the door. --------------------------------------------------------------------- ITEM LIST [ ] Handgun Ammo (+10) - Lying on the table with the blood splatter on it. ------------------------------------------------------------------------------- Office Hallway 3 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Parker can't hop over the blockade down the left hall just yet. Turn to the right and move down that corridor. Jessica will mention that Raymond needs immediate first aid. Parker will drop Raymond in front of the door at the end of the hall. --> Objective: Obtain tourniquet Raymond needs to be bandaged up properly. Parker will have to find the tourniquet on the fourth floor of the current building. Turn around and move back down the hall then hop over the blockade at the north end. Pick up the items then run back to the Conference Room door and open it then move out to the hallway on the other side. --------------------------------------------------------------------- ITEM LIST [ ] Green Herb - On the floor with the blood at the end of the north hall. [ ] Machine Gun Ammo (+30) - On a stack of boxes near the blood at the end of the north hall. ------------------------------------------------------------------------------- Office Hallway 2 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Now that Parker doesn't have any extra baggage- Oh, I'm sorry Raymond. I mean... now that Parker is not escorting Raymond, enter the room down the left corridor. Storage Room ¯¯¯¯¯¯¯¯¯¯¯¯ Read --THE FBC'S CHARTER-- file on the table near the entrance. Collect all the items then step back out into the hall. --------------------------------------------------------------------- ITEM LIST [ ] Handgun Ammo (+10) - On a shelf around the corner. [ ] Hand Grenade - On a box near the back of the room. [ ] Green Herb - On a shelf in the back of the room. ------------------------------------------------------------------------------- Office Hallway 2 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Go back the way Parker came from while he was escorting Raymond. Enter the Locker Room in the north then step back into the hallway on the other side. Parker and Jessica will talk a bit along the way. Office Hallway 1 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Parker can hop over the blockade and move down the north corridor now. Hop over the blockade and follow the corridor to the door at the end. Open the door to enter the stairway. Stairway ¯¯¯¯¯¯¯¯ Parker needs to get to the fourth floor up above. He is currently on the third floor, so just move up one level. A Hunter will attack as Parker moves up the first set of stairs, so take out the handgun and blast it. Parker can move up to the very top floor for an extra herb pickup. Jessica will call Parker's attention to the fourth floor door if he passes by it. A Hunter will attack if Parker chooses to keep moving up the stairs after reaching the fourth floor. The doors to the other floors are locked. Open the door to the fourth floor then step into the hallway. --------------------------------------------------------------------- ITEM LIST [ ] Green Herb - On the walkway in between the third and fourth floor. [ ] Green Herb - On the walkway outside the sixth floor door. ------------------------------------------------------------------------------- Office Hallway 4 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ --------------------------------------------------------------------- ITEM LIST [ ] Handgun Ammo (+10) - On the floor to the left by the blockade and the blood as Parker steps onto the fourth floor. ------------------------------------------------------------------------------- Main Office ¯¯¯¯¯¯¯¯¯¯¯ Read the --DAILY COURIER ARTICLE 2-- file off to the right if you want then follow the corridor through the cubicles up ahead. There are three Hunters on the other side of the cubicles. They will all be alerted to Parker and Jessica once Parker shoots one of them. Shoot them from a distance with the handgun then quickly switch over to the machine gun and fire at them as they get closer. One might attack from the side. --------------------------------------------------------------------- ITEM LIST [ ] Handgun Ammo (+10) - Open the left locker in the first set of lockers to the left. [ ] Hand Grenade - Down the first row of cubicles to the right, this is in the final cubicle. [ ] Machine Gun Ammo (+30) - Open the locker on the southeast side of the area. ------------------------------------------------------------------------------- Run to the northeast side of the room and be sure to grab all the ammo pickups. Parker will have plenty of machine gun ammo. Grab the **TOURNIQUET** from the fallen table at the end. --------------------------------------------------------------------- ITEM LIST [ ] Machine Gun Ammo (+30) - Inside the cubicle on the northeast side of the room. [ ] Green Herb - On the floor outside the northeast cubicle. [ ] Machine Gun Ammo (+30) - On a fallen locker on the north side of the area. [ ] Machine Gun Ammo (+30) - On a box beside the lockers on the north side of the area. [ ] Machine Gun ammo (+30) - Inside the left locker on the north side of the area. [ ] **TOURNIQUET** - On a fallen table on the north side of the area. ------------------------------------------------------------------------------- --> Objective: Tend to Raymond Now it's time to return to Raymond. Run back to the other side of the office area and exit then step back into the stairway. Raymond will contact Parker along the way and mention that Hunters are attacking him. Don't worry cadet, we're coming after we go back through all this annoying backtracking! Stairway ¯¯¯¯¯¯¯¯ A sound of glass shattering will be heard in the stairway area. A Hunter will move up the stairs and attack as the characters move toward the door on the third floor. Don't worry about conserving machine gun ammo now - go all out! Open the third floor door. Office Hallway 1 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Two Hunters will run down the corridor to the left and attack. Blast them then hop over the blockade further around the corner. Reenter the Locker Room then back out into the hallway again. Raymond will contact Parker along the way. Office Hallway 2 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ A Hunter will rush toward Parker and attack from around the corner up ahead. Kill the Hunter and move around the right corner. Two Hunters will be at the front of the next corridor around the corner, so be prepared to blast them. Enter the Conference Room. Conference Room ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Two Hunters can be seen through the window on the other side of the room. Dear god, Raymond, we're coming! Bust through the door on the other side of the Conference Room. Office Hallway 3 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Kill the Hunters that surround Raymond up ahead. More Hunters will leap over the blockade behind Parker and Jessica so turn and shoot them. Toss a hand grenade at them if Parker still has one. Walk toward Raymond and interact with him after all enemies are killed to trigger a cutscene. --> Objective: Go to the command room After the cutscene, Parker will now have Jessica and Raymond following him. Open the door that Raymond was previously blocking. Storage Room 2 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Open the door on the other side. Jessica and Raymond will talk a bit in this room. Elevator Lobby ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ A Hunter will attack as Parker runs toward the middle of the area in front of the elevator. Get on the elevator and take it to the bottom floor. Raymond and Parker will talk on the way down. --------------------------------------------------------------------- ITEM LIST [ ] Handgun Ammo (+10) - On the sofa near the elevator doors. [ ] Machine Gun Ammo (+30) - On the sofa near the elevator doors. ------------------------------------------------------------- BREAKABLE OBJECTS [ ] Small Crate - On the floor across from the elevator. ------------------------------------------------------------------------------- Elevator Hallway ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Move down the stairs. --------------------------------------------------------------------- ITEM LIST [ ] Handgun Ammo (+10) - On a box to the left after stepping out of the elevator. [ ] Green Herb - Near the railing to the right in front front of the elevator. [ ] Machine Gun Ammo (+30) - Near the railing to the right in front of the elevator. [ ] Machine Gun Ammo (+30) - On a sofa below the stairs. [ ] Handgun Ammo (+10) - On a box in the broken elevator off to the right. ------------------------------------------------------------------------------- Run down the hall ahead and step out onto the top floor of the Front Hall. Front Hall ¯¯¯¯¯¯¯¯¯¯ Kill the Hunter that attacks from the right side of the top floor then follow the walkway to the stairs. Move down the stairs. Parker will mention that they need to keep their cadet alive. Come cadet, my Parker shall ram through all these sons of bitches to save your ass! Hunters will start to attack. As you can very well see, this area has a BUNCH of item pickups like last time. Three Hunters will attack while the characters are on the bottom floor. Be sure to take as many items as Parker can carry on the bottom floor. Run up the right side of the west stairs. While standing in front of the door up above, Raymond will be asked to move on ahead. --------------------------------------------------------------------- ITEM LIST [ ] Machine Gun Ammo (+30) - On the floor near the entrance doors on the east side. [ ] Machine Gun Ammo (+30) - On the floor near the blockades below the south stairs. [ ] Machine Gun Ammo (+30) - On the boxes below the north set of stairs. [ ] Machine Gun ammo (+30) - On the front counter. [ ] Hand Grenade - On a sofa under the north stairs. [ ] Machine Gun Ammo (+30) On a sofa under the north stairs. [ ] Green Herb - On the front counter. [ ] Handgun Ammo (+10) - Move up the left side of the west stairs and this is near a blockade. [ ] Handgun Ammo (+10) - On a sofa along the west side of the area behind the front counter. [ ] Green Herb - Along the west side of the area behind the front counter. [ ] Machine Gun Ammo (+30) - Move up the right side of the west stairs and this is near a blockade. [ ] Machine Gun Ammo (+30) - Move up the right side of the west stairs and this is near a blockade. [ ] Hand Grenade - Move up the right side of the west stairs and this is near a blockade. ------------------------------------------------------------- BREAKABLE OBJECTS [ ] Small Crate - Move up the right side of the west stairs and this will be on the middle of the stairs. ------------------------------------------------------------------------------- --> Objective: Kill the Hunters Kill all the Hunters that attack. They will leap over the blockade in front of the Command Room doors and move toward your character from the bottom floor. Several Hunters will pile up at once so use a grenade at this part if needed. After all the Hunters are killed, the characters will mention that they should get to the Command Room. --> Objective: Get to the command room Open the doors to the Command Room to trigger a cutscene that will end this episode. --------------------------------------------------------------------- ITEM LIST [ ] Machine Gun Ammo (+30) - On the north side of the top floor. [ ] Handgun Ammo (+10) - On the north side of the top floor. ------------------------------------------------------------------------------- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - E P I S O D E 1 2 - T H E Q U E E N I S D E A D - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - But night is reascending, and 'tis time That we depart, for we have seen the whole. La Divina Commedia Inferno, Canto XXXIV - - - ___________________ S C E N A R I O 1 \___________________________________________________________ ------------------------------------------------------------------------------- [WT25] Time: 5:35am Location: Above Queen Zenobia Characters: Jill and Chris Outside the Queen Dido ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ --> Objective: Search the sunken ship Jill and Chris will start out underwater near the Queen Dido. They both have air tanks so there is no need to worry about surfacing to get air. Rotate the left thumbstick counterclockwise as Jill holds onto the handle on the door outside the Queen Dido. She will open the door soon. Shelf Room ¯¯¯¯¯¯¯¯¯¯ Collect the items in the room - yeah, I guess green herbs can even grow underwater! Swim over toward the door ahead and examine it. Unlike the 3DS version, Jill will automatically weld each door in the Queen Dido after interacting with it, so she will automatically weld the door open. --------------------------------------------------------------------- ITEM LIST [ ] Green Herb - On a shelf to the left. [ ] Shotgun Shells (+8) - On a shelf to the right. ------------------------------------------------------------------------------- Ship Corridor ¯¯¯¯¯¯¯¯¯¯¯¯¯ Swim down the stairs and into the hall ahead. The music that plays sets the perfect mood for this area, I think. Wow, epic! Swim through the next doorway. Shelf Corridor 2 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ A dead Globster is floating in the center of the room up ahead. Both doors in this room can be opened with the torch. --------------------------------------------------------------------- ITEM LIST [ ] Rifle Ammo (+6) - On the back table. ------------------------------------------------------------------------------- Examine the door directly ahead to make Jill weld it open. Swim inside and collect all the items. Swim back outside afterwards then interact with the door to make Jill use the torch and open the other door. --------------------------------------------------------------------- ITEM LIST [ ] Illegal Custom Parts - On a table to the right. (Charge Shot 2) [ ] Machine Gun Ammo (+45) - On the shelf to the right. [ ] Green Herb - On a shelf to the left. ------------------------------------------------------------------------------- Carcass Room ¯¯¯¯¯¯¯¯¯¯¯¯ Several dead Globsters are in this room. One of them is actually half human. It's a Veltro soldier! Check his body and Jill will mention something about the Globsters on the beach a while back. Swim into the corridor to the south. Ship Corridor 2 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Something is up ahead. It looks like a, uh- Oh well, it's gone now. A Globster just ate it! Swim down the corridor and enter the room to the left. Collect all the items in the room then swim back out. --------------------------------------------------------------------- ITEM LIST [ ] Rifle Ammo Case - Lying on a fallen locker to the left. [ ] Machine Gun Ammo (+45) - On a fallen shelf. [ ] Rifle Ammo (+6) - On a table to the right. ------------------------------------------------------------------------------- Follow the corridor to the west. Swim down the right corridor then interact with the door at the end to torch it! --------------------------------------------------------------------- ITEM LIST [ ] Handgun Ammo (+10) - In front of the closed door. ------------------------------------------------------------------------------- Room with Barred Door ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Examine the barred metal door up ahead. It has an electric lock on it that needs to be activated. Chris will stay behind and... survey the door. --------------------------------------------------------------------- ITEM LIST [ ] Random Ammo - On the bottom shelf to the right. ------------------------------------------------------------------------------- --> Objective: Search for power Swim over toward the other metal door and interact with it to make Jill blowtorch it. Outside Area ¯¯¯¯¯¯¯¯¯¯¯¯ If you look through the barred window to the right, the controls for the power can be seen. The barred window can be examined. There is an opening on the back right wall that Jill can swim through. Be very careful after swimming through it however. There is a Globster swimming outside and it can grab Jill in its mouth and eat her - it's an instant kill! The best way to avoid the Globster is to wait by an opening then allow it to swim in the direction away from Jill then quickly swim to your destination. Swimming to the extreme top or bottom of the area near it can help, but don't be surprised if Jill gets crunched. --------------------------------------------------------------------- ITEM LIST [ ] Magnum Ammo (+6) - When staring through the first opening by the area with the first Globster, this is on the ground to the right. Wait for the first Globster to swim to the left then move into the back of the area and then quickly swim down and get this and swim back through the hole. Be fast or Jill will get chomped! [ ] Pulse Grenade - Swim into the room to the west after swimming past the first Globster and this will be on the floor inside the room. [ ] Pulse Grenade - On the bottom portion of the opening in the room to the left after swimming past the first Globster. ------------------------------------------------------------------------------- The pulse grenades that are found will only stagger the Globsters just a bit. They're basically useless against Globsters. Swim into the opening to the left after swimming past the first Globster. Jill will swim into a smaller room. Swim into the next room through the opening to the west. Swim into the bigger area to the south. There is another Globster in this area. Wait for the creature to swim to the south then follow it around the south side of the wall and enter the opening down the east side. Press the red button on the controls inside to restore power to the ship. --------------------------------------------------------------------- ITEM LIST [ ] Handgun Ammo (+10) - Floating near the top of the big open area with the second Globster (south side). [ ] Machine Gun Ammo (+30) - Near the barrels in the room with the power controls. ------------------------------------------------------------------------------- --> Objective: Go back to Chris Chris will radio Jill and tell her that the door is open. Now, that Chris has done all the hard work, Jill needs to swim back to Chris' area. Swim by both of the Globsters and reenter the area with Chris. Room With Barred Door ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Chris will stand in front of the door as Jill swims into the area. Open the door and swim into the opening above the ladder then a cutscene will trigger when Jill reaches the top. --------------------------------------------------------------------- ITEM LIST [ ] Rifle Ammo (+6) - On the fallen locker to the right after opening the door with the bars. ------------------------------------------------------------------------------- Room with Dead Body ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Take the **VOICE RECORDER** from the body after the cutscene. Jill will play the recorder afterwards. There is nothing in this room or the back room where Jill and Chris entered, so open the door off to the side. Hallway with Paintings ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Oh snap. Look at that chilling atmosphere down the hall ahead. Well, let's get to investigating! Follow the hall ahead. The lights will go off as Jill steps further to the west. The Globster up ahead is actually dead. Be sure to scan it. It will tumble over as Jill gets near it. Enter the room to the south. Living Room ¯¯¯¯¯¯¯¯¯¯¯ More sounds of the ship nearly falling apart can be heard as Jill enters the room. The Living Room has a dead Veltro soldier on the floor inside. Open the next door. --------------------------------------------------------------------- ITEM LIST [ ] Shotgun Shells (+10) - On the table to the right. ------------------------------------------------------------------------- SCANS [ ] Shotgun Shells (+25) - Scan the body in the room. ------------------------------------------------------------------------------- Dining Room ¯¯¯¯¯¯¯¯¯¯¯ The Dining Room has several corpses laid out on the long table inside. Chris will comment if Jill examines several of the bodies on the table. As Jill steps to the west side of the Dining Room, the door at that end will creak open as if to allow her through. ******************************************************************************* [ ] - - H A N D P R I N T (29/30) - - While playing as Jill and Chris in the Queen Dido, they will eventually enter a Dining Room with several bodies on a long table. Look on the south wall and this handprint will be on the big blood splatter on that wall. ******************************************************************************* Be sure to take a look at the --DANTE ALIGHEIERI'S LADIVINA COMMEDIA, AN OFFERING TO THE DEAD-- file on the desk near the door. Step toward the open doorway of the room to the west to trigger a cutscene. ------------------------------------------------------------------------- SCANS [ ] Hand Grenade - Scan the floor near the covered dresser to the left of the corridor that Jill enters the room from. [ ] Green Herb - Scan the right side of the shelf on the north wall. [ ] Machine Gun Ammo (+160) - Scan the inside of the grandfather clock on the south wall. ------------------------------------------------------------------------------- Movie Room ¯¯¯¯¯¯¯¯¯¯ --> Objective: Find video evidence The final area of the game is through the doors to the west. There is a green weapon crate near the door. Open it and take out a shotgun, magnum (if you have ammo) and machine gun. Place the best upgrades that Jill has on the shotgun since it will be used the most. Open the big door when done. -------------------------------------------------------------------- ITEMS LIST [ ] Machine Gun Ammo (+50) - On the small table off to the left. [ ] Shotgun Shells (+10) - On the floor to the right. [ ] Green Herb - On the floor to the right front portion of the big door. ------------------------------------------------------------------------- SCANS [ ] Hand Grenade - Scan the blood on the floor below the screen. ------------------------------------------------------------------------------- Red Staircase ¯¯¯¯¯¯¯¯¯¯¯¯¯ Run down the stairs ahead. A voice will speak out phrases from Dante's "Divine Comedy" as Jill gets close to the door. Vengeance of God, O how much oughtest thou By each one to be dreaded, who doth read That which was manifest unto mine eyes! Pape Satan, Pape Satan, aleppe! Each one shall find again his dismal tomb, Shall reassume his flesh and his own figure, Shall hear what through eternity re-echoes. Open the door and step into the next room. -------------------------------------------------------------------- ITEMS LIST [ ] Shotgun Shells (+10) - Near the right hand of the second body along the stairs. ------------------------------------------------------------------------------- Throne Room ¯¯¯¯¯¯¯¯¯¯¯ Norman is on the throne up ahead still speaking phrases as Jill enters the room. The room has a few item pickups spread around it. Pick them up if needed. If Jill doesn't need the items then she might need them later, so just keep them in mind. There is a green weapon crate off to the right. Keep in mind that it can be accessed in the fight ahead. ******************************************************************************* [ ] - - H A N D P R I N T (30/30) - - When Jill and Chris enter the room where Norman sits on a throne, this handprint is on the side of the platform right below Norman. It can be scanned before the boss fight in the room starts. ******************************************************************************* -------------------------------------------------------------------- ITEMS LIST [ ] Green Herb - On a chair on the left side of the room. [ ] Green Herb - Near some cobwebs to the right of the throne that Norman sits on. [ ] Random Ammo - Near a fallen chair on the left side of the room. [ ] Random Ammo - Near the wreckage on the right side of the room. [ ] **NORMAN'S PDA** - Norman will drop this after moving close to him. ------------------------------------------------------------------------- SCANS [ ] Machine Gun Ammo (+160) - Scan the fallen chair in the debris off to the right after entering the room. [ ] Magum Ammo (+6) - Scan the debris to the left of Norman's throne. ------------------------------------------------------------------------------- Step toward Norman and he will stop speaking phrases and get up off the throne and start to yell a bit while talking. Eventually a cutscene will play and Norman will take out the PDA that contains the recording of Lansdale and then drop it as the virus continues to mutate his body. Take **NORMAN'S PDA** from the floor below Norman. --> Objective: Leave with the PDA evidence Well, Jill and Chris have got what they need, so let's just make a casual stroll back toward the entrance door and leave. Turn around and walk toward the entrance door and a cutscene will play when Jill tries to open it. Damn you, Norman... ___________________ S C E N A R I O 2 \___________________________________________________________ ------------------------------------------------------------------------------- [WT26] Time: 6:40am Location: Queen Dido Characters: Jill and Chris Throne Room ¯¯¯¯¯¯¯¯¯¯¯ --> Objective: Defeat Norman BOSS: Final Form Abyss Attacks: o Teleport Frontal Claw Attack - Abyss teleports toward Jill and reappears in front of her then charges a claw attack and tries to hit her. Aim forward and shoot him. o Teleport Back Claw Attack - Abyss teleports toward Jill and then reappears behind Jill then charges a claw attack and tries to hit her. Quick turn and shoot Abyss. o Teleport Side Claw Attack - Abyss teleports toward Jill and two images of Abyss appear in front of her and charge a claw attack. Aim at the Abyss that breathes a purple gas then blast him. o Teleport Back Claw Attack w/image - Abyss teleports toward Jill and an image appears in front of her then charges a claw attack. The real Abyss appears behind Jill and charges a claw attack while breathing purple gas. Quick turn and blast the real Abyss behind Jill. o Teleport Delayed Attack - Abyss teleports toward Jill. An image of Abyss will dash at Jill and peform a claw attack. The image will remain for a few seconds afterwards. Once it disappears, the real Abyss will appear in front of Jill and attack. Wait for the image to fade away then aim forward. When Abyss appears, blast him. Sometimes Abyss will appear behind Jill. o Teleport Overhead Attack - Abyss teleports toward Jill. An image of Abyss appears near Jill and attacks. A few seconds later, the real Abyss will appear in front of Jill and attack. Wait for the image to disappear then prepare to blast the real Abyss. This is much like the teleport delay except the image starts out close to Jill. Sometimes Abyss will appear behind Jill. o Teleport Ram Claw Attack - Abyss will teleport then two images of Abyss will both dash at Jill from each side and try to hit her. The Abyss that attacks second with a dash is the real Abyss. Try to dodge out of the way of this with the dodge feature. It cannot be stopped. This can get quite hard to avoid since it requires immediate reaction. o Teleport Delay - Toward the end of the battle, Abyss will begin to move toward Jill then teleport when he gets next to her. He will do one of his image attacks after doing so. The main difference with this move is that he moves toward Jill and meets her before he teleports. o Claw Attack - Toward the end of the battle, when Jill is close to Abyss, sometimes he will perform his claw attack without teleporting. o Dashing Claw Attack - Abyss runs at Jill and hits her with his claw. He will mainly do this toward the end of the battle. Jill will have to dodge the attack with a dodge command or step out of the way as he does his dash. Sometimes he will stand and breathe a purple gas before doing this. Sometimes the dash is instant. o Grab - Abyss grabs Jill from close range and holds her up then tries to impale her. Tap the Y button to escape. If Jill does not escape, the impale will instantly kill her. Weak Areas: - Back Growth - The yellow piece of skin on the top part of his backside (more damage) Final Form Abyss has the look of an actual Tyrant boss. He has the features of the original Tyrant from Resident Evil 1 with his exposed heart on the front side of his chest and he has a large claw arm. He also does running slice attacks and he has a impale instant death attack that he can perform if he grabs Jill. CONSOLE DIFFERENCES: The main difference in this battle with the console version is that Abyss' chest will open and close from the start of the battle just before he attacks. Once he is about to attack, his chest will open to reveal his heart - shoot him in the heart at that time to cancel his attack. Unlike the 3DS version, his heart is most likely a weak point on him now. As he is damaged more during the battle, his heart will remain exposed about halfway through the battle. For the most part, Abyss will attack by teleporting toward Jill in an attempt to hit her with his claw hand. From close range, he can grab Jill and hold her into the air then impale her. Be sure to tap the Y button to escape the grab if Norman ever grabs Jill or Jill will get killed instantly. Jill can shoot Abyss to interrupt his claw attack right after he teleports. This is the main way to damage him. Have the shotgun equipped at all times during this battle. The shotgun will instantly knock Abyss out of his attack if he is hit right before he performs an overhead claw attack. Abyss will eventually use images of himself to trick Jill. It will appear as if he is about to hit Jill when, in fact, it's only an image that is attacking Jill and the attack will go right through her harmlessly. The real Abyss will attack sometimes afterwards. There is a trick to hitting the real Abyss all the time however. THE KEY TO FINDING HIM: The real Abyss will breathe a purple gas while he charges his claw attack! The images of Abyss will not breathe out any type of gas. Also, when Jill aims at an image, the laser will go right through it, but while aiming at the real Abyss, the end of the laser will turn circular to let you know that Jill is aiming at something solid. Abyss will change up his attacks constantly. He will save his attacks with delayed images until he has been damaged greatly. From the start of the battle, Abyss will only teleport toward Jill and attack immediately afterwards. Blast Abyss before he attacks in order to stop the attack. After Jill damages him more, he will start to teleport toward her and an image will attack along with the real Abyss while in front of Jill. Blast the Abyss with the purple gas coming out of his mouth. Abyss will start to teleport toward Jill and attack from behind her as an image attacks from the front side. Quick turn and face the real Abyss then blast him before he attacks. When he teleports and an image of Abyss dashes at Jill then remains on the screen, aim forward as the image fades then blast the real Abyss when he appears in front of Jill. When Abyss teleports and two images of himself appear and try to ram Jill, be prepared to dodge the second Abyss as he tries to hit Jill since it will be the real Abyss - use the dodge commands to dodge this. Abyss will begin to attack without teleporting once he has been damaged greatly. He will start to ram Jill and he will perform his claw attack without teleporting. Jill will have to dodge his attack with the dodge feature or run to the side when he starts this. If Abyss ever turns his back to Jill to where his weak back spot is in view, blast the yellow weak area to damage him greatly. Toward the end of the battle, Abyss will start to fall over from taking too much damage. Jill can approach him at that time and perform a charged melee attack, but DO NOT PERFORM A MELEE on him at that time. Rush toward him and take out a magnum or machine gun and blast the yellow portion of his back to damage him greatly! Gunshots take much more damage off than a melee attack. Blast the back portion with the shotgun if Jill doesn't have magnum or machine gun ammo. Toward the end of the battle, Abyss will start to mix up his attacks greatly! He will appear behind Jill more often after teleporting. His attacks can get quite random with his teleports. Explaining them all really wouldn't do much good since he has such a wide variety of them. You just have to watch Abyss carefully. The main thing that you need to do to speed up this battle is to SPAM Abyss with constant blast from the shotgun. Literally, blast the hell out of him once Jill stops one of his attacks. Don't let up on shooting him. Fire, fire, fire! When he teleports, blast him out of his attacks then nail him with extra gun blasts. It all adds up eventually and will make the battle shorter overall. Abyss will start to do his more dangerous attacks faster. Chris will be shooting Abyss with his handgun the entire time - his shots only take light damage though. NOTE 1: In order to speed up the battle, blast Abyss with the shotgun to knock him out of an attack then spam him with machine gun fire from the MP5 machine gun. Blast him once then spam the hell out of him with rapid machine gun fire. It all adds up and will speed up the battle greatly! Toward the end, shooting him with rapid machine gun fire will stun him QUICKLY! Once he is stunned, aim toward the yellow area on his back and continue to fire the machine gun. He will fall fast in just about two stuns! NOTE 2: If Jill still has the rocket launcher (from the boss battle at the beginning of episode 11 or one from the Rachel and Scagdead fight) in her inventory during this battle, fire it at Abyss! The rocket shot will not kill Abyss since it only takes 30000 damage and he has more health than that, but it will damage him severly. You can wait until he falls over then shoot his weak area with the rocket also - this might be enough to kill him. Once Abyss falls, the ending cutscenes will play! Be sure to watch past the closing credits for an extra cutscene (you can skip the credits and still see it). The following is unlocked after beating the game on Normal mode: Casual Cleared - Custom Parts Charge Shot 3 Normal Cleared - Shotgun Hydra Final Chapter - Raid Mode Stages 18 to 20 - Raid Mode Bonus Stage New game+ "Select Outfit" added to Campaign menu - - - TO BE CONTINUED IN... Resident Evil 5: Lost in Nightmares! To see what horrific fate awaits Chris and Jill... And Berserker (Kevo) has got you covered for that "horrific fate" as well... www.gamefaqs.com/ps3/989571-resident-evil-5-lost-in-nightmares/faqs/59192 - - - Honestly, Lost in Nightmares carries the same sort of horror atmosphere as Resident Evil Revelations. If you've never played it, be sure to check it out. To me, it's really what the main story of Resident Evil 5 should have been more like - action with horror atmosphere surroundings. It's short, but it's the best part of Resident Evil 5 if you ask me. E N D - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [WE00] =============================================================================== __ __ / / /\ \ \ ___ __ _ _ __ ___ _ __ ___ \ \/ \/ // _ \ / _` || '_ \ / _ \ | '_ \ / __| \ /\ /| __/| (_| || |_) || (_) || | | |\__ \ \/ \/ \___| \__,_|| .__/ \___/ |_| |_||___/ |_| W E A P O N S & P A R T U P G R A D E S =============================================================================== =-=-=-=-=-=-=-=-=-=-=-=-=-=-= - W E A P O N S - =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= This section covers all weapons and part upgrades for Campaign and Raid Mode. NOTE: Both Campaign and Raid Mode share weapons and part upgrades, but they are often different in some way. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= [WE01] - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - H A N D G U N S - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ==== M92F ==== The M92F is the most basic of handguns and offers basically all moderate properties. Jill will start with this weapon in campaign mode. Campaign Stats: Firepower: 150 Auto Fire: 0.80 Capacity: 10 Customization Slots: 3 Campaign Availability: Yes Raid Mode Availability: Yes Campaign Location: - Episode 1/Scenario 1 Default weapon for Jill ===== PC356 ===== The PC356 is weaker than the M92F overall, but it offers the most custumization slots for part upgrades out of any of the handguns. With some good part upgrades, this gun can be just as good as the other handguns. Campaign Stats: Firepower: 130 Auto Fire: 0.80 Capacity: 8 Customization Slots: 5 Campaign Availability: Yes Raid Mode Availability: Yes Campaign Location: Complete the B.O.W. Hunter trophy/achievement (kill 150 enemies) and this will appear in the weapon crate. ========== Government ========== The Government handgun is the most powerful handgun, but it has the slowest rate of fire, capacity and reload time. With the help of burst fire and part upgrades to boost the rate of fire and capacity, this handgun can be substituted for a powered weapon such as a shotgun or magnum for dealing a bunch of damage at one time. Campaign Stats: Firepower: 200 Auto Fire: 0.70 Capacity: 7 Customization Slots: 3 Campaign Availability: Yes Raid Mode Availability: Yes Campaign Location: - Episode 10/Scenario 2 After finishing the portion of the scenario where Jill escorts Parker, this will be on the catwalk bridge behind Jill once the timer starts for the triggering system. === G18 === The G18 starts with the highest rate of fire and capacity. It is the weakest handgun of all. Burst fire along with a damage upgrade can help this weapon out a bunch. It really needs no capacity upgrade. Campaign Stats: Firepower: 120 Auto Fire: 1.20 Capacity: 16 Customization Slots: 3 Campaign Availability: Yes Raid Mode Availability: Yes Campaign Location: Complete the Last Victom trophy/achievement and this will appear in the weapon crate. Scan 30 handprints. [WE02] - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - M A C H I N E G U N S - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ==== P-90 ==== The P-90 machine gun has the highest rate of fire and capacity. It has a low firepower, but when the rate of fire is so great and the overall capcity is high, this can be considered the best overall machine gun when it has some good upgrades equipped to it! A player can literally spam constant shots with this gun easily. Campaign Stats: Firepower: 90 Auto Fire: 2.50 Capacity: 60 Customization Slots: 4 Campaign Availability: ??? Raid Mode Availability: Yes Campaign Location: ????? === AUG === The AUG machine gun is the most basic of the machine guns. It has a decent firepower, rate of fire and amount of customization slots, but the capcity is pretty low. Campaign Stats: Firepower: 120 Auto Fire: 1.00 Capacity: 42 Customization Slots: 3 Campaign Availability: Yes Raid Mode Availability: Yes Campaign Location: - Episode 5/Scenario 2 After moving through the lower level of the Engine Room, Jill will step out onto a walkway with water below it (Water Corridor). Move down the stairs and enter the Tank Room off to the right and this weapon will be on a table inside the Tank Room. === G36 === In campaign mode, the G36 is the most damaging machine gun, but it has the lowest rate of fire and overall capacity. This weapon is best used against a single enemy or two enemies. Since the capacity is so low, it's hard to spread damage on a crowd with this weapon and not have to reload. The high amount of customization slots can help to make this gun better however. Campaign Stats: Firepower: 140 Auto Fire: 0.75 Capacity: 30 Customization Slots: 4 Campaign Availability: Yes Raid Mode Availability: Yes Campaign Location: This machine gun is only available to side characters and not available to Jill in campaign mode. === MP5 === The MP5 is next in line with the P-90 for the highest rate of fire. It is slightly more damaging and has a decent capacity. The MP5 is one of the better machine guns to use for constant rapid fire. Campaign Stats: Firepower: 110 Auto Fire: 1.67 Capacity: 50 Customization Slots: 3 Campaign Availability: Yes Raid Mode Availability: Yes Campaign Location: - Episode 4/Scenario 1 Once Jill reenters the Hallway with Broken Windows in Episode 4, she will have the Iron Anchor key, so use that key to unlock the iron door in that hallway and this will on a counter to the left in the room with the weapon crate behind the door. =========== High Roller =========== The High Roller is the most damaging machine gun found in Raid mode. It has a rate of fire that is even lower than the G36 and can only hold around the same amount of ammo as the AUG. It's slow rate of fire basically kills its higher damage rate per shot at low levels. With an upgrade to boost its rate of fire, this weapon can be much more effective. Campaign Stats: Firepower: N/A Auto Fire: N/A Capacity: N/A Campaign Availability: No Raid Mode Availability: Yes [WE03] - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - S H O T G U N S - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ======= Windham ======= The Windham shotgun has the highest firepower out of the shotguns. The Windham has a pellet spread that is wide but tighter than the M3, so it can be good for close range and mid-range combat, as well as single enemies or crowds. The character that fires this weapon must go through a pumping animation after each shot fired for this shotgun. Campaign Stats: Firepower: 160 Auto Fire: 1.00 Capacity: 4 Customization Slots: 3 Campaign Availability: Yes Raid Mode Availability: Yes Campaign Location: After collecting the crest item from The Study in the Bridge area, return back to the Cafeteria area and enter the Guest Room in the Hallway with Paintings then place the crest on the indention in the pedestal below the shotgun on the mantle to receive this weapon. == M3 == The M3 shotgun has the widest pellet spread out of all the shotguns. When this gun is fired, its pellets will hit a wide area of whatever is in front of your character. This shotgun can be the best shotgun for crowds thanks to its wide spread. The M3 also offers the highest amount of customization slots out of the shotguns. Just like with the Windham, the M3 shotgun must be pumped after each shot. Campaign Stats: Firepower: 130 Auto Fire: 1.20 Capacity: 6 Customization Slots: 4 Campaign Availability: Yes Raid Mode Availability: Yes Campaign Location: This shotgun is only available to side characters and not available to Jill in campaign mode. ===== Hydra ===== This triple barrel shotgun has the tighest pellet spread out of any of the available shotguns for campaign mode. The Hydra is more likely to hit with every pellet from close range to take off the maximum amount of damage per shot fired. Like the other shotguns, it is still weaker at a distance, but thanks to its tighter spread, it's more likely to damage more even from a distance. One of the best parts about the Hydra over the Windham and the M3 is that your character does not have to go through any type of pumping animation per shot fired. Campaign Stats: Firepower: 130 Auto Fire: 0.70 Capacity: 5 Customization Slots: 2 Campaign Availability: Yes Raid Mode Availability: Yes Campaign Location: Complete the game on Normal mode and this will appear in the weapon crate on the New Game+ playthrough. ===== Drake ===== The Drake is very similar to the Hydra only it is a double barrel shotgun. The Drake will often have a faster rate of fire than the Hydra and it seems to have a slightly tighter spread which makes it good for mid range shots. At low levels in Raid mode, the Drake has the lowest capacity out of all the shotguns. Campaign Stats: Firepower: N/A Auto Fire: N/A Capacity: N/A Customization Slots: N/A Campaign Availability: No Raid Mode Availability: Yes [WE04] - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - R I F L E S - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ===== M40A1 ===== The M40A1 rifle has a high firepower, but a character must eject each bullet shell after firing, so it can't be fired rapidly. With some good upgrades, this rifle can deliver some intense damage from long range with every shot fired however. This rifle is the best source of high damage from early on in the campaign mode. Campaign Stats: Firepower: 1100 Auto Fire: 1.00 Capacity: 8 Customization Slots: 3 Campaign Availability: Yes Raid Mode Availability: Yes Campaign Location: - Episode 3/Scenario 2 In the Solarium on the top floor of the Grand Hall, this will be propped up against a shelf in the Pump Room. Solve the wall panel puzzle to gain access to the room. ==== PSG1 ==== The PSG-1 can be fired rapidly and has the best rate of fire out of all rifles, so a player can literally spam shots on an enemy with this weapon. With a part upgrade to boost its capacity and overall damage, this weapon can be quite effective for bigger enemies or boss enemies! Campaign Stats: Firepower: 700 Auto Fire: 1.00 Capacity: 5 Customization Slots: 3 Campaign Availability: Yes Raid Mode Availability: Yes Campaign Location: Obtain the Traced of Tragedy trophy/achievement and this will appear in the weapon crate. Scan 15 handprints. ======== Muramasa ======== The Muramasa rifle is very similar to the M40A1 rifle with how a bullet shell must be ejected per shot. This weapon has such high firepower that it is basically a long distance magnum however. The Muramasa has the lowest capacity out of all rifles. Campaign Stats: Firepower: N/A Auto Fire: N/A Capacity: N/A Customization Slots: N/A Campaign Availability: No Raid Mode Availability: Yes [WE05] - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - M A G N U M S - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ====== Python ====== The Python magnum offers the highest damage rate, but it has the lowest rate of fire and capacity. With some part upgrades, this gun can be just as effective as the L. Hawk magnum. The Python has the highest amount of customization slots out of the available magnums for campaign. The reload for this weapon takes quite a while however. Campaign Stats: Firepower: 1500 Auto Fire: 0.60 Capacity: 6 Customization Slots: 3 Campaign Availability: Yes Raid Mode Availability: Yes Campaign Location: - Episode 7/Scenario 1 After completing Episode 6 where Jill gains the Veltro key card, return to the hallway in between the Dining Room and the Library in the Cafeteria area of the ship then unlock the door in that hallway with the Veltro key card. This weapon is lying on the desk in the back of the Small Library behind the door. ======= L. Hawk ======= The L. Hawk magnum has the quickest rate of fire and capacity out of the magnums. It's firepower is the lowest, but it can make up for that flaw with its higher rate of fire. The main flaw with this weapon in campaign is that it only has two slots for customization. Campaign Stats: Firepower: 1200 Auto Fire: 0.80 Capacity: 8 Customization Slots: 2 Campaign Availability: Yes Raid Mode Availability: Yes Campaign Location: - Episode 8/Scenario 2 This is lying on a stool in the Experiment Room. This is the same room where Jill and Chris fight a Scarmiglione for the first time. ========== Pale Rider ========== Would you look at the barrel on that thing!? The Pale Ride offers the most intense damage out of any magnum, but it has a very slow rate of fire and a long reload time. It also has the smallest starting capacity out of the magnums. Whatever enemy is hit from the other end of this weapon's barrel will get hurt however - it will get hurt bad! Campaign Stats: Firepower: N/A Auto Fire: N/A Capacity: N/A Customization Slots: N/A Campaign Availability: No Raid Mode Availability: Yes [WE06] - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - O T H E R E Q U I P M E N T & E X P L O S I V E S - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - =============== Rocket Launcher =============== Like usual, the rocket launcher delivers one intense explosive blast that will kill just about whatever it hits. The only enemies that this weapon cannot kill are some bosses. It takes a total of 30000 damage per shot and can only be fired once. After it is fired once, it will disappear from the inventory. Campaign Stats: Firepower: 30000 Auto Fire: 1.00 Capacity: 1 Customization Slots: N/A Campaign Availability: Yes Raid Mode Availability: Yes Campaign Location: -- Normal Rocket Launcher - Episode 7/Scenario 2 While Parker and Jill run from Rachel and all the other Ooze in the Cargo Room this will be on the bottom floor at the top of some stairs near a Scagdead enemy outside the door to the hallway that leads to the Control Room. - Episode 11/Scenario 1 Kirk will toss out crates containing rocket launchers during the fight with the Malacoda. Break open the crates to take them. -- Infinite Rocket Launcher Complete the HELL Cleared mission and this will appear in the weapon crate on the New Game+ playthrough. ============ Melee Attack ============ A melee attack can be performed against certain enemies once they are stunned. Each enemy can be stunned by hitting in a specific area or during a specific animation. Pulse grenades can be used to stun enemies and set them up for melee attacks as well. When an enemy is stunned, move near it until a button prompt appears then press and hold the button to charge the melee until your character melee attacks to get maximum damage for the melee. Every character has a unique melee attack but all melee attacks take the same amount of damage. In Raid Mode, the current level of the player will change the damage amount per melee attack. Enemies that can be stunned: Ooze (Normal or Claw arms) - shoot them in both arms Hunter/Farfarello - Shoot him while he runs toward you Scagdead - Hit with a pulse grenade or stun with weapon fire Scarmiglione - Hit with a pulse grenade Final Form Abyss - When he is weak keep shooting him to stun him Character Melees: Jill - Side Kick Chris - Uppercut Parker - Backhand Keith - Forward Machete Slice Jessica - Overhead Kick Raymond - Overhead Kick Quint - Bomb Norman - O'Brian - Morgan - Campaign Stats: Firepower: 1620 (full charge) Auto Fire: N/A Capacity: unlimited Customization Slots: N/A Campaign Availability: Yes Raid Mode Availability: Yes NOTE: Keith's melee hits 3 times. The first two hits take off about 40 damage and the final hit takes around 1135 damage. ============ Combat Knife ============ The combat knife is a weak melee weapon with an infinite number of uses. It is short range, so a character must get in close to use it. It's best to knock an enemy to the floor then run up (behind it) and slash it with the knife. The knife can help to save ammo and it does seem to stagger lower level enemies quite well, but it can also get your character hit very easily. Some characters in the game have a different type of melee weapon. Characters such as Jill use the combat knife differently compared to most other characters. Melee weapons per character: Jill - Combat Knife (stab) Chris - Combat Knife (slash) Keith - Dual machete (forward double slash) Parker (ship) - Axe (slash) Parker (HQ) - Combat Knife (slash) Jessica - Combat Knife Raymond - Combat Knife Quint - Combat Knife Norman - O'Brian - Morgan - Firepower: 50 (dual machete), 100 (knife), 120 (axe) Capacity: unlimited Campaign Availability: Yes Raid Mode Availability: Yes ============ Hand Grenade ============ A Hand Grenade will take some decent damage from a whole group of enemies once the explosion triggers after being thrown. After being thrown, there will be a 5 second delay then the explosion will go off and deal high area damage to all enemies surrounding it. Besides damaging crowds, this can be a good explosive to knock down crowds as well. Firepower: Capacity: 9 Campaign Availability: Yes Raid Mode Availability: Yes ============ B.O.W. Decoy ============ A B.O.W. Decoy attracts surrounding enemies with its loud noises then detonates after a few seconds. The amount of damage delivered is less than a hand grenade. This weapon works the best against weak enemies such as Fenrirs. It can also be used to simply get the attention of an enemy to knock it down with the explosion or run by it as it moves toward the decoy. Firepower: Capacity: 9 Campaign Availability: Yes Raid Mode Availability: Yes ============= Shock Grenade ============= A Shock Grenade delivers an intense blast of electric shock in whatever area it is thrown. These work the best for enemies that are in water. Toss the shock grenade at an enemy that is underwater and the shock will take a large amount of damage from it and most likely kill it. Be sure to stand far away from the area of the electricity however or your character will also get shocked! A player can stand in the water and throw a shock grenade into the same water pool without receiving shock so long as the shock grenade is thrown forward and not near the player. Some enemies such as Scarmiglione's are weak against this particular grenade type. Firepower: Capacity: 9 Campaign Availability: Yes Raid Mode Availability: Yes ============= Pulse Grenade ============= A Pulse Grenade is much like a flash grenade from other Resident Evil games except that it takes a while to stun an enemy instead of the stun being nearly instant. When thrown, a pulse grenade will roll then eventually go off and stun any surrounding enemies. A pulse grenade can set all surrounding enemies up for melee while they are on dry land. This grenade can also be thrown just to stun a large enemy in order to run by it. The pulse grenade is the only grenade that can be used underwater. When thrown underwater, it can stun smaller enemies (Sea Creepers) and stagger bigger enemies (Globsters). Firepower: Capacity: 9 Campaign Availability: Yes Raid Mode Availability: Yes [WE07] - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - P A R T U P G R A D E S ( C A M P A I G N M O D E ) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - The following is a list of upgrades that can only be found in the Campaign mode. The majority of the part upgrades are the same as the 3DS version, but some are different. I do not have all parts listed at the moment. ------------------------------------------------------------------------------- -- Auto Loader Upgrade: Fire your weapon without reloading. Guns Supported: All Extra Info: Basically, the gun never has to be reloaded regardless of its current capacity. The full amount of ammo on hand can be fired without the need for a single reload! Location: ????? ------------------------------------------------------------------------------- -- Bind 1 Upgrade: Ups stopping power by 100%. Guns Supported: All Location: - Complete Dodge Master trophy/achievement (dodge enemy attacks 20 times) ------------------------------------------------------------------------------- -- Bind 2 Upgrade: Ups stopping power by 500%. Guns Supported: All Location: - Episode 7/Scenario 2 Rachel will drop this after defeating her in the Cargo Room. ------------------------------------------------------------------------------- -- Burst 1 Upgrade: Fires 2 consecutive shots with one trigger pull. Guns Supported: Handgun Location: - Episode 3/Scenario 2 After obtaining the Helm key, unlock the door to Guest Room 4 in the Upper Cabins area. This is in a hall with an elevator. Scan below the bed to find this. ------------------------------------------------------------------------------- -- Burst 2 Upgrade: Fires 2 consecutive shots with one trigger pull. Guns Supported: Shotgun Location: - Episode 7/Scenario 1 After obtaining the Veltro keycard in Episode 6, return to the Hallway with Paintings in the Cafeteria area and unlock the safe at the end of the hall. ------------------------------------------------------------------------------- -- Burst 3 Upgrade: Fires 5 consecutive shots with one trigger pull. Guns Supported: Handgun Location: ????? ------------------------------------------------------------------------------- -- Burst 4 Upgrade: Fires 3 consecutive shots with one trigger pull. Guns Supported: Machine Gun Location: - Episode 7/Scenario 1 Knock out Rachel by damaging her when she appears in the Cafeteria area and she will drop this. She will appear upstairs and downstairs. She will start in the Hallway to Exhibit Room while upstairs. ------------------------------------------------------------------------------- -- Burst 5 Upgrade: Fires 3 consecutive shots with one trigger pull. Guns Supported: Rifle Location: - Episode 10/Scenario 2 Once the ship tilts, two wooden crates will slide by Jill and crash against the door below. One of the crates has this custom part in it, so run back and grab it. NOTE 2: If you run back and collect the part mentioned above, Jill will have to equip a handgun (or a magnum) and run in order to make it to the front of the ship in time if the timed sequence is restarted. A player will start with 1:15 on the clock. It will take EVERY second to reach the door at the top if Jill runs back. Getting hit by ANY object means that Jill just failed. Slowing down any will get Jill caught in the explosion. Stay to the left to dodge the first explosive barrel then stay to the right to dodge all other objects. Pause briefly and allow the second falling lifeboat to move by Jill then run. ------------------------------------------------------------------------------- -- Burst 6 Upgrade: Fires 3 consecutive shots with one trigger pull. Guns Supported: Magnum Location: - Episode 10/Scenario 1 While playing as Parker, defeat Rachel in the Cafeteria area. Return to the Dining Room from the Grand Hall. Rachel will be in the corridor on the other side of the Dining Room. There is an Ooze Exploder in the room with her. Rachel can also be fought in some of the upstairs rooms of the Cafeteria area as well. ------------------------------------------------------------------------------- -- Charge Shot 1 Upgrade: You can perform a charge shot by holding down the fire button. Charge time is long, but firepower goes up. Guns Supported: Handgun Location: - Episode 4/Scenario 1 Turn on the water purifier in the control room of the Solarium in Episode 3 then reenter the Solarium in Episode 4/Scenario 1 and swim to the other side of the pool. This part is on the gazebo counter on the other side of the pool. ------------------------------------------------------------------------------- -- Charge Shot 2 Upgrade: You can perform a charge shot by holding down the fire button. Charge time is long, but firepower goes up. Guns Supported: Shotgun Location: - Episode 9/Scenario 2 After the lab is flooded, swim to the north side of the outside portion of the pool and this part will be floating outside of a closed shutter. ------------------------------------------------------------------------------- -- Charge Shot 3 Upgrade: You can perform a charge shot by holding down the fire button. Guns Supported: All Location: - Complete "The Dark Forest" trophy/achievement (Finish Casual difficulty). ------------------------------------------------------------------------------- -- Charge Shot 4 Upgrade: You can perform a charge shot by holding down the fire button. Charge time is long, but firepower goes up. Guns Supported: Magnum Location: ????? ------------------------------------------------------------------------------- -- Critical 1 Upgrade: Ups critical hit rate by 30%. Guns Supported: All Location: - Episode 4/Scenario 1 Scan the area below the lamp in the VIP Room in the Casino area. ------------------------------------------------------------------------------- -- Critical 2 Upgrade: Ups critical hit rate by 100%. Guns Supported: All Location: ????? ------------------------------------------------------------------------------- -- Damage 1 Upgrade: Ups firepower by 10%. Guns Supported: All Location: - Episode 2/Scenario 2 In the Storage Hallway, this is on top of a cabinet near the iron door that Parker and Jill have to break down to retrieve their weapons. ------------------------------------------------------------------------------- -- Damage 2 Upgrade: Ups firepower by 20%. Guns Supported: All Location: - Episode 3/Scenario 2 In the Conference Room where the Helm key is obtained this part is lying on the table. ------------------------------------------------------------------------------- -- Damage 3 Upgrade: Ups firepower by 40%. Guns Supported: All Location: - Episode 6/Scenario 2 After the fight with the Draghignazzo in the Observatory, scan the middle portion of the floor neard the windows. ------------------------------------------------------------------------------- -- Damage 4 Upgrade: Ups firepower by 60%. Guns Supported: All Location: - Episode 7/Scenario 1 Return to the Conference Room in the Bridge area of the ship and use the Veltro keycard to unlock the safe on the wall to obtain this. - Episode 8/Scenario 1 While swimming through the Water Corridor, outside the Engine Room area, this part will be on a catwalk above the door that Jill enters this area from. This area has two Sea Creepers in it. The gear puzzle that Jill needed the cog for is in this area as well. ------------------------------------------------------------------------------- -- Damage 5 Upgrade: Ups firepower by 80%. Guns Supported: All Location: - Episode 9/Scenario 2 In the Hall to Virus Preparation room, this part is on a metal table on the very top platform past the railing. Two Scarmigliones and an Ooze Bone Shooter are in this room. ------------------------------------------------------------------------------- -- Damage 6 Upgrade: Ups firepower by 100%. Guns Supported: All Location: ????? ------------------------------------------------------------------------------- -- Damage 7 Upgrade: Ups firepower by 150%. Guns Supported: All Location: ????? ------------------------------------------------------------------------------- -- Daze 1 Upgrade: Ups power to put an enemy into a daze by 100%. Guns Supported: All Location: - Episode 5/Scenario 2 On a platform in the lower portion of the Engine Room. While in the Engine Room Corridor, step through the left door and this will be off to the right in the flooder lower portion of the Engine Room. ------------------------------------------------------------------------------- -- Daze 2 Upgrade: Ups power to put an enemy into a daze by 200%. Guns Supported: All Location: - Episode 7/Scenario 1 Use the Veltro keycard to open the safe in the Guest Cabin near the Heliport (bow of the ship). ------------------------------------------------------------------------------- -- Daze 3 Upgrade: Ups power to put an enemy into a daze by 300%. Guns Supported: Handgun Location: ????? ------------------------------------------------------------------------------- -- Edge Runner 1 Upgrade: Firepower goes up as your health goes down. Maximum change is 50%. Guns Supported: All Location: - Episode 10/Scenario 2 This part is attached to the Government handgun that Jill can pick up on the Catwalk Bridge. NOTE: The Government handgun must be picked up during the timed sequence to make sure that it appears in the weapon crate. ------------------------------------------------------------------------------- -- Edge Runner 2 Upgrade: Firepower goes up as your health goes down. Maximum change is 100%. Guns Supported: All Location: - Complete the Researcher mission (scan all enemies). There is an enemy location list in the List section of this guide. ------------------------------------------------------------------------------- -- Fire Rate 1 Upgrade: Ups firing rate by 15%. Guns Supported: Handgun, Shotgun, Rifle, Magnum Location: - Episode 2/Scenario 2 In the small corridor near the bottom floor of the Dining Room, scan the top of the cabinet inside. - Episode 3/Scenario 2 Enter the Solarium through the Grand Hall in Episode 3. Solve the puzzle to unlock the door to the control room. This is on a table beside the pump controls. ------------------------------------------------------------------------------- -- Fire Rate 2 Upgrade: Ups firing rate by 30%. Guns Supported: Handgun, Shotgun, Rifle, Magnum Location: - Episode 2/Scenario 2 In the Promenade area, before lifting the shutter, move down the stairs across from the shutter and this will be on a table. ------------------------------------------------------------------------------- -- Fire Rate 3 Upgrade: Ups firing rate by 60%. Guns Supported: Handgun, Rifle Location: - Episode 8/Scenario 1 While swimming out of the Bilge area, once Jill reenters the Maintenance Room, this will on top of the water tank inside. ------------------------------------------------------------------------------- -- Fire Rate 4 Upgrade: Ups firing rate by 60%. Guns Supported: Shotgun Location: - Episode 10/Scenario 2 ------------------------------------------------------------------------------- -- Fire Rate 5 Upgrade: Ups firing rate by 150%. Guns Supported: Machine Gun Location: ????? ------------------------------------------------------------------------------- -- Infighter 1 Upgrade: Firepower goes up as your distance from the target closes in under 4 meters. Maximum change is 20%. Guns Supported: All Location: - Episode 4/Scenario 1 or Episode 7/Scenario 1 Return to the Cafeteria area and use the Iron Anchor Key to unlock the Captain's Dining Room in the middle of the stairs in the Dining Room and this will be on the small table inside. ------------------------------------------------------------------------------- -- Infighter 2 Upgrade: Firepower goes up as your distance from the target closes in under 4 meters. Maximum change is 50%. Guns Supported: All Location: - Episode 7/Scenario 2 The Scagdead will drop this after defeating him in the Cargo Room. ------------------------------------------------------------------------------- -- Infighter 3 Upgrade: Firepower goes up as your distance from the target closes in under 4 meters. Maximum change is 100%. Guns Supported: Rifle Location: ????? ------------------------------------------------------------------------------- -- Long Magazine 1 Upgrade: Ups capacity by 20%. Guns Supported: All Location: - Episode 3/Scenario 2 While on the bottom floor of the Grand Hall, this part is lying in a wall indention to the right of the doors that lead to the Promenade. ------------------------------------------------------------------------------- -- Long Magazine 2 Upgrade: Ups capacity by 40%. Guns Supported: All Location: - Episode 4/Scenario 1 Turn on the water purifier in the control room of the Solarium in Episode 3 then reenter the Solarium in Episode 4/Scenario 1 and swim to the other side of the pool. This part is on a sunbathing chair on the other side of the pool. - Episode 4/Scenario 1 Scan the floor below the vent before leaving the Corridor the Examination Room after Rachel is fought off and made to retreat in the room. She will appear after exiting the Examination Room. This part will only be on the floor after she crawls into the vent. - Complete the Angry Fist mission (successfully land 10 fully charged melee attacks) ------------------------------------------------------------------------------- -- Long Magazine 3 Upgrade: Ups capacity by 80%. Guns Supported: All Location: - Episode 7/Scenario 2 While at the bow of the ship, as soon as Scenario 2 of Episode 7 begins, scan the bottom portion of the UAV to reveal this. - Episode 8/Scenario 1 While in the water in the Lift Area, this part is on top of a crate on the catwalk near the top of the water. ------------------------------------------------------------------------------- -- Long Magazine 4 Upgrade: Ups capacity by 100%. Guns Supported: All Location: - Episode 8/Scenario 3 After fighting the Scarmiglione, enter the Sterilization Room that Chris was trapped in and scan the floor off to the left to reveal this. - Episode 10/Scenario 2 In the first flooded corridor that Jill drops into she will be swimming and some pipe debris will fall and block her path, making the player swim to the left - swim up and over the debris to find this part. ------------------------------------------------------------------------------- -- Long Magazine 5 Upgrade: Ups capacity by 150%. Guns Supported: All Location: ????? ------------------------------------------------------------------------------- -- Long Magazine 6 Upgrade: Ups capacity by 200%. Guns Supported: Machine Gun Location: ????? ------------------------------------------------------------------------------- -- Narrow 1 Upgrade: Shotgun's scatter range becomes narrower by -4 degrees. Guns Supported: Shotgun Location: - Episode 8/Scenario 3 In the Locker Room, outside the sterilization rooms, this part will be on a bench to the left. ------------------------------------------------------------------------------- [WE08] - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - P A R T U P G R A D E S ( R A I D M O D E ) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - The following is a list of upgrades that can only be found in Raid mode. From what I have seen so far, the stage listing from the 3DS version stays true to the console version, so all of the info provided should be correct. Since the console version does not have Wanted missions or Infected missions, I am not sure of how to get some of these parts at this time, but it will all be updated once I do find them. ------------------------------------------------------------------------------- -- Auto Loader Upgrade: Fire your weapon without reloading. Guns Supported: All Location: ????? ------------------------------------------------------------------------------- -- Bind 1 Upgrade: Ups stopping power by 100%. Guns Supported: Handgun, Machine Gun Location: Chasm stages 1 and 2 ------------------------------------------------------------------------------- -- Bind 2 Upgrade: Ups stopping power by 150%. Guns Supported: Shotgun, Rifle, Magnum Location: Chasm stages 3 and 10 ------------------------------------------------------------------------------- -- Bind 3 Upgrade: Ups stopping power by 200%. Guns Supported: Handgun, Machine Gun Location: Chasm stages 10, 12, 13, 15, 19, 20 Trench stages 1, 4 ------------------------------------------------------------------------------- -- Bind 4 Upgrade: Ups stopping power by 250%. Guns Supported: Shotgun, Rifle, Magnum Location: Chasm stage 20 Trench stage 11, 13, 15 ------------------------------------------------------------------------------- -- Bind 5 Upgrade: Ups stopping power by 300%. Guns Supported: All Location: Trench stage 11, 13, 20 Abyss stage 3 ------------------------------------------------------------------------------- -- Burst 2 Upgrade: Fires 2 consecutive shots with one trigger pull. Guns Supported: All Location: Trench stage 20 ------------------------------------------------------------------------------- -- Burst 3 Upgrade: Fires 3 consecutive shots with one trigger pull. Guns Supported: All Location: ????? ------------------------------------------------------------------------------- -- Cloak 1 Upgrade: Lowers the degree of how much aggression an enemy will feel towards you when you attack it by -40%. Guns Supported: All Location: Chasm stages 1, 2, 4 ------------------------------------------------------------------------------- -- Cloak 2 Upgrade: Lowers the degree of how much aggression an enemy will feel towards you when you attack it by -80%. Guns Supported: All Location: Trench stages 5, 15 ????? ------------------------------------------------------------------------------- -- Charge Shot 1 Upgrade: You can perform a charge shot by holding down the fire button. Charge time is short. Guns Supported: Handgun, Shotgun, Rifle Location: Abyss stages 1, 2 ------------------------------------------------------------------------------- -- Charge Shot 2 Upgrade: You can perform a charge shot by holding down the fire button. Charge time is long, but firepower goes up. Guns Supported: Handgun, Shotgun, Rifle, Magnum Location: Abyss stage 15 ------------------------------------------------------------------------------- -- Charge Shot 3 Upgrade: You can perform a charge shot by holding down the fire button. Charge time is short. Guns Supported: Handgun, Shotgun, Rifle Location: Abyss stage 20 ------------------------------------------------------------------------------- -- Charge Shot 4 Upgrade: You can perform a charge shot by holding down the fire button. Charge time is long, but firepower goes up. Guns Supported: Handgun, Shotgun, Rifle, Magnum Location: Abyss stage 16 ------------------------------------------------------------------------------- -- Cornucopia 1 Upgrade: Restores your ammo by 6 every 30 seconds. Guns Supported: Handgun, Machine Gun Location: Abyss stage 20 ------------------------------------------------------------------------------- -- Cornucopia 2 Upgrade: Restores your ammo by 2 every 30 seconds. Guns Supported: Shotgun, Rifle Location: Abyss stage 20 ------------------------------------------------------------------------------- -- Cornucopia 3 Upgrade: Restores your ammo by 12 every 30 seconds. Guns Supported: Handgun, Machine Gun Location: ????? ------------------------------------------------------------------------------- -- Cornucopia 4 Upgrade: Restores your ammo by 4 every 30 seconds. Guns Supported: Shotgun, Rifle Location: ????? ------------------------------------------------------------------------------- -- Cornucopia 5 Upgrade: Restores your ammo by 1 every 30 seconds. Guns Supported: Magnum Location: ????? ------------------------------------------------------------------------------- -- Critical 1 Upgrade: Ups critical hit rate by 8%. Guns Supported: All Location: Chasm stages 1, 3, 7, 9, 10 ------------------------------------------------------------------------------- -- Critical 2 Upgrade: Ups critical hit rate by 16%. Guns Supported: All Location: Chasm stages 9, 16, 17, 20 Trench stage 5 ------------------------------------------------------------------------------- -- Critical 3 Upgrade: Ups critical hit rate by 24%. Guns Supported: All Location: Chasm stage 20 Trench stages 1, 6 ------------------------------------------------------------------------------- -- Critical 4 Upgrade: Ups critical hit rate by 32%. Guns Supported: All Location: Trench stages 8, 20 ------------------------------------------------------------------------------- -- Critical 5 Upgrade: Ups critical hit rate by 40%. Guns Supported: All Location: ?????? ------------------------------------------------------------------------------- -- Damage 1 Upgrade: Ups firepower by 4%. Guns Supported: All Location: Chasm stage 1 ------------------------------------------------------------------------------- -- Damage 2 Upgrade: Ups firepower by 8%. Guns Supported: All Location: Chasm stages 5, 9, 12 ------------------------------------------------------------------------------- -- Damage 3 Upgrade: Ups firepower by 12%. Guns Supported: All Location: Chasm stages 13, 16, 20 ------------------------------------------------------------------------------- -- Damage 4 Upgrade: Ups firepower by 16%. Guns Supported: All Location: Trench stages 9, 20 ------------------------------------------------------------------------------- -- Damage 5 Upgrade: Ups firepower by 20%. Guns Supported: All Location: Trench 13, 20 ------------------------------------------------------------------------------- -- Damage 6 Upgrade: Ups firepower by 25%. Guns Supported: All Location: ?????? ------------------------------------------------------------------------------- -- Daze 1 Upgrade: Ups power to put an enemy into a daze by 40%. Guns Supported: Handgun, Machine Gun Location: Chasm stages 1, 3, 4 ------------------------------------------------------------------------------- -- Daze 2 Upgrade: Ups power to put an enemy into a daze by 30%. Guns Supported: Shotgun, Rifle, Magnum Location: Chasm stage 11 ------------------------------------------------------------------------------- -- Daze 3 Upgrade: Ups power to put an enemy into a daze by 80%. Guns Supported: Handgun, Machine Gun Location: Chasm stage 16 Trench stages 8, 12, 15 ------------------------------------------------------------------------------- -- Daze 4 Upgrade: Ups power to put an enemy into a daze by 60%. Guns Supported: Shotgun, Rifle, Magnum Location: Trench stages 15, 20 Abyss stage 3 ------------------------------------------------------------------------------- -- Daze 5 Upgrade: Ups power to put an enemy into a daze by 120%. Guns Supported: All Location: Extra stage ------------------------------------------------------------------------------- -- Easy Hit 1 Upgrade: Widens the area where shots will hit by 200%. Guns Supported: Handgun, Shotgun, Rifle, Magnum Location: Chasm stages 1, 5 ------------------------------------------------------------------------------- -- Easy Hit 2 Upgrade: Widens the area where shots will hit by 400%. Guns Supported: Handgun, Shotgun, Rifle, Magnum Location: Chasm stages 2, 15, 20 Abyss stage 2 ------------------------------------------------------------------------------- -- Easy Hit 3 Upgrade: Widens the area where shots will hit by 600%. Guns Supported: Handgun, Shotgun, Rifle, Magnum Location: Abyss stages 4, 11, 12 ------------------------------------------------------------------------------- -- Edge Runner 1 Upgrade: Firepower goes up as your health goes down. Maximum change is 17%. Guns Supported: All Location: Chasm stages 3, 9 ------------------------------------------------------------------------------- -- Edge Runner 2 Upgrade: Firepower goes up as your health goes down. Maximum change is 34%. Guns Supported: All Location: Chasm stage 18, 20 Trench stages 4, 6 ------------------------------------------------------------------------------- -- Edge Runner 3 Upgrade: Firepower goes up as your health goes down. Maximum change is 50%. Guns Supported: All Location: Extra stage ------------------------------------------------------------------------------- -- Enrage 1 Upgrade: Raises the degree of how much aggression an enemy will feel towards you when you attack it by 100%. Guns Supported: All Location: Chasm stages 1, 6 ------------------------------------------------------------------------------- -- Enrage 2 Upgrade: Raises the degree of how much aggression an enemy will feel towards you when you attack it by 200%. Guns Supported: All Location: Trench stages 1, 6, 20 Abyss stages 1, 5 ------------------------------------------------------------------------------- -- Fire Rate 1 Upgrade: Ups firing rate by 15%. Guns Supported: All Location: Chasm stages 6, 7, 15, 17, 20 Trench stage 3 ------------------------------------------------------------------------------- -- Fire Rate 2 Upgrade: Ups firing rate by 30%. Guns Supported: All Location: Chasm stage 20 Trench stages 10, 15 ------------------------------------------------------------------------------- -- Fire Rate 3 Upgrade: Ups firing rate by 45%. Guns Supported: All Location: Trench stages 7, 8, 9 ------------------------------------------------------------------------------- -- Fire Rate 5 Upgrade: Ups firing rate by 60%. Guns Supported: All Location: Abyss stages 15, 16, 17, 18 ------------------------------------------------------------------------------- -- Full Burst Upgrade: Fires all bullets at once. Guns Supported: All Location: ?????? ------------------------------------------------------------------------------- -- Gluttony Upgrade: Uses ammo from other weapons when out of ammo for current weapon. Guns Supported: All Location: ?????? ------------------------------------------------------------------------------- -- Grenade Launcher Upgrade: Throwing grenades while aiming will allow you to throw them in line with your aim. (fires grenades from gun) Guns Supported: Handgun, Shotgun, Machine Gun Location: ?????? ------------------------------------------------------------------------------- -- Infighter 1 Upgrade: Firepower goes up as your distance from the target closes in under 4 meters. Maximum change is 15%. Guns Supported: Handgun, Shotgun, Machine Gun, Magnum Location: Chasm stages 10, 11, 12, 13, 15, 20 ------------------------------------------------------------------------------- -- Infighter 2 Upgrade: Firepower goes up as your distance from the target closes in under 4 meters. Maximum change is 30%. Guns Supported: Handgun, Shotgun, Machine Gun, Magnum Location: Trench stage 15 Abyss stages 5, 6 ------------------------------------------------------------------------------- -- Infighter 3 Upgrade: Firepower goes up as your distance from the target closes in under 4 meters. Maximum change is 45%. Guns Supported: Handgun, Shotgun, Machine Gun, Magnum Location: Abyss stages 19, 20 ------------------------------------------------------------------------------- -- Long Magazine 1 Upgrade: Ups capacity by 10%. Guns Supported: All Location: Chasm stages 1, 2, 3, 4 ------------------------------------------------------------------------------- -- Long Magazine 2 Upgrade: Ups capacity by 20%. Guns Supported: All Location: Chasm stage 8 ------------------------------------------------------------------------------- -- Long Magazine 3 Upgrade: Ups capacity by 30%. Guns Supported: All Location: Chasm stages 8, 14, 15, 20 ------------------------------------------------------------------------------- -- Long Magazine 4 Upgrade: Ups capacity by 40% Guns Supported: All Location: Chasm stages 12, 13, 15, 16, 18, 20 ------------------------------------------------------------------------------- -- Long Magazine 5 Upgrade: Ups capacity by 50% Guns Supported: All Location: Chasm stages 17, 20 Trench stages 3, 13, 15 ------------------------------------------------------------------------------- -- Long Magazine 6 Upgrade: Ups capacity by 60% Guns Supported: All Location: Trench stages 12, 16, 20 ------------------------------------------------------------------------------- -- Long Magazine 7 Upgrade: Ups capacity by 70% Guns Supported: All Location: Trench stages 15, 16 ------------------------------------------------------------------------------- -- Long Magazine 8 Upgrade: Ups capacity by 80% Guns Supported: All Location: Abyss stages 6, 7, 8, 9, 10, 15, 16, 17, 18 ------------------------------------------------------------------------------- -- Long Magazine 9 Upgrade: Ups capacity by 90% Guns Supported: All Location: Abyss stages 11, 12, 13, 14 ------------------------------------------------------------------------------- -- Long Magazine 10 Upgrade: Ups capacity by 100% Guns Supported: All Location: Abyss stages 15, 16 ------------------------------------------------------------------------------- -- Narrow 1 Upgrade: Shotgun's scatter range becomes narrower by -4 degrees. Guns Supported: Shotgun Location: Chasm stages 13, 15, 17, 18, 19, 20 Trench stages 4, 7, 9 ------------------------------------------------------------------------------- -- Narrow 2 Upgrade: Shotgun's scatter range becomes narrower by -12 degrees. Guns Supported: Shotgun Location: Trench stages 15, 20 ------------------------------------------------------------------------------- -- Outrange 1 Upgrade: Firepower goes up as your distance from the target exceeds 4 meters. Maximum change is 15%. Guns Supported: Handgun, Machine Gun, Rifle, Magnum Location: Chasm stages 9, 12, 14, 15, 16, 17, 20 Trench stage 2 ------------------------------------------------------------------------------- -- Outrange 2 Upgrade: Firepower goes up as your distance from the target exceeds 4 meters. Maximum change is 30%. Guns Supported: Handgun, Machine Gun, Rifle, Magnum Location: Trench stages 15, 20 ------------------------------------------------------------------------------- -- Outrange 3 Upgrade: Firepower goes up as your distance from the target exceeds 4 meters. Maximum change is 45%. Guns Supported: Handgun, Machine Gun, Rifle, Magnum Location: Extra stage ------------------------------------------------------------------------------- -- Piercing 1 Upgrade: Ups piercing power by 1. Guns Supported: All Location: Chasm stages 12, 13, 17, 20 Trench stages 7, 20 Abyss stage 3 ------------------------------------------------------------------------------- -- Piercing 2 Upgrade: Ups piercing power by 2. Guns Supported: All Location: ?????? ------------------------------------------------------------------------------- -- Wide 1 Upgrade: Shotgun's scatter range becomes wider by 4 degrees. Guns Supported: Shotgun Location: Chasm stages 13, 15, 20 Trench stages 6 ------------------------------------------------------------------------------- -- Wide 2 Upgrade: Shotgun's scatter range becomes wider by 8 degrees. Guns Supported: Shotgun Location: Trench stages 5, 10 Abyss stages 4, 5, 6 ------------------------------------------------------------------------------- [EN00] =============================================================================== __ _ /__\_ __ ___ _ __ ___ (_) ___ ___ /_\ | '_ \ / _ \| '_ ` _ \ | | / _ \/ __| //__ | | | || __/| | | | | || || __/\__ \ \__/ |_| |_| \___||_| |_| |_||_| \___||___/ E N E M I E S =============================================================================== =-=-=-=-=-=-=-=-=-=-=-=-=-=-=- - E N E M I E S - -=-=-=-=-=-=-=-=-=-=-=-=-=-=-= This section contains a list of all enemies in both the Campaign mode and Raid Mode in Revelevations. I have listed a description along with some information about fighting each one. NOTE: Some of the enemy descriptions have text taken from the official Capcom site for Resident Evil: Revelations: www.capcom.co.jp/bhrev/en/index.html =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= O O Z E =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Ooze is what an infected person ends up as after being infected with "T-Abyss". Once the virus gets into a body, it units with the cell membranes and makes them start absorbing an abnormal amount of water. The cell membranes swell up with the osmotic pressure and in the end and they collapse as if they melted away. When this phenomenon happens throughout the body of a human being, the infected person's body changes as if they had been drowned, they become sodden and almost liquefy. "T-Abyss" continues its propagation and craves more water and nutrients, which drives the body of the host. This impulse is the reason why ooze sucks fluid from the body of its victims. =========== Normal Ooze =========== The average Ooze enemy that your character will face off against will be in a basic humanoid form. They resemble RE4 Regerators but are less aggressive and attack differently. They have a grab attack and they can hit your character with their arm spikes. Normal Ooze are quite fast and can get in close range very quickly. They are weak in their head, but a player should concentrate on firing at either their legs or their arms. They can be stunned and set up for a melee by firing at both of their arms until both are limp. They can be knocked down by firing at their legs. Once they are on the ground, aim at their head and fire for intense damage. Both methods of attack listed above work well. When they are in close range, always try to ground them. Only hit their arms from long range. -- STARTING HP: -- DAMAGE MODIFIERS Body: 1.0 Legs: 1.2 Arms: 1.2 Head: 1.5 -- ATTACKS --------------- Stepping Attack --------------- The Ooze steps forward while ducking and strikes with its right arm. It will hold the right arm toward your character while stepping. Range: Close/Mid range Dodge Time: Right when the Ooze is about to hit. Causes: Stagger -------------- Forward Attack -------------- The Ooze holds its right arm or left arm to the side then strikes forward. Range: Close Dodge Timing: Right when the Ooze raises its arm. Causes: Stagger ---- Grab ---- The Ooze leans back then lunges forward with both arms while its tongue appendage hangs out of its mouth. Range: Close Dodge Timing: Right when the Ooze leans back. Causes: Grab Sequence (tap Y) -- RECOMMENDED WEAPONS - Handgun/Machine Gun A Machine gun with rapid fire or a handgun with burst fire can both work well at weakening a normal Ooze from long range. The more rapid fire, the better your chances will be for stunning or knocking one to the ground. - Shotgun A Shotgun works well for killing an Ooze from close range. When one of these gets right in your character's face, it's really best just to blast it with the shotgun if one is available. - Rifle A rifle shot from a distance will likely kill a normal Ooze. This might seem like a waste, but rifle shots can help to save handgun or machine gun ammo as rifle ammo continues to pile up in your inventory. ============= Ooze (Pincer) ============= Oozes with pincer arms are a little less common than normal Oozes but they are still found often as the game progresses. These Ooze have mutated to where they have several spikes on their arms and their arms are much bigger and longer than the normal Ooze. These enemies are highly damaging with all of their attacks. They have several attacks listed below. The most lethal attack is their double arm pincer slice - it's their main attack from a distance. They have all the same type of weaknesses as the normal Ooze, but they will take more shots. They can still be set up for melee by damaging their arms and they can still be knocked down by shooting their legs. It's best to bring out heavier weapons on these enemies when they are nearby. Only shoot them with a handgun or machine gun from a distance. The main problem with this is that the shotgun is found well after these enemies start appearing in campaign mode. Use a hand grenade against these enemies if your character doesn't have a shotgun or rifle and other Ooze are in the area. -- STARTING HP: -- DAMAGE MODIFIERS Body: 1.0 Legs: 1.2 Arms: 1.2 Head: 1.5 -- ATTACKS ---------- Spike Stab ---------- The Pincer Ooze holds up its right arm then lunges forward and stabs with its spikes. Range: Close Dodge Timing: Right as the Pincer Ooze holds up its right arm back. Causes: Knockdown (recoverable) --------------- Pincer Overhead --------------- The Pincer Ooze holds its left arm above a character then tries to stab them with its bottom spikes. Range: Close Dodge Timing: Right as the Pincer Ooze holds up its left arm. Causes: Stagger ----------------------- Double Pincer Arm Slice ----------------------- The Pincer Ooze holds back both of its arms then moves forward and brings both claw together for a slice. Range: Close/Mid Dodge Timing: Right as the Pincer Ooze leans back with both claw arms. Causes: Stagger ---- Grab ---- The Pincer Ooze leans back then lunges forward with both arms while its tongue appendage hangs out of its mouth. Range: Close Dodge Timing: Right when the Pincer Ooze leans back. Causes: Grab Sequence (tap Y) -- RECOMMENDED WEAPONS - Handgun/Machine Gun From a distance, a handgun with burst fire or a machine gun can work well at hitting Pincer Ooze in their arms or legs. Be sure to not let them get too close however. - Shotgun The shotgun is the best choice to use against Pincer Ooze when they get in mid or close range. Don't take your chance on these enemies from mid range that often. Bring out the shotgun then move forward and blast them or they might perform their double claw slice from mid range. - Rifle The rifle works very well for damaging these enemies quickly. Early in the game, your character will likely not have the handgun ammo to spare against all of the Pincer Ooze that are fought, so the rifle can be a great alternative from long range. =============== Ooze (Tricorne) =============== This particular Ooze variation has a giant right arm. It will hold up that arm from long range and fire bones at a target. These can enemies can get quite annoying from any type of distance. They continue to move back as your character gets close also - the moment your character gets near them, they will start to back up and prepare to fire a bone. From close range, these enemies will try to hit your character with their big right arm. This attack is very fast and you'll have to take quick action in order to dodge it. Shooting these enemies in their right arm as they hold it up will eventually make them drop that arm. Like normal Oozes, they can be grounded by shooting their legs. Tricorne Oozes are often very weak, so a few shots to just about any portion of their body will kill them quickly. Try to hit the arms, legs or head for more damage however. -- STARTING HP: -- DAMAGE MODIFIERS Body: 1.0 Legs: 1.2 Arms: 1.2 Head: 1.5 -- ATTACKS --------- Bone Shot --------- The Tricorne Ooze holds up its big arm (right arm) and fires a bone forward. Range: Long/Mid Dodge Timing: N/A Causes: Stagger -------------- Big Arm Attack -------------- The Tricorne Ooze leans back then lunges forward and strikes with its right arm. Range: Close Dodge Timing: Right as the Tricorne Ooze leans back. Causes: Stagger -- RECOMMENDED WEAPONS: - Handgun/Machine Gun A handgun or machine gun can both work just as well against these enemies by hitting them in any portion of the body. No upgrades are really needed since the Tricorne Oozes are often so weak. - Rifle From a distance, a rifle can work well for shooting Tricorne Oozes. It's really best to use a rifle when these enemies are at an extreme distance in order to get a more accurate shot on them. The handgun or machine gun can still work just as well for a distance kill since the Tricorne Ooze are so weak. ============ Ooze (Chunk) ============ A Chunk Ooze is a bloated Ooze that will explode as its main attack. The only attack that it has is to explode upon contact with an enemy, which will instantly kill it. The resulting explosion from this kamikaze Ooze will take major damage from any enemy or other Ooze around it. These enemies can actually be used to damage other enemies. A Chunk Ooze has no true weak point, but it's top half is weaker than its legs. It's best to shoot the legs in order to stop a Chunk Ooze however. Once the legs are damaged enough, the Chunk Ooze will fall to its knees and eventually explode. When it is shot in its upper body, its body will swell and eventually explode. No matter what, the Chunk Ooze will always explode as it dies, so be sure to stay at a distance from it. -- STARTING HP: -- DAMAGE MODIFIERS Top torso: Legs: -- ATTACKS --------- Explosion --------- The Chunk Ooze leans back and swells then explodes. Range: Close/Dying Dodge Timing: N/A Causes: Knockdown =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= G L O B S T E R =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= A Globster is basically a human carcass that has mutated out at sea when exposed to the T-Abyss virus. A Globster can be easily dealt with from a distance with a handgun or machine gun. It will drag its body forward toward its enemy while on dry land. Wait for it to lift its front half up and expose the mouth on its bottom side then blast the mouth. A direct hit to the mouth will make it yell to where a player can damage it even more as it yells from the first mouth hit. A Globster will only attack with its mouth while on dry land. It will raise its top half and yell from up close before an attack so it's very easy to hit in the mouth. These enemies can be a major threat while fought in water later in the game however. When they bite in the water, they will eat your character for an instant kill. In the water, they can only be stunned with a pulse grenade and that stun will not last long at all. It's really best to avoid them when one is met underwater. -- STARTING HP: -- DAMAGE MODIFIERS Body: 1.0 Mouth: -- ATTACKS ------------ Front Attack ------------ The Globster holds its front half to the right then swings it to the left. Range: Close Dodge Timing: N/A Causes: Stagger ---- Bite ---- The Globster lifts up its top half and drags itself forward then bites with its mouth. Range: Mid Dodge Timing: N/A Causes: Knockdown --------------------------------------------- Bite (Instant Kill) [UNDERWATER ATTACK ONLY!] --------------------------------------------- The Globster lunges forward and chomps a character then eats the character. Range: Close Dodge Timing: N/A Causes: Instant Death -- RECOMMENDED WEAPONS - Handgun/Machine Gun Attempt to shoot the Globster in its mouth when it lifts up its bottom side while dragging itself. If the mouth can be shot, it will raise up and yell leaving its mouth exposed. Blast it in the mouth a handgun or a machine gun for intense damage. Keep your distance as much as possible. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= S E A C R E E P E R =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Sea Creeper is a mutation of a human body infected by "T-Abyss". As you can imagine from the name, it is an aquatic monster. This special mutation tends to happen when a female body gets infected. The carapace looks like a woman's long hair and covers the entire body, reducing friction and allowing them to move freely underwater. It enables them to creep around the water silently. As soon as these monsters approach their targets, they spread their six arms, which they use to hold their prey while they eat them. It is impossible to escape from their arms because the embrace reminds them of their mother's love. The Sea Creeper is a like a sting ray type of underwater creature with tentacles. It stays underwater for the most part. Equip the Genesis scanner to easily see it move underwater. This creature attacks by surfacing near a character and grabbing that character then squeezing with its tentacles. A Sea Creeper will only raise up out of the water from a distance and shortly before it attacks. Be sure to keep your distance from it at all times to make it rise up out of the water. If you're at a distance and it still hasn't exposed itself yet, it might be headed toward your character. Back up when it can't be seen and your character might back away from its grab if it tries to surface and grab. When it rises out of water from a distance, that is your cue to blast it and kill it right then. It's always best to place your highest damage upgrades on a rifle or a magnum in order to kill a Sea Creeper when it first rises out of the water at a distance. It can be shot before a grab if a player aims upward and fires right as it jumps, but that is very risky. One of the best ways to deal with a Sea Creeper when it is underwater is to toss a shock grenade or a hand grenade in the area where it swims. Both of the explosives will likely kill it. A shock grenade goes off instantly when it hits the water's surface, so it is more reliable. When these enemies are met while your character swims underwater, they will perform the same grab attack. While underwater, your character can surface to get air and replenish any damage that a Sea Creeper takes however. Only on later levels of Raid mode do underwater Sea Creepers become much of a problem. -- STARTING HP: -- DAMAGE MODIFIERS Body: 1.0 -- ATTACKS ---------------- Grab and Squeeze ---------------- While underwater, the Sea Creeper swims forward then jumps out of the water and grabs your character. Range: Close Dodge Timing: Right as it leaps out of the water Causes: Grab Sequence (Tap Y to escape) ----------------------------- Grab and Squeeze (underwater) ----------------------------- While your character swims near an underwater Sea Creeper, it will grab out for your character. Range: Close Dodge Timing: N/A Causes: Grab Sequence (Tap Y to escape) -- RECOMMENDED WEAPONS: - Shock Grenade/Hand Grenade Simply tossing a shock grenade or a hand grenade in the area where the Sea Creeper swims will likely kill it. It is very weak to shock grenade, so they work the best by far. - Magnum/Rifle Equip either one of these weapon types with the highest damage upgrade that your character has. Back away from the Sea Creeper and wait for it to rise out of the water from a distance then quickly blast it. You need to make sure that the shot kills it. - Pulse Grenade (while underwater) When a Sea Creeper is met underwater, it is really best to just swim by it. In later levels of Raid Mode swimming by more than one Sea Creeper is not an easy task at times. Toss a pulse grenade at a Sea Creeper to permanently stun it while your character remains in that area. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= G H I O Z Z O =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Once a fish gets infected by "T-Abyss", it mutates and becomes a fierce carnivorous fish called Ghiozzo. Their appearance is very similar to the deep- sea fish that the team discovered which hosted the fish virus "The Abyss". When developing the virus "T-Abyss", The Abyss was used as the base of the virus. Because of the influence of the virus, they have great appetites and can crush anything with their sharp teeth and strong jaws. The famous aggression of a piranha is fiction that was created by movies, but a school of Ghiozzo can actually eat large mammals, bones and all within a few seconds. Ghiozzo are large fish with big teeth similar to a piranha. They can attack while in water or on dry land. Ghiozzo are slightly limited on land since they can only hop instead of swim, but they can be lethal on land in and in water. They are overall weak, but they often attack in groups. They attack by jumping at a character and biting with their sharp teeth. -- STARTING HP: -- DAMAGE MODIFIERS Body: 1.0 -- ATTACKS ------------ Jumping Bite ------------ In the water or on land, the Ghiozzo jumps forward and bites. Range: Close Dodge Timing: Right before they bite during a jump Causes: Stagger -- RECOMMENDED WEAPONS - Handgun/Machine Gun Ghiozzo are very weak so they will be killed off with only a few shots from either a handgun or a machine gun. The first shot will knock them to the water surface or ground and stagger them for a bit where they can be shot once again. - Shock Grenade/Hand Grenade When a crowd of Ghiozzo are in the water, a shock grenade or a hand grenade tossed into the water will likely kill several of them at once. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= H U N T E R =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= The Hunter is a reptilian B.O.W. with sharp claws that was designed by Umbrella Corporation. By combining a fertilized human ovum with reptilian DNA and then administering the T-virus to the resulting creation, the Hunter was born. The Hunter ("Alpha" Hunter) was first unleashed in the original Mansion Incident in Resident Evil 1 upon Chris and Jill as they returned from the Guardhouse. The Hunter design in Revelations takes after the original MA-121 Alpha Hunter model found in Resident Evil 1. The Hunter will almost always attack in a group with other Hunters. They are fast and highly aggressive. Their attacks are quick and they can be highly damaging. They attack with groud slashes and jumping slashes. These enemies will hop and move around a character quite a bit before they actually attack. They can easily confuse a player with their high speed and jumps. A Hunter's main weak area is its head. A shotgun is the best weapon to use against Hunters because it will often knock them down. Grounding a Hunter and keeping it from hopping and move around a character is the best choice of action when facing one. A machine gun with a high rate of fire can work well against a few Hunters - the high rate of fire is mainly needed to knock them down. A handgun can work well against single Hunter enemies, but be sure to aim for its weak head. A Hunter can be stunned by shooting it while it runs or leaps toward a character. While it is stunned, it can be meleed. -- STARTING HP: -- DAMAGE MODIFIERS Body: 1.0 Head: -- ATTACKS ---------- Claw Slice ---------- The Hunter holds its left arm back then lunges forward with a claw slice. Range: Close/Mid Range Dodge Timing: Right as the Hunter lunges Causes: Stagger ------------------ Charged Claw Slice ------------------ The Hunter holds its right arm back for a while then steps forward and slices. Range: Close/Mid range Dodge Timing: Right before the Hunter hits with its claw Causes: Stagger ------------------ Jumping Claw Slice ------------------ The Hunter jumps forward and slices with its right arm. Range: Mid range Dodge Timing: Right before Hunter lands from the jump Causes: Knockdown -- RECOMMENDED WEAPONS - Shotgun A shotgun is easily the best weapon to use against Hunter since it will often knock them to the ground per shot. The M3 is really the best shotgun to use against them since they are often fought in packs, but any shotgun can work well. - Machine Gun A machine gun with a high rate of fire works well for smaller groups of Hunters. The P-90 and MP5 machine gun work the best thanks to their higher rate of fire. The AUG, G36 and High Roller will take more damage per shot, but they will not knock down a Hunter as quickly. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= F A R F A R E L L O =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Farfarello (meaning Slanderer) was named after one of the 12 devils called Malebranche (Evil Claws) from the Divine Comedy written by Dante Alighieri. Farfarello is the improved breed of "Hunter" and was created by adding the "T- Abyss" to hunters. As a result, Farfarello came to have characteristics such as the ability to mimic its surroundings and become transparent like a group of aquatic organisms would do. However, because it has been exposed to multiple viruses, it is believed that it became so aggressive that it is even more difficult to control. Farfarellos are grayish-white Hunters with the ability to make their body transparent. They have the same exact attacks as the standard Hunter but they are even more aggressive in close range. They will often appear only while they in close range. They have a habit of appearing a few seconds before they finish charging their ground claw slash attack. Farfarelleos are not as aggressive from a distance which can allow a player to find them easily from long range. While at a distance, hold up a weapon and allow the laser to shine forward. When it shines on a transparent Farfarello, the end of the laser will before circular. Farfarellos are best fought at a distance since they are highly aggressive with their attacks from up close. The weapon you use to fight them really depends on your distance from them. Use a shotgun while up close and use a rifle, magnum, machine gun or handgun from long range. -- STARTING HP: -- DAMAGE MODIFIERS Body: 1.0 Head: -- ATTACKS ---------- Claw Slice ---------- The Farfarello holds its left arm back then lunges forward with a claw slice. Range: Close/Mid Range Dodge Timing: Right as the Farfarello lunges Causes: Stagger ------------------ Charged Claw Slice ------------------ The Farfarello holds its right arm back for a while then steps forward and slices. Range: Close/Mid range Dodge Timing: Right before the Farfarello hits with its claw Causes: Stagger ------------------ Jumping Claw Slice ------------------ The Farfarello jumps forward and slices with its right arm. Range: Mid range Dodge Timing: Right before Farfarello lands from the jump Causes: Knockdown -- RECOMMENDED WEAPONS - Shotgun Just like the standard Hunter, shoot Farfarellos from closer ange with the shotgun. They like to appear a few seconds before they attack, so stand and wait for them if you don't see them yet. - Rifle/Magnum/Machine Gun/Handgun From a distance, just about any weapon other than the shotgun can work well. Farfarellos are not near as aggressive from a distance and they will often walk toward your character. Once you find them, blast them with a long range weapon. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= F E N R I R =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Fenrirs are wolf enemies that have their rib cages protruding from their sides. They attack much like any four-legged wolf or dog enemy in previous RE titles. They will run and perform a jumping bite attack. Fenrirs attacks in packs most of the time, so it's best to spread fire over the whole group to keep them from attacking. Fire at them while they run to make them fall to the ground then shoot them while they are grounded. A handgun will work fine from a distance, but as they get in closer, use a heavier weapon such as a shotgun or machine gun. A B.O.W. Decoy works very well against packs of Fenrirs. -- STARTING HP: -- DAMAGE MODIFIERS Head: 1.0 Body: 1.0 Rib cages: 1.2 -- ATTACKS ------------ Jumping Bite ------------ The Fenrir jumps forward and bites. Range: Close Dodge Timing: Right before the Fenrir bites while in the air Causes: Stagger -- RECOMMENDED WEAPONS - Handgun/Machine Gun From a distance or with single Fenrirs, a handgun or a machine gun can work well with knocking over a Fenrir after each blast and setting it up for extra shots. Try to shoot them as they run then shoot them in their rib cages once they fall for maximum damage. When dealing with several Fenrirs at once, it's best to concentrate on knocking them down before damaging them further. - Shotgun When Fenrirs are in close range, a shotgun can work well in killing them, especially when multiple Fenrirs are next to your character. The M3 shotgun with its wide blasts works the best for Fenrir enemies. - B.O.W. Decoy When dealing with a big pack of Fenrirs, a B.O.W. Decoy is the best way to kill several of them in a row. The decoy will take their attention away from your character as well. Just one decoy will likely kill a whole pack of Fenrirs. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= B A B Y D R A G H I G N A Z Z O (Raid Mode only) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= A Baby Draghignazzo is only a smaller version of the Draghignazzo that appears only in Raid Mode. It's actually shorter than a character, but has all the same attacks and overall appearance as the normal Draghignazzo enemy. See the section for the "Draghignazzo" below for full details. -- STARTING HP: -- DAMAGE MODIFIERS Soft area on side: 1.0 Soft area on backside: 1.0 Top red eye: 1.1 -- ATTACKS -- RECOMMENDED WEAPONS =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= S C A G D E A D =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Scagdead is a mutation of a body that has a strong resistance to the virus (this can only be seen in 1 out of 1000 people). However the resistance to the infection only slows it down and won't be able to stop its advance entirely. When people get infected, they suffer from high fever then develop tumors around their shoulders and necks. These symptoms happen a few days or weeks after being infected, and as the infection advances the host gradually loses consciousness. The infected are aware they are being taken over by the virus, yet they cannot do anything about it. Even after the madness of the virus has complete control, the head of the host mutters words unconsciously, as if they are sleepwalking. Scagdeads are large Ooze with a human body attached to the the left side of their torso. The human body head is the weakest part of a Scagdead. Scagdeads are some very dangerous enemies because of their instant kill grab. When they get in close range, they can grab your character with their creature mouth and kill your character instantly. From long range, they will dash toward your character and try to slice your character with their saw blad hands - this attack takes tons of damage. Scagdeads require a lot of firepower in order to beat. The machine gun, rifle and magnum from long range are the safest ways to weaken them. A shotgun blast from close range takes a lot of damage from them but just keep in mind that you're risking getting hit by an instant kill grab. Hand grenades are a good way to damage multiple Scagdeads and Scagdeads that are in a group of other enemies. A Scagdead can be stunned and set up for melee by shooting them a bunch. They can also be stunned by explosions from explosive canisters and pulse grenades. When a Scagdead is stunned, it's really best just to keep shooting it since the melee that your character will perform is weak. Only melee at that time if you need to save ammo. B.O.W. Decoy grenades are the best way to get Scagdeads off of your characer when they are in groups. Just like other enemies, they will be lured toward the decoy and this will keep them from getting in close to your character with their deadly attacks for a short while. -- STARTING HP: -- DAMAGE MODIFIERS Body: 1.0 Head of human torso: -- ATTACKS ---- Grab ---- The Scagdead will grab forward with his monster head. If this hits your character, it will instantly kill the character. This is an instant death grab where he will slice your character with his saw blade arm while holding her in the air with his creature mouth. Range: Close Dodge Timing: Causes: Instant Dead ------------------ Dashing Saw Attack ------------------ The Scagdead will race forward and stick out his saw blade arm then hit your character with the saw blade. This leaves your character in danger status. Heal directly after this hits your character. Range: Mid Range (the Scagdead dashes and hits from close range) Dodge Timing: Causes: Stagger ----------- Mouth Traps ----------- The Scagdead will fire out small creature mouths with teeth that will lie on the floor and grapple your character and hold that character in place if the character steps over them. These can be shot with a gun to get rid of them. Range: Close Dodge Timing: N/A (must shoot it) Causes: Grab Sequence (Tap Y to escape) -- RECOMMENDED WEAPONS - Handgun/Machine Gun/Rifle/Magnum Any of the weapons listed above can work well at weakening a Scagdead from a distance. Rifles, especially the PSG-1 rifle, stand among the listed weapons since your character will constantly find rifle ammo and they take off a good bit per shot. The PSG-1 rifle can be used to literally spam these enemies with shots from a distance. In Raid Mode, the magnum is obviously the best to use since you'll constantly get more magnum ammo. - Hand Grenade/Pulse Grenade/B.O.W. Decoy All of the explosives listed above have their uses for a Scagdead. A hand grenade takes a big amount of damage from it and can hit a crowd of enemies along with it. The Pulse Grenade is good for using when your character is trapped by the Scagdead or just to stun it to shoot it some more. Take special note of the B.O.W. Decoy since it can be used to attract the Scagdead's attention away from your character and leave it wide open to weapon fire shortly before the decoy goes off and damages it! =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= S C A R M I G L I O N E =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= The Scarmiglione is a large human-like creature that has a lance arm and an arm with a hardened shell portion resembling a shield. It's like fighting a mutant knight. This enemy will constantly try to cover its body with its shield arm and move close to a character then try to slice with its lance arm. From a distance, it will try to lean over and dash forward with a shield ram as well. All of its attacks are highly damaging. Aim toward whatever area of the Scarmiglione that is not covered with its shield arm and fire at that spot to damage it. If a player shoots it in legs too much, it will eventually cover its legs then leave its head open to damage. It will constantly have one portion of its body open to attack. Aim at whatever portion of its body it doesn't cover with its shield then blast it with a magnum, shotgun or machine gun. Keep in mind that it's weak point is its head however. A Scarmiglione can be stunned instantly with one hit from a pulse grenade. A pulse grenade will stun it and set it up for a melee attack. Stunning it with a pulse grenade and hitting it with a charged melee attack is a very quick and easy way to kill it off. A Scamiglione is also VERY weak to shock grenade. A shock grenade will damage it very intensely. It will only take about two shock grenades to kill one so keep this in mind later if have them to spare. Once the Scarmiglione has taken intense damage, it's upper half might explode and a pink appendage will be left behind. The pink appendage will try to shock the player. The Scarmiglione is right near death at this point and is left wide open to attack. Continue to blast it to kill it for good once this happens. The Scarmiglione can actually be knocked down with a shotgun blast at when its top appendage is all that is left of its top half. If your character keeps shooting the legs of a Scarmiglione, the bottom half will be destroyed then the upper torso will crawl along the ground - this can be annoying since it will slash with its lance arm while moving toward your character at that time. -- STARTING HP: -- DAMAGE MODIFIERS Torso: 1.0 Legs: 1.0 Head: -- ATTACKS --------------- Blade Arm Slash --------------- The Scarmiglione holds its blade arm to the side then slashes forward. It can hold the arm to either of its sides. Range: Close Dodge Timing: Right before the blade arm hits your character Causes: Knockdown ---------- Shield Ram ---------- The Scarmiglione dashes forward with its shield arm in front of it. Range: Long Range (after firing at its shield) Dodge Timing: Right before the shield hits your character Causes: Knockdown --------------- Appendage Shock --------------- While the upper body is destroyed the appendage will stretch forward and try to shock whatever is in front of it while the legs walk forward. Range: Anywhere (it's a constant attack) Dodge Timing: Right before the appendage hits your character Causes: Stagger (Shock) -------------- Blade Arm Stab -------------- While the legs are destroyed, the Scarmiglione torso will crawl forward and stab with its blade appendage Range: Close/Mid Range Dodge Timing: Right before the blade arm hits your character Causes: Stagger -- RECOMMENDED WEAPONS - Machine Gun/Rifle With plenty of upgrades, rapid fire from a machine gun or rifle (PSG-1) can work very well in weakening a Scarmiglione. Aim toward whatever portion of his body that isn't covered with his shield then open fire! Try to aim for his head when his upper torso is exposed. - Magnum A direct magnum blast to the head will damage a Scarmiglione considerably. Magnum blasts to the rest of his body are really no different than using a rapid fire weapon however. - Shock Grenade/Pulse Grenade A shock grenade takes heavy damage from a Scarmiglione. Just toss the grenade at the Scarmiglione and the resulting shock will damage it greatly. Two shock grenades will often kill a Scarmiglione. A pulse grenade can be used to stun a Scarmiglione and set it up for melee. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= I N F E C T E D R A C H E L =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Early on in the game, Rachel is found shortly before she is mutilated by Ooze in the Examination Room aboard the Queen Zenobia. Later, when Jill comes back to get the lift key from her, Rachel has mutated after being exposed to the T- Abyss virus and now an Ooze creature just like her killers. Rachel is a much harder and more aggressive normal Ooze type of creature. She basically has the attacks as the standard Ooze, but she is much faster and will take more damage from your character. She has quite a bit of health and cannot be staggered as easily as the standard Ooze. Rachel's weak area is her head. The best way to deal with her is to damage her as she runs toward your character. It's best to drain most of her health with a weapon that has a quick rate of fire before she gets in close range. From close range, Rachel can be extremely hard with how quick she attacks. -- STARTING HP: -- DAMAGE MODIFIERS Body: 1.0 Legs: 1.2 Arms: 1.2 Head: 1.5 -- ATTACKS -------------- Forward Attack -------------- Rachel holds her right arm or left arm to the side then strikes forward. Range: Close Dodge Timing: Right when Rachel raises her arm. Causes: Stagger ---- Grab ---- Rachel leans back then lunges forward with both arms while her tongue appendage hangs out of its mouth. Range: Close Dodge Timing: Right when Rachel leans back. Causes: Grab Sequence (tap Y) -- RECOMMENDED WEAPONS - Machine Gun/Rifle/Magnum Equip a machine gun or PSG-1 rifle with the highest damage upgrades, capacity and rate of fire upgrades then shoot Rachel as she moves toward your character. Try to shooter her in the head, but just shoot any portion of the body if you miss the head to often. The magnum can be highly effective against Rachel, but it's best to only use it in Raid mode where you have more ammo. A magnum shot will usually stagger Rachel per hit. - Shotgun From close range, a shotgun blasts will damage Rachel quite a bit, but, if you can't dodge her attacks that well, your character will be hit a bunch. Rachel is very aggressive from close range. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= D R A G H I G N A Z Z O =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= The Draghignazzo is a large shellfish that has been infected with the T-Abyss virus. It's main body is covered by a hard shell that protects it from harm. Along the back and the right side of the Draghignazzo, are patches of exposed flesh. The fleshy portions of the creature are the only areas where it can take damage from weapon fire. It takes normal damage while it is shot in a fleshy area. Its main weak point is the red eye that is at the top of the appendages that stick up at the top of the fleshy area. The Draghignazzo attacks with constant rams from a distance. It will lay down its shell arm moments before it charges. Running to its right side can help a player to avoid its ram attack. It has a close range turning attack from close range and a ground pound attack. The close range attack can be avoided by moving away from the creature and the ground pound can be dodge by staying at long range from the creature. The ground pound will knock a character down - the player will have to tap the Y button to get up. The Draghignazzo will fall over and be stunned for a few seconds after it receives enough damage. Try to aim for the red eye when shooting it, but shoot any soft portion of its body when the red eye is not in view. A rifle or magnum from a distance or a shotgun from close range can work well in damaging the creature's fleshy areas. -- STARTING HP: -- DAMAGE MODIFIERS Soft area on side: 1.0 Soft area on backside: 1.0 Top red eye: 1.1 -- ATTACKS ---------- Shield Ram ---------- Draghignazzo places his shield arm on the ground for a few seconds then dashes forward and tries to ram. Toward the end of the battle, he will do this without warning - he will do it immediately. Run to the side to avoid this - run toward his right side (your left). When he charges this attack, your character can run in between his shield arm and body and quickly run to the back of him. It's risky but it can work. Range: Long/Mid/Close Range Dodge Timing: Right before the armor hits your character Causes: Knockdown ------------ Ground Pound ------------ Draghignazzo crouches and holds its shield arm into the air for a few seconds then pounds the ground. Back away from him to avoid being hit by this. It does take damage if your character is too close. It will knock her off balance - tap the Y button to get up. Range: Mid Range Dodge Timing: Causes: Knockdown (recoverable) ------------------ Turn-Around Strike ------------------ When Dragnignazzo has its back turned, it will turn around quickly and try to hit your character with its shield arm while turning. Try to stay way from the immediate area in the back of the boss to avoid this. Range: Close Range Dodge Timing: As the armor shield is about to hit your character. Causes: Knockdown -- RECOMMENDED WEAPONS - Rifle/Magnum From a distance, blast the Draghignazzo with a rifle or a magnum. The PSG- 1 rifle is the best weapon to use since it can shoot with rapid fire on the fleshy areas. The magnum works very well for a single shot to the red eye weak point as well. - Shotgun This boss will mainly be fought from a distance for the most part, but while in close range, a shotgun can be used to blast the big fleshy portion on its backside. The shotgun also works well at damaging this enemy once it falls over from taking intense damage. - Machine Gun/Handgun Both a machine gun and a handgun can work well for damaging the Draghignazzo so long as some good upgrades are placed on them. With the machine gun, make sure to place a damage upgrade on it. With the handgun, place a damage upgrade on it along with a burst fire upgrade. The government handgun along with a burst fire, damage and capacity upgrade can work quite well against this boss. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= M A L A C O D A =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= The Malacoda is a whale that has been infected with the T-Abyss virus. Parasites inside of the whale have also become infected and protrude from the body and mouth of the whale. The parasitic tentacles that emerge from its body are known as Gyrodactylus salaries, which is a common parasite in freshwater fish. The parasites of the Malacoda are its main means of attack. The whale body only serves as the host body to the T-Abyss virus and the infected parasites deep inside basically. The parasites can fully detach from the Malacoda and attack by themselves. The parasites are long worm-like creatures that have a maw with mandibles on the front head portion. The Malacoda's tentacles are its only visible weak point for the majority of the fight. Destroying the tentacle-like parasites only cause more to form, but they keep it from attacking. The main weak point of the Malacoda is a white growth inside of its mouth. The Malacoda's tentacles are weak all over and can be destroyed with heavy fire focused on each one. Since the tentacles flail about so much and are hard to hit, a magnum or a rifle is recommended if your character can't use a rocket launcher or gatling gun. The Malacoda's tentacles are fought later in the game then the main whale body along with the tentacles are fought in Chapter 11. -- STARTING HP: -- DAMAGE MODIFIERS Tentacle: 1.0 -- ATTACKS ----------- Spike Shots ----------- The creature's tentacles will hover in place and start to fire out spikes toward your character. Range: Long Range Dodge Timing: N/A (fire at the spikes to destroy them or run to the side) Causes: Stagger ------------ Tentacle Ram ------------ The pinchers on the side of the tentacle's mouth will start to move as it aims toward your character then it will suddenly dash forward and try to ram your character. Range: Long Range Dodge Timing: Right before the tentacle hits. Causes: Knockdown -- RECOMMENDED WEAPONS - Gatling Gun While on a boat or up in a helicopter, rapid fire with the gatling gun will destroy the tentacles eventually. Just aim for any area of the tentacles but be sure to blast the front end if it faces your character. The main thing a player needs to watch for are the spike shots (shoot them) and the forward ram that a tentacle parasite will perform. Always blast a tentacle if it ever faces your character since that means it is about to ram. - Rocket Launcher In Chapter 11, the helicopter pilot will toss down boxes containing rocket launchers to Jill and Chris as they fight the Malacoda. One blast from a rocket launcher will destroy a tentacle parasite, just be sure to aim correctly. The best time to fire a rocket is when a tentacle faces your character and is about to ram. - Magnum/Rifle When you can't use a gatling gun or a rocket launcher, a magnum is the best weapon to use against the Malacoda's tentacles in Chapter 11 since the magnum takes such heavy damage per shot. A rifle can work well against the Malacoda's tentacles as well - it won't take as much damage per shot, but it's the next best choice for a long range weapon. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= F I N A L F O R M A B Y S S =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Final Form Abyss is the final boss of campaign mode. Jack Norman injects himself with the T-Abyss virus while Jill and Chris are aboard the Queen Dido and mutates into this Tyrant-like creature. Abyss has the features of the usual Tyrant enemy from older Resident Evil games. He has an exposed heart on his front side like the Tyrant fought in labs below the Spencer Mansion. Abyss attacks by using teleports to attempt to confuse a player. It will open its head shortly before each teleport. It will often teleport before each attack. Strong weapon fire on Abyss will interrupt the attack and stagger it. Eventually Abyss will start to use images to confuse the player while it prepares an attack. Always look for the image that emits a purple smoke from the top of its head - that is the real Abyss. Blast the true Abyss to stop its attacks. Sometimes Abyss will appear behind your character. Abyss has some attacks that must be dodged using the dodge feature. The most notable attack is when it makes two images of itself and both run toward your character and prepare to slash the character. Abyss can attack without teleporting as well. It will sometimes perform a close range attack or sudden dash and slice. It also has a grab - tap the Y button to escape once grabbed or Abyss will impale your character. Abyss' main weak point is the yellow growth on its back. Once a certain amount of damage has been taken from Abyss, it will start to lean over and expose its weapon point. Firing at the true Abyss while it is on-screen will damage the boss - it all adds up and its best to spam damage as much as possible when given the chance. Always shoot Abyss in its top half since its legs are stronger. When it leans over, blast its yellow weak point. This boss has tons of health, so it takes quite a while to fully kill it. Not even a rocket launcher will kill it without extra weapon fire. -- STARTING HP: Normal Mode: -- DAMAGE MODIFIERS Legs: Body: 1.0 Yellow growth on backside: -- ATTACKS ---------------------------- Teleport Frontal Claw Attack ---------------------------- Abyss teleports toward your character and reappears in front of the character then charges a claw attack and tries to hit the character. Aim forward and shoot him. Range: Close Range Dodge Timing: Right before the claw hits. Causes: Knockdown ------------------------- Teleport Back Claw Attack ------------------------- Abyss teleports toward your character and then reappears behind the character then charges a claw attack and tries to hit the character. Quick turn and shoot Norman. Range: Close Range Dodge Timing: Right before the claw hits. Causes: Knockdown ------------------------- Teleport Side Claw Attack ------------------------- Abyss teleports toward your character and two Abyss images appear in front of the character and charges a claw attack. Aim at the Abyss that breathes a purple gas then blast him. Range: Close Range Dodge Timing: Right before the claw hits. Causes: Knockdown --------------------------------- Teleport Back Claw Attack w/image --------------------------------- Abyss teleports toward your character and an image appears in front of the character then charges a claw attack. The real Abyss appears behind the character and charges a claw attack while breathing purple gas. Quick turn and blast the real Abyss behind you character. Range: Close Range Dodge Timing: Right before the claw hits. Causes: Knockdown ----------------------- Teleport Delayed Attack ----------------------- Abyss teleports toward your character. An image of Abyss will dash at your character and peform a claw attack. The image will remain for a few seconds afterwards. Once it disappears, the real Abyss will appear in front of the character and attack. Wait for the image to fade away then aim forward. When Abyss appears, blast him. Sometimes Abyss will appear behind the character. Range: Close Range Dodge Timing: Right before the claw hits. Causes: Knockdown ------------------------ Teleport Overhead Attack ------------------------ Abyss teleports toward your character. An image of Abyss appears near your character and attacks. A few seconds later, the real Abyss will appear in front of the character and attack. Wait for the image to disappear then prepare to blast the real Abyss. This is much like the teleport delay except the image starts out close to your character. Sometimes Abyss will appear behind your character. Range: Close Range Dodge Timing: Right before the claw hits. Causes: Knockdown ------------------------ Teleport Ram Claw Attack ------------------------ Abyss will teleport then two Abyss images will both dash at your character from each side and try to hit the character. The Abyss that attacks second with a dash is the real Abyss. Try to dodge out of the way of this with the dodge feature. It cannot be stopped. This can get quite hard to avoid since it requires immediate reaction. Range: Close Range Dodge Timing: Right before the claw hits. Causes: Knockdown -------------- Teleport Delay -------------- Toward the end of the battle, Abyss will begin to move toward your character then teleport when he gets next to the character. He will do one of his image attacks after doing so. The main difference with this move is that he moves toward your character and meets the character before he teleports. Range: Close Range Dodge Timing: Right before the claw hits. Causes: Knockdown ----------- Claw Attack ----------- Toward the end of the battle, when your character is close to Abyss, sometimes he will perform his claw attack without teleporting. Range: Close Range Dodge Timing: Right before the claw hits. Causes: Knockdown ------------------- Dashing Claw Attack ------------------- Abyss runs at your character and hits the character with his claw. He will mainly do this toward the end of the battle. Your character will have to dodge the attack with a dodge command or step out of the way as he does his dash. Sometimes he will stand and breathe a purple gas before doing this. Sometimes the dash is instant. Range: Close Range Dodge Timing: Right before the claw hits. Causes: Knockdown ---- Grab ---- Abyss grabs your character from close range and holds the character up then tries to impale the character. Tap the Y button to escape. Range: Close Range Dodge Timing: Right before Abyss grabs the character. Causes: Knockdown -- RECOMMENDED WEAPONS - Rocket Launcher The rocket launcher takes 30000 damage once it hits Abyss, so it will inflict some extremely heavy damage on him. It can basically bring him down to where he will start attacking more aggressively from the beginning of the battle if Abyss is shot with the rocket early. Shoot Abyss in the weak point after weakening him enough and the rocket launcher will take off some VERY heavy damage. - Machine Gun The machine gun with a damage, rate of fire and capacity upgrade is a very good weapon to use against this boss. The P-90 and MP5 stand out the best for damaging the boss since they both already carry such a good rate of fire. The machine gun will not instantly stagger Abyss as it attacks like a shotgun, but it will stagger him with enough rapid fire. The best part about the machine gun is that the damage inflicted can be SPAMMED like mad with a good rate of fire. Once Abyss is staggered a character can literally unload. Once Abyss exposes its weak point, a player can blast that weak point with rapid fire to damage it very badly. - Shotgun The shotgun is a great weapon to use to knock Aybss out of its attacks. One shot will knock Abyss out of the majority of its attacks if the true Abyss is shot. The shotgun takes off quite a bit of damage per shot as well. The main flaw with this weapon is that the shots are not constant like a machine gun. - Magnum/Rifle Both the magnum and rifle are both good at knocking Abyss out of its attacks. The magnum has a slow rate of fire, but it can work very well for hitting Abyss' weak point. The PSG-1 rifle can be used to spam damage on Abyss much like a machine gun - give it a damage, rate of fire and capacity up grade and the PSG-1 rifle can work just as well as a machine gun! [LI00] =============================================================================== __ _ _ / / (_) ___ | |_ ___ / / | |/ __|| __|/ __| / /___| |\__ \| |_ \__ \ \____/|_||___/ \__||___/ L I S T S =============================================================================== =-=-=-=-=-=-=-=-=-=-=-=-=-=-=- - B A S I C S - -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= This section contains all materials that can be listed in Resident Evil: Revelations. Such as Trophy/Achievements, Enemy Locations, Handprints, etc. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= [LI01] ======================= TROPHY/ACHIEVEMENT LIST ======================= - - - - - - - - - - - - - - - - C A M P A I G N - - - - - - - - - - - - - - - T R O P H Y/A C H I E V M E N T S ------------------------------------------------------------------------------- _ |_| -- A Packaged Deal Trophy Type: Bronze Gamerscore: 5 Defeat a Scarmiglione as a whole without killing both parts of its body separately. ------------------------------------------------------------------------------- _ |_| -- Angry Fist Trophy Type: Bronze Gamerscore: 5 Land 10 fully charged physical attacks. ------------------------------------------------------------------------------- _ |_| -- B.O.W. Hunter Trophy Type: Bronze Gamerscore: 10 Defeat 150 enemies. ------------------------------------------------------------------------------- _ |_| -- Bamboozle the Oozes Trophy Type: Bronze Gamerscore: 10 Defeat 10 Oozes with headshots. ------------------------------------------------------------------------------- _ |_| -- By the Crosshairs Trophy Type: Bronze Gamerscore: 10 Defeat Rachael before she gets to the cafeteria. ------------------------------------------------------------------------------- _ |_| -- Die Another Day Trophy Type: Bronze Gamerscore: 10 Evade a Scagdead's instant-death attack. ------------------------------------------------------------------------------- _ |_| -- Dodge Master Trophy Type: Bronze Gamerscore: 5 Dodge 20 times. ------------------------------------------------------------------------------- _ |_| -- Eye on the Trophy Trophy Type: Platinum Gamerscore: N/A Obtain all trophies. ------------------------------------------------------------------------------- _ |_| -- First Victim Trophy Type: Bronze Gamerscore: 5 Scan 1 hidden hand print. ------------------------------------------------------------------------------- _ |_| -- Get Us Out of Here! Trophy Type: Bronze Gamerscore: 10 Clear Episodes 4 - 6. ------------------------------------------------------------------------------- _ |_| -- Last Victim Trophy Type: Bronze Gamerscore: 50 Scan 30 hidden hand prints. ------------------------------------------------------------------------------- _ |_| -- Living on the Edge Trophy Type: Bronze Gamerscore: 5 Stop an enemy bullet with your knife. ------------------------------------------------------------------------------- _ |_| -- Research Complete Trophy Type: Bronze Gamerscore: 50 Scan all enemy types. ------------------------------------------------------------------------------- _ |_| -- Researcher Trophy Type: Bronze Gamerscore: 5 Scan an enemy for the first time. ------------------------------------------------------------------------------- _ |_| -- Rockets are for Losers Trophy Type: Bronze Gamerscore: 20 Defeat a Malacoda without using a rocket launcher. ------------------------------------------------------------------------------- _ |_| -- Surviving Deep Darkness Trophy Type: Silver Gamerscore: 50 Clear the game in Normal difficulty or above without dying once. ------------------------------------------------------------------------------- _ |_| -- The Dark Forest Trophy Type: Bronze Gamerscore: 20 Clear Casual difficulty or higher. ------------------------------------------------------------------------------- _ |_| -- The Pool Is Open Trophy Type: Bronze Gamerscore: 5 Swim in the Solarium. ------------------------------------------------------------------------------- _ |_| -- The Queen Zenobia Trophy Type: Bronze Gamerscore: 10 Clear Episodes 7 - 9. ------------------------------------------------------------------------------- _ |_| -- The Shores of Purgatory Trophy Type: Silver Gamerscore: 50 Clear Normal difficulty or higher. ------------------------------------------------------------------------------- _ |_| -- The Storm is Gone Trophy Type: Bronze Gamerscore: 10 Clear Episodes 10 - 12. ------------------------------------------------------------------------------- _ |_| -- The Vestibule of Hell Trophy Type: Gold Gamerscore: 50 Clear Infernal difficulty. ------------------------------------------------------------------------------- _ |_| -- Traces of Tragedy Trophy Type: Bronze Gamerscore: 20 Scan 15 hidden hand prints. ------------------------------------------------------------------------------- _ |_| -- Triple Play Trophy Type: Bronze Gamerscore: 5 Defeat 3 enemies with one shock grenade. ------------------------------------------------------------------------------- _ |_| -- We'll Find You, Jill Trophy Type: Bronze Gamerscore: 10 Clear Episodes 1 - 3. ------------------------------------------------------------------------------- - - - - - - - - - - - - - - - R A I D M O D E - - - - - - - - - - - - - - - T R O P H Y/A C H I E V M E N T S ------------------------------------------------------------------------------- _ |_| -- Beyond the Veil Trophy Type: Gold Gamerscore: 50 Clear the bonus stage, The Ghost Ship. ------------------------------------------------------------------------------- _ |_| -- Bonus Ace Trophy Type: Bronze Gamerscore: 50 Acquire 50 bonuses. ------------------------------------------------------------------------------- _ |_| -- Bonus Demi-god Trophy Type: Gold Gamerscore: 100 Acquire 150 bonuses. ------------------------------------------------------------------------------- _ |_| -- Bonus Enthusiast Trophy Type: Bronze Gamerscore: 20 Acquire 10 bonuses. ------------------------------------------------------------------------------- _ |_| -- Bonus Legend Trophy Type: Silver Gamerscore: 50 Acquire 100 bonuses. ------------------------------------------------------------------------------- _ |_| -- Dynamic Duo Trophy Type: Bronze Gamerscore: 5 Land a fully charged physical attack on an enemy at the same time as your partner. ------------------------------------------------------------------------------- _ |_| -- First Circle Overseer Trophy Type: Bronze Gamerscore: 10 Clear all stages in Raid mode on Chasm with an S rank. ------------------------------------------------------------------------------- _ |_| -- First Circle Traveler Trophy Type: Bronze Gamerscore: 10 Clear all stages in Raid mode on Chasm. ------------------------------------------------------------------------------- _ |_| -- Gutsy Trophy Type: Bronze Gamerscore: 10 Clear a stage at 5 levels lower than the recommended level. ------------------------------------------------------------------------------- _ |_| -- Legendary Find Trophy Type: Bronze Gamerscore: 10 Obtain a super rare weapon. ------------------------------------------------------------------------------- _ |_| -- Legends Are Made, Not Born Trophy Type: Bronze Gamerscore: 20 Obtain all super rare weapons. ------------------------------------------------------------------------------- _ |_| -- Meteoric Rise Trophy Type: Bronze Gamerscore: 10 Reach player level 40. ------------------------------------------------------------------------------- _ |_| -- Midland Overseer Trophy Type: Bronze Gamerscore: 10 Clear all stages in Raid mode on Trench with an S rank. ------------------------------------------------------------------------------- _ |_| -- Midland Traveler Trophy Type: Bronze Gamerscore: 10 Clear all stages in Raid mode on Trench. ------------------------------------------------------------------------------- _ |_| -- Moving on Up Trophy Type: Bronze Gamerscore: 10 Reach player level 10. ------------------------------------------------------------------------------- _ |_| -- On Your Way Trophy Type: Bronze Gamerscore: 5 Reach player level 5. ------------------------------------------------------------------------------- _ |_| -- One for Each Minnesota Lake Trophy Type: Bronze Gamerscore: 20 Defeat 10,000 enemies. ------------------------------------------------------------------------------- _ |_| -- Raising the Bar Trophy Type: Bronze Gamerscore: 10 Reach player level 30. ------------------------------------------------------------------------------- _ |_| -- Reaching Higher Trophy Type: Bronze Gamerscore: 10 Reach player level 20. ------------------------------------------------------------------------------- _ |_| -- Seventh Circle Overseer Trophy Type: Silver Gamerscore: 20 Clear all stages in Raid mode on Abyss with an S rank. ------------------------------------------------------------------------------- _ |_| -- Seventh Circle Traveler Trophy Type: Bronze Gamerscore: 10 Clear all stages in Raid mode on Abyss. ------------------------------------------------------------------------------- _ |_| -- Shop 'til Ya Drop Trophy Type: Bronze Gamerscore: 20 Spend 1,000,000 BP in the store. ------------------------------------------------------------------------------- _ |_| -- That'll Leave a Mark Trophy Type: Bronze Gamerscore: 20 Inflict 100,000 points of damage to an enemy in one hit. ------------------------------------------------------------------------------- _ |_| -- The Unbroken Thread Trophy Type: Bronze Gamerscore: 10 Acquire No Damage Bonus for the first time. ------------------------------------------------------------------------------- _ |_| -- Three is the Magic Number Trophy Type: Bronze Gamerscore: 20 Acquire Trinity Bonus for the first time. ------------------------------------------------------------------------------- _ |_| -- Top of My Game Trophy Type: Silver Gamerscore: 50 Reach player level 50. ------------------------------------------------------------------------------- [LI02] ============== HANDPRINT LIST ============== The following is a list of all Handprints that can be found in campaign mode. Each handprint will only appear while viewing the specified area through the Genesis scanner that is first received in Episode 1, scenario 1. Scan the handprints throughout campaign mode to receive the following unlockables. Below is a list of trophy/achievements and rewards from scanning handprints: -- First Victim Scan 1 hidden hand print Unlocks: Green Herb -- Traces of Tragedy Scan 15 hidden hand prints Unlocks: Rifle PSG1 -- Last Victim Scan 30 hidden hand prints Unlocks: Handgun G18 ------------------------------------------------------------------------------- _ |_| -- Handprint (1/30) Episode: Episode 1 - Into the Depths Location: Sea Coast After moving through the tunnel on the sea coast, scan the right side of the green FBC crate across from the rock near the beginning of the dock. There is a boat propped up against the wall beside this green crate. ------------------------------------------------------------------------------- _ |_| -- Handprint (2/30) Episode: Episode 1 - Into the Depths Location: Lounge/Queen Zenobia After regaining control of Jill while she is aboard the Queen Zenobia, backtrack to the lounge with the lit up vending machine. The handprint is on the snack machine next to the Trish vending machine. ------------------------------------------------------------------------------- _ |_| -- Handprint (3/30) Episode: Episode 1 - Into the Depths Location: Dark Hallway/Queen Zenobia After regaining control of Jill while she is aboard the Queen Zenobia, backtrack to the hallway right after stepping through the Mini Storage Room area. Look on the bottom side of the south wall while standing near the door to the storage room and this handprint is on the bottom section of the wall with two bloody handprints. ------------------------------------------------------------------------------- _ |_| -- Handprint (4/30) Episode: Episode 1 - Into the Depths Location: Examination Room/Queen Zenobia After reaching the point where Jill witnesses a woman (Rachel) being killed on the other side of a glass window, move down the stairs and enter the Examination Room where she is and fight off the two Oozes. Scan the white board with the three X-rays on it directly across from the body of Rachel. ------------------------------------------------------------------------------- _ |_| -- Handprint (5/30) Episode: Episode 2 - Double Mystery Location: Crash Site/Mountain in Europe This handprint is found while playing as Chris on the snowy mountain in Europe. While inside the wreckage of the plane, open the cockpit door and a body will fall out. The hand print is on the plane controls in front of the right seat in the plane cockpit area. ------------------------------------------------------------------------------- _ |_| -- Handprint (6/30) Episode: Episode 2 - Double Mystery Location: Mines/Mountain in Europe While in the Mines with Chris and Jessica, they will fight several Fenrirs in the area with many stacked boards in the center. After fighting the Fenrirs, move to the south. This handprint is on the right stalagmite in the set of stalagmites off to the left before dropping off the ledge ahead. Jessica will start to ask about Jill as Chris enters this area. ------------------------------------------------------------------------------- _ |_| -- Handprint (7/30) Episode: Episode 2 - Double Mystery Location: Dining Room/Queen Zenobia Once Jill and Parker get their weapons back, return to the Dining Room. Move to the northeast side of the Dining Room and the handprint is on the east side of the chicken on the nearby table. ------------------------------------------------------------------------------- _ |_| -- Handprint (8/30) Episode: Episode 2 - Double Mystery Location: Guest Room/Queen Zenobia Once Jill and Parker get their weapons back, return to the guest room where Jill was held captive then enter the bathroom. The handprint is on the wall below the shower head above the tub. ------------------------------------------------------------------------------- _ |_| -- Handprint (9/30) Episode: Episode 2 - Double Mystery Location: Bridge/Queen Zenobia Once Jill gains access to the Bridge, while facing the long set of controls in the Bridge control room, this hand print is on the far right window behind the long set of controls. ------------------------------------------------------------------------------- _ |_| Handprint (10/30) Episode: Episode 3 - Ghost of Veltro Location: Grand Hall/Queen Zenobia On the second floor of the Grand Hall, while in front of the locked shutter that blocks the door to the Communications Room, turn around and this handprint is on the wall across from that shutter. Aim up a bit. ------------------------------------------------------------------------------- _ |_| Handprint (11/30) Episode: Episode 3 - Ghost of Veltro Location: Grand Hall/Queen Zenobia On the first floor of the Grand Hall, find the shutter that blocks the door to the Casino on the east side. Move to the northeast a bit and this print is on the glass display on the northeast wall. It's above some steps. ------------------------------------------------------------------------------- _ |_| Handprint (12/30) Episode: Episode 3 - Ghost of Veltro Location: Solarium Pump Room/Queen Zenobia While in the Solarium Pump Room on the upper floor of the Grand Hall, a handprint is on the panel of the control box on the south wall beside the three tanks. Be sure to use the controls to purify the pool in order to get handprint 16 in Episode 4! ------------------------------------------------------------------------------- _ |_| Handprint (13/30) Episode: Episode 3 - Ghost of Veltro Location: Promenade (Café)/Queen Zenobia After entering the Promenade, this can be found on the east set of top cabinets in the Café. After lifting the shutter, ignore the room with the trapped Scagdead enemy and move down the walkway to the left. Run down the stairs and the Café will be right in front of Jill. Move forward and to the right then look up and the handprint will be on those cabinets. ------------------------------------------------------------------------------- _ |_| Handprint (14/30) Episode: Episode 3 - Ghost of Veltro Location: Promenade/Queen Zenobia After killing the Scagdead enemy (Mutant Communications Officer), run back up to the second floor and enter the room he was held in. This handprint is on the top stacked crate, on the side that faces the door. ------------------------------------------------------------------------------- _ |_| Handprint (15/30) Episode: Episode 3 - Ghost of Veltro Location: Guest Cabin/Queen Zenobia Activate the elevator by solving the puzzle on the control box in the hall on the west side of the Promenade then take the elevator up to the Deck. While in the Guest Cabin up above, scan the table on the left (south) side of the room. The table has some blood on it and the handprint is right near that blood. ------------------------------------------------------------------------------- _ |_| Handprint (16/30) Episode 4 - A Nightmare Revisited Location: Solarium/Queen Zenobia In the Solarium that is accessed through the Grand Hall, use the pump controls to purify the pool in episode 3 then reenter the Solarium in episode 4. Dive into the pool then swim into the tunnel and make an immediate right then swim and find the ladder in the water and climb it. Climb up to the diving board off to the left. Walk toward the end of the diving board and look through the scanner and this handprint will be near the end of the diving board. ------------------------------------------------------------------------------- _ |_| Handprint (17/30) Episode: Episode 4 - A Nightmare Revisited Location: Casino/Queen Zenobia Use the switch to turn on the light in the Casino. This handprint is on one of the slot machines to the south of the set of stairs the characters use to enter the Casino. Facing the row of five slot machines in the back on the south side, this handprint is on the left side of the fourth slot machine. ------------------------------------------------------------------------------- _ |_| Handprint (18/30) Episode: Episode 4 - A Nightmare Revisited Location: Detention Room/Queen Zenobia In the Detention Room, where Jill and Parker found the dummy of Chris in episode 1, this handprint is on the left side of the yellow flag that is on the left wall. ------------------------------------------------------------------------------- _ |_| Handprint (19/30) Episode: Episode 5 - Secrets Uncovered Location: Projector Room/Vokoinen Mokki While in control of Keith for the first time in Episode 5 while in Valkoinen Mokki airport, Keith and Quint will enter a Projector Room shortly after viewing a video of a soldier getting killed. This handprint is on the right side of the projector screen on the west side of the Projector Room. ------------------------------------------------------------------------------- _ |_| Hand Print (20/30) Episode: Episode 5 - Secrets Uncovered Location: Bilge Passageway Lift Area/Queen Zenobia At the beginning of the Bilge Passageway Lift Area, after playing with Keith, the game will switch back to Jill and Parker. This hand print is on the notebook that is on top of a metal block on the northeast side of the lift area. ------------------------------------------------------------------------------- _ |_| Handprint (21/30) Episode: Episode 6 - Cat and Mouse Location: Walkway to Antenna/Queen Zenobia While Jill and Parker are about to fix the antenna right near the end of the episode, the handprint is on the controls for the antenna. This can be scanned in Episode 7 also. ------------------------------------------------------------------------------- _ |_| Handprint (22/30) Episode: Episode 7 - The Regia Solis Location: Heliport/Queen Zenobia While out on the heliport looking for the UAV, after fighting all waves of Hunters, run to the far west end of the heliport and step out onto the catwalk. The handprint is on the grating on the far west side of the catwalk. ------------------------------------------------------------------------------- _ |_| Handprint (23/30) Episode: Episode 7 - The Regia Solis/Episode 8 - All on the Line Location: Cargo Room/Queen Zenobia When Jill and Parker enter the elevator after dashing down the corridor with several Hunters and Oozes while under a time limit the elevator will take them up to a Cargo Room. This handprint is on the inside window of the control room off to the left as soon as the characters step through the doorway. The control room portion of the Cargo Room is on the west side of the area. Get this in Episode 8! When Jill and Parker swim out of the control room, they will have to climb a ladder that will take them back to the upper floor of the cargo room. While in the cargo room at that time, they will not be under a time limit. Run over to the control room of the cargo room and scan the handprint on the inside glass at that time. ------------------------------------------------------------------------------- _ |_| Handprint (24/30) Episode: Episode 8 - All on the Line Location: Sterilization Area/Queen Zenobia While in control of Jill while Chris is with her, the two will have to register a fingerprint in a Filing Room then open a set of double doors by using fingerprint access. In the Sterilization Room on the other side of the double doors, this handprint is on the left set of locker doors. It's on the fourth door without a lab suit inside the locker. ------------------------------------------------------------------------------- _ |_| Handprint (25/30) Episode: Episode 8 - All on the Line Location: Experiment Room/Queen Zenobia In the Experiment Room, on the other side of the two Sterilization Rooms that Jill and Chris get trapped in, this handprint is on the west side of the tank with a fish inside. It is on the left glass panel while facing the west side of the fish tank. This room is right outside the Sterilization Rooms where Jill and Chris fight the first Scarmiglione. ------------------------------------------------------------------------------- _ |_| Handprint (26/30) Episode: Episode 8 - All on the Line Location: Underground Tunnel/Queen Zenobia In the Underground Tunnel that Jill and Chris come to after using the elevator in the Experiment Room after fighting the Scarmiglione, this handprint is on the left side of the first arch in the tunnel. As Jill and Chris step forward, this will be off to the left when they first start to talk in the tunnel. ------------------------------------------------------------------------------- _ |_| Handprint (27/30) Episode: Episode 9 - No Exit Location: Lab Morgue/Queen Zenobia In the Lab Morgue, this handprint is on the wall behind the PC on the desk off to the right. This is on the southwest side of the room. ------------------------------------------------------------------------------- _ |_| Handprint (28/30) Episode: Episode 11 - Revelations Location: Queen Zenobia Wreckage/Queen Zenobia During the first battle with the Malacoda boss with Jill and Chris, this handprint is on the big pipe that sticks out of the wreckage in the center portion of the ship piece that Jill and Chris stand on. The pipe will be to their backs while fighting the boss. Scan the handprint while fighting the boss. ------------------------------------------------------------------------------- _ |_| Handprint (29/30) Episode: Episode 12 - The Queen is Dead Location: Dining Room/Queen Dido While playing as Jill and Chris in the Queen Dido, they will eventually enter a Dining Room with several bodies on a long table. Look on the south wall and this handprint will be on the big blood splatter on that wall. ------------------------------------------------------------------------------- _ |_| Handprint (30/30) Episode: Episode 12 - The Queen is Dead Location: Throne Room/Queen Dido When Jill and Chris enter the room where Norman sits on a throne, this handprint is on the side of the platform right below Norman. It can be scanned before the boss fight in the room starts. ------------------------------------------------------------------------------- [LI03] =================== ENEMY LOCATION LIST =================== All of the following enemies must be scanned in order to receive the "Research Complete" trophy/achievement in Campaign mode. A player must complete one full scan on each enemy. The enemy does NOT have to turn white while the scanner is equipped - one full scan is all that is needed. Each listing list out a description of the enemy along with the episode, scenario and area where they can be found for the first time. Some enemies are met earlier than the times that I have listed, but a scanner is not available at that time. This list is only for locating each enemy for the Research Complete trophy/achievement, not full details about each one. ------------------------------------------------------------------------------- _ |_| -- Globster Description: Giant carcass - big lump of flesh with mouth on bottom Episode: Episode 1/Scenario 1 Location: Sea Coast ------------------------------------------------------------------------------- _ |_| -- Ooze Description: Humanoid Ooze Episode: Episode 1/Scenario 2 Location: Kitchen/Queen Zenobia ------------------------------------------------------------------------------- _ |_| -- Fenrir Description: Wolf enemies with exposed rib cages Episode: Episode 2/Scenario 1 Location: Mine/Moutains in Europe ------------------------------------------------------------------------------- _ |_| -- Pincer Ooze Description: Ooze with claw arms Episode: Episode 2/Scenario 2 Location: Library (Second Floor)/Queen Zenobia* * Appears after reentering the room once weapons are found. ------------------------------------------------------------------------------- _ |_| -- Tricorne Ooze Description: Ooze with big right arm that fires bones Episode: Episode 3/Scenario 2 Location: Dining Room/Queen Zenobia ------------------------------------------------------------------------------- _ |_| -- Wall Blister Description: Ooze that hangs from the ceiling Episode: Episode 3/Scenario 2 Location: Solarium/Queen Zenobia ------------------------------------------------------------------------------- _ |_| -- Scagdead Description: Big Ooze with a big mouth on his head and a human body on his left side Episode: Episode 3/Scenario 2 Location: Promenade/Queen Zenobia ------------------------------------------------------------------------------- _ |_| -- Ghiozzo Description: Big fish with large teeth Episode: Episode 4/Scenario 1 Location: Casino/Queen Zenobia ------------------------------------------------------------------------------- _ |_| -- Infected Rachel Description: Red female Ooze boss - Rachel mutation Episode: Episode 4/Scenario 1 Location: Corridor to Examination Room/Queen Zenobia ------------------------------------------------------------------------------- _ |_| -- Sea Creeper Description: Underwater enemy with tentacles Episode: Episode 5/Scenario 2 Location: Floodgate Area/Queen Zenobia ------------------------------------------------------------------------------- _ |_| -- Farfarello Description: Gray Hunter that can turn transparent Episode: Episode 5/Scenario 3 Location: Crash Site/Mountains in Europe ------------------------------------------------------------------------------- _ |_| -- Chunk Ooze Description: Gray Hunter that can turn transparent Episode: Episode 6/Scenario 1 Location: Underground Room ------------------------------------------------------------------------------- _ |_| -- Draghignazzo Description: Large boss enemy with shell Episode: Episode 6/Scenario 2 Location: Observation Hall/Queen Zenobia ------------------------------------------------------------------------------- _ |_| -- Hunter Description: Green humanoid enemy with sharp claws Episode: Episode 7/Scenario 1 Location: Promenade OR Helipad/Queen Zenobia* * Most players will likely want to take the long way to the Deck, so they will not meet Hunters until they are at the Heliport. ------------------------------------------------------------------------------- _ |_| -- Scarmiglione Description: Large creature with lance and shield arm Episode: Episode 8/Scenario 3 Location: Sterilization Room/Queen Zenobia ------------------------------------------------------------------------------- _ |_| -- Malacoda Description: Large whale enemy with tentacle arms Episode: Episode 11/Scenario 1 Location: Queen Zenobia Wreckage/Queen Zenobia ------------------------------------------------------------------------------- _ |_| -- Final Form Abyss Description: Final boss - much like a Tyrant Episode: Episode 12/Scenario 2 Location: Throne Room/Queen Dido ------------------------------------------------------------------------------- [LI04] =============== UNLOCKABLE LIST =============== **************************************** Unlockable Raid Mode Characters/Costumes **************************************** Perform the following actions to unlock Raid Mode costumes. The costumes will appear under the "Characters" option once they are unlocked. ------------------------------------------------------------------------------- -- Chris (Snow) Unlocked by default. ------------------------------------------------------------------------------- -- Chris (Ship) ????? ------------------------------------------------------------------------------- -- Jessica (Snow) ????? ------------------------------------------------------------------------------- -- Jessica (Ship) ????? ------------------------------------------------------------------------------- -- Jessica (Terragrigia) ????? ------------------------------------------------------------------------------- -- Jill (Ship) Unlocked by default. ------------------------------------------------------------------------------- -- Jill (Beach) ????? ------------------------------------------------------------------------------- -- Keith (Snow) Finish Episodes 4-6 in Campaign mode. ------------------------------------------------------------------------------- -- Keith (HQ) ????? ------------------------------------------------------------------------------- -- Morgan ????? ------------------------------------------------------------------------------- -- Norman ????? ------------------------------------------------------------------------------- -- O'Brian ????? ------------------------------------------------------------------------------- -- Parker (Ship) Unlocked by default. ------------------------------------------------------------------------------- -- Parker (Beach) Get 10 bonuses in Raid mode ------------------------------------------------------------------------------- -- Parker (Terragrigia) ????? ------------------------------------------------------------------------------- -- Quint (Snow) Reach player level 5 in Raid mode. ------------------------------------------------------------------------------- -- Quint (HQ) ????? ------------------------------------------------------------------------------- -- Rachael Get a Trinity Bonus on any Raid mode stage (Get all bonuses) ------------------------------------------------------------------------------- -- Raymond ????? ------------------------------------------------------------------------------- *************************** Unlockable Raid Mode Stages *************************** ------------------------------------------------------------------------------- -- Stages 1-4 Unlocked by default. ------------------------------------------------------------------------------- -- Stages 5-7 Finish Episodes 1-3 in Campaign mode. ------------------------------------------------------------------------------- -- Stages 8-12 Finish Episodes 4-6 in Campaign mode. ------------------------------------------------------------------------------- -- Stages 13-17 Finish Episodes 7-9 in Campaign mode. ------------------------------------------------------------------------------- -- Stages 18-20 Finish Episodes 10-12 in Campaign mode. ------------------------------------------------------------------------------- -- Bonus Stage 21 Finish all of Campaign mode. ------------------------------------------------------------------------------- ********************************* Unlockable Raid Mode Difficulties ********************************* Finish all of the following difficulties in Raid Mode to unlock the following extra difficulty levels. The Bonus stage does not have to be finished. ------------------------------------------------------------------------------- -- Trench Difficulty Finish all Raid Mode stages on Chasm Difficulty. ------------------------------------------------------------------------------- -- Abyss Difficulty Finish all Raid Mode stages on Trench Difficulty. ------------------------------------------------------------------------------- [EE00] =============================================================================== __ _ /__\| |_ ___ /_\ | __|/ __| //__ | |_| (__ _ \__/ \__|\___|(_) E V E R Y T H I N G E L S E =============================================================================== ******************************************************************************* UPDATES ******************************************************************************* May 23, 2013 - Another Resident Evil, and another Berserker guide for that Resident Evil. It was inevitable! Anyway, the majority of this guide is taken directly from my 3DS Revelations guide, but I did go through the full campaign of the console version and I made several changes based on what I experienced on my first playthrough. I took out the Raid mode section from this guide since I plan on working on a full Raid Mode guide that will work for both the 3DS version and console version. Raid mode is MUCH better in the console version to me, mainly because I can play it without my neck getting all sore from constant hunching over, so this time I'll finish that Raid mode section that I started in my 3DS guide and take out some of the unnecessary stuff in that section. For now, if you want some help with Raid mode stages then try my 3DS Revelations guide. Much more to come soon! ******************************************************************************* CONTACT INFO [CI00] ******************************************************************************* I can be reached at my email address, which is berserker_kev(at)yahoo.com, so please contact me if you have any questions, comments, etc. Replace the (at) with @. I don't mind receiving emails at all. Don't add me to your Yahoo Messenger though; I use Yahoo Messenger only for close friends. You can contact me through Xbox or PSN. I'm online nearly all the time. Don't send a friend request though. Xbox LIVE Gamertag: Berserker Kev PSN: Berserker_Kev I do have a few guidelines however: 1) Give me a subject in the email, preferably one including the name of the game. An actual subject looks damn sexy in my inbox compared to an unattractive blank subject line. 2) Read the guide over and make sure that your question is not already answered. 3) Please speak in English and attempt to use some correct grammar. This is in no way meant to offend those that cannot speak English well. I have spoken with some readers that claim they cannot speak English when, in fact, they speak better English then some Americans. So basically if you "try" to talk to me then that is good enough. :) And last, but not least, if you found this walkthrough helpful, an email would be most appreciated. It is very true that I write these guides as a hobby, but just that little email that lets me know that I have helped someone always makes me feel special for about five minutes. Don't worry, I won't tell anyone on the gaming boards that you used a guide. ;) If you have a youtube account, you could also give me a subscription on youtube. I promise to keep you entertained with plenty of Chris Redfield action! www.youtube.com/BerserkerSTARS ******************************************************************************* ABOUT ME [AM00] ******************************************************************************* My name is Kevin Hall. I'm 31 years old and live in the US, in a small town in Mississippi. Ever since I was really young, I have been a huge fan of video games since I was first introduced to them via the Atari 2600 and NES 8-bit. My favorite gaming series is the Resident Evil series followed closely by the Castlevania series. I'm a complete horror gaming junkie - survival horrors are my main cup of tea. Capcom is my favorite video game company. They hardly ever let me down when it comes to games with plenty of replay value. "My Chris will FAQ you up!" I have been deeply involved in the Resident Evil Mercenaries community ever since the release of Resident Evil 5 in March 2009. The Mercs portion of RE5 hit me like no other mini game has before and I've spent the past few years fully dedicated to it for the most part. I'm pretty well known for using only Chris Redfield in RE5 Mercs and continue to do so in other games. Why? Chris Redfield has always been my favorite RE character and I'm biased when it comes to my selected character! My known aliases are Berserker or Berserker Kev. Many people call me "Kev" and I've also gained the nickname "Kevo" from the Mercs community. ------------------------------------------------------------------------------- --> My Youtube page: Videos with RE5 Mercs Chris Redfield gameplay and videos for plenty of other games that I have worked on can be found on my youtube page. www.youtube.com/BerserkerSTARS ------------------------------------------------------------------------------- --> Berserker: Tear Through the Game (My Gaming Blog) My own site with game reviews, discussions of my guides (some), and random thoughts about video games. Feel free to post up some comments on the blog. I don't bite... well not that much... and not too viciously... http://berserkersblog.blogspot.com ------------------------------------------------------------------------------- --> IGN FAQ Writer of the Month interviews: July 2005 - http://faqs.ign.com/articles/637/637797p1.html December 2008 - http://faqs.ign.com/articles/941/941068p1.html ------------------------------------------------------------------------------- --> My other work can be found at both IGN and GameFAQs. IGN - http://club.ign.com/b/contrib?username=berserker_kev&which=faqs GameFAQs - http://www.gamefaqs.com/features/recognition/21400.html?type=1 ******************************************************************************* DONATIONS [DO00] ******************************************************************************* Paypal Address: [email protected] I'm not going to bore you with a huge sermon or provide tons of reasons why you should donate, but I would like to mention that I do take donations now. If you go to my site at http://berserkersblog.blogspot.com there is a Paypal donation link on the right column if you look down the page that you can use as well. All donations will be used to help make my future guides better as I am able to afford better equipment. A donation will never go toward personal gain items such as a new game or any other personal commodity for myself. Here's more of an explanation: http://berserkersblog.blogspot.com/2008/12/donations.html Be sure to email me if you donate, so I can thank you personally! Big thanks to the readers that have donated so far. You know who you are and you're some very generous people. If you don't have a Paypal account, then check out my items on Half.com and see if you can find anything that might interest you: http://shops.half.ebay.com/cadman-half_W0QQsellerZcadmanQ2dhalf I post up items on Half.com regularly and am constantly rolling back prices. My father and I share an account on eBay, hence the username. ******************************************************************************* COPYRIGHT ******************************************************************************* This document Copyright 2012 Kevin Hall (Berserker) Resident Evil: The Mercenaries 3D Copyright 2012 Capcom Ltd. This document is for private and personal use only. Do not try to sell this document for profit. This is a free document and should remain free. Do not try to reproduce this document in any way, shape, or form. Do not alter this FAQ in any way. Use of this guide on any other web site, besides the sites that have contacted me, or as a part of any public display is strictly prohibited, and a violation of copyright. If you want to use this FAQ on your site, then contact me for permission first. This FAQ can only be found on a few sites as of now and I am keeping a list of those sites. Contact me if you want to use it. ******************************************************************************* SPECIAL THANKS ******************************************************************************* - All of the friends that I've gained from the RE5 Mercs community. Truly too many to list! - Ned Jordan for getting this game to me early! - Charlotte for the extra part upgrades for Campaign mode! - nnaatteedd for the extra part upgrades for Raid mode! - http://kouryakutsushin.com/biorev-wiki for TONS of info. - Moonlightnite for the mission altering info. Visit his weapon FAQ: http://www.gamefaqs.com/3ds/997778-resident-evil-revelations/faqs/63833 - Sam for the extra green herb pickup in Episode 8, Scenario 1 - - - Through me you pass into the city of woe: Through me you pass into eternal pain: Through me among the people lost for aye. Justice the founder of my fabric moved: To rear me was the task of Power divine, Supremest Wisdom, and primeval Love. Before me things create were none, save things Eternal, and eternal I endure. Abandon all hope, ye who enter here. La Divina Commedia Inferno, Canto III - - - Lasciate ogne speranza, voi ch'intrate /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ ., ,. \ '. - - http://berserkersblog.blogspot.com - - .' / '. '. - - http://www.youtube.com/user/BerserkerSTARS - - .' .' '. '. ___ __ __ __ __ __ __ __ .' .' '.| / __\ /__\/__\/ _\ /__\/__\ /\ /\ /__\/__\ |.' .., /__\// /_\ / \//\ \ /_\ / \// / //_//_\ / \// ,.. ( \ '. / \/ \//__/ _ \_\ \//__/ _ \/ __ \//__/ _ \ .' / ) '. \ '.. \_____/\__/\/ \_/\__/\__/\/ \_/\/ \/\__/\/ \_/ ..' / .' '. \/\ '. .' /\/ .' '. \/\/' '\/\/ .' '.....' T E A R T H R O U G H T H E G A M E! '.....' /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/