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    FAQ/Walkthrough by HeartBlade

    Version: 1.2 | Updated: 03/17/12 | Printable Version | Search This Guide

    
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      |                        RESIDENT EVIL: REVELATIONS                     |
      |                                                                       |
      |                      COMPLETE WALKTHROUGH AND GUIDE                   |
      |_______________________________________________________________________|
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                                     By HeartBlade
    
    ------------------------------------------------------------------------------
    About this Walkthrough
    -----------------------
    Hi, everyone. This is HeartBlade and this is my third FAQ. Im a fan of RE
    and had a great time with this game. I highly recommend this to RE fans
    and to non-RE fans who are looking to expand their tastes. This is by far
    the best looking 3DS game we have out as of early 2012 imo. I hope you
    enjoy playing this game as much as I had.
    
    I don't want to ruin the story of this game so will not put in any
    descriptions of cutscenes. The information in this guide will be to help
    people in the game. Items that can be picked up will be marked in bars
    <<Item Name>>. This guide goes through the game at normal difficulty. This
    guide will also not cover raid mode.
    
    Contents
    ---------
    1.Story
    2.Game Mechanics
    3.Campaign Walkthrough
    4.Raid Mode
    5.HELL/No Herb Run Tips
    6.Campaign Missions
    7.Enemy Strategies
    8.Boss Strategies
    9.The Artful Dodger - A Guide to Dodging
    10.Weapons
    11.Custom Parts
    12.Raid Store
    13.Tips and Tricks
    14.Trivia
    15.Copyright
    
    ==============================================================================
    HISTORY
    0.5v	Initial guide finished but incomplete
    0.6v	Revamp enemy strategies section and weapons section
    0.8v	All but one Hand Prints marked. Walkthrough 98% complete. All missions
            for Campaign outlined. All but one custom parts for campaign.
    1.0v	Campaign walkthrough complete. Guns in campaign complete.
    1.2v	Removed campaign (might do it seperate). Complete tips for
            Hell/No Herb. Enemy strategies and dodging section completed.
    ==============================================================================
    -----------
    1. Story
    -----------
    In 2005, Veltro reappeared and threatened the BSAA with infecting
    approximately one fifth of the Earth's oceans with the T-Abyss virus, a
    marine virus derived from the deadly T-virus. As a demonstration of their
    power, Veltro terrorists have hijacked the ocean liner SS Queen Zenobia
    and caused a viral outbreak aboard the ship. BSAA agents Chris Redfield
    and Jessica Sherawat were sent to investigate Veltro activities, but
    contact was lost with both agents during the mission. The BSAA then
    assigned Jill Valentine and Parker Luciani to locate the missing agents
    and sent them to their last known location - the SS Queen Zenobia.
    ==========================================================================
    
    Characters
    ----------
    BSAA
    -Jill Valentine-
    -Parker Luciani-
    -Clive R. O'Brian-
    -Chris Redfield-
    -Jessica Sherawat-
    
    FBC Members
    -Morgan Lansdale-
    -Raymond Vester-
    -Mysterious Terrorist-
    
    ==========================================================================
    ------------------
    2. Game Mechanics
    ------------------
    ==========================================================================
    CONTROLLING YOUR CHARACTER
    ---------------------------
    
    =Moving=
    Resident Evil: Revelations retains the traditional "tanks controls" used
    throughout the series. Tank controls move the character similar to a tank.
    The character moves forward/backward when the analog stick is pushed
    forward/backward. The character turns left/right when the analog stick is
    pushed left/right.
    
    Tilt the analog stick fully to make your character run. Tilt a little for
    the character to walk.
    
    =Dodging=
    A callback to RE3, dodging is back in Resident Evil. When the bio weapon
    is about to hit your character, tilt your analog stick forward or
    backward + B. With the right timing, your character will sidestep or duck
    under the attack and will be at the side of the enemy, allowing you to run
    away. Be aware of your surrounding however since although you get
    invincibility frames during your dodge, you can get stuck between enemies
    if you are in a small space.
    
    =Melee=
    Although melee attacks are back, they are much harder to perform in
    Revelations than in RE4 and RE5. The ooze are more resilient to bullets
    than the las plagas of RE4 or the uroboros of RE5 so a quick head shot and
    follow up kick will not work here. For the melee icon to appear, you need
    to stun your enemy (such as shooting the ooze in both hands) and run up.
    You will see a hand icon with the Y button so press and hold Y to charge
    up your melee attack to deal maximum damage.
    
    =Down=
    Revelations has added a new feature where the character can be hit down on
    the ground after getting hit by an attack. In this position, the character
    can still move slowly and fight back but is limited to the handgun. Mash Y
    to get your character back up on his or her feet.
    
    =Swimming=
    Swimming is a new control scheme featured in RE. When in deep water, press
    Y for Jill to dive into the water. Use the analog stick to have Jill face
    the direction you want to swim toward and hold B for Jill to kick her legs
    and swim forward. Tap B to swim faster. Remember that your character does
    have an oxygen meter and cannot stay underwater forever.
    
    STATUS
    -------
    =Health Meter=
    For people new to the RE franchise, you will notice that your character
    has no bars to indicate health. Revelations has removed the health bar
    introduced in RE4 and RE5 and you have to return to judging your
    character's health based on appearance although it is much easier than in
    the past. I will use three descriptions to describe the character's health.
    If you have a herb, press A to heal.
    
    -Fine-
    You are near full health. Your screen is clear and your character can both
    walk and run. This is the status you want to keep.
    
    -Hurt-
    Character has been hit quite a few times. You can see red blood at the
    edges of your screen. Your character can still walk and run but your
    vision is impaired a little. You want to heal before a big fight.
    
    -Critical-
    Your character has been hit down to critical health. Your vision is darker and
    more monochrome. The red blood at the edges of the screen are further
    toward the center. Your character is clutching his/her side while running
    which slows you down a little. You want to heal immediately if you have
    the herbs.
    
    Note: Your character's health carries over in cutscenes but not across
          episodes although herbs do.
    
    =Oxygen Meter=
    Similar to the health meter, the amount of oxygen you still have while
    swimming can be seen on screen. As you being to get low on oxygen, your
    vision gets darker and you see black near the edges of your screen. Your
    character can hold his/her breath for a long time however.
    
    SUB-MENU
    ----------
    This is the menu available on the lower screen during campaign mode. The
    menu is divided into five sections: one main menu during play and four sub
    menus when you open the sub-menu (hit the slider on the right).
    
    MAIN MENU
    ----------
    This is the menu you will see on screen during normal gameplay. The top
    row shows your guns with the right most gun being the one you have equipped
    Press =D-pad right to switch guns quickly=
    
    The left top square shows your sub-weapon. Click the square to see the
    sub-weapons you have and quantity.
    =D-pad left to switch sub-weapons quickly=
    
    The left bottom square shows your scanner, Genesis.
    =D-pad up to switch between weapon and Genesis=
    =D-pad right when holding Genesis to switch to gun=
    
    Sub-Menu 1
    ----------
    This menu shows how many herbs and grenades of different types you have.
    
    Sub-Menu 2
    ----------
    This menu shows how many of what type of ammunition you have.
    
    Sub-Menu 3
    ----------
    This menu shows your keys and control guides.
    
    Sub-Menu 4
    ----------
    This menu brings up your map. It shows your location in blue, weapon boxes
    with a gun mark, and your objective location in orange. Use d-pad to cycle
    through rooms to see where you need to go if lost.
    
    Save system
    ------------
    Unlike past Resident Evil games where the player had to manage their saves
    using ink ribbons with a typewriter, Resident Evil Revelations forgoes the
    typewriter completely. The game is saved when the character reaches a
    check point in the game, usually after a cutscene.
    
    
    Difficulty
    -----------
    At the very beginning, you can choose two difficulties
    -Casual-
    -Normal-
    
    Grading System
    --------------
    The game has a grading system which grades your performance on the game
    based on three criteria: Accuracy, Number of Deaths, and Time. The ranks
    range from S to C, S being the highest. The higher your overall rank, the
    more BP you receive. You are graded both at the end of notable sections
    which may involve switching characters and at the conclusion of the
    episode.
    
    Accuracy: The number of shots that land on the enemy. To keep accuracy high,
              don't bother going for headshots and shoot the body. The ranking
              you get for percentages differs depending on the episode, some
              having lower requirements than others.
    
    Number of Deaths: Self-explanatory. Do not die during the chapter. You can
                      cheat the system by quitting the game before the game
                      reloads and saves the death.
    
    Time: The time it took for you to beat the level. (No bearing first time)
    
    You are given three grades: once midway through the episode, once at the end
    of the episode, and one overall grade (composite of both scores).
    
    To get an overall S, you need to get S rank for both accuracy and deaths. If
    you get one A, your S averages out to an A. You need all S for an overall S.
    
    NOTE: In Campaign, the Rank system has no relevance. BP is for Raid Mode and
          there are no rewards for S ranking episodes. There is no record of your
          rank later for showboating purposes either so chill and focus on
          surviving for campaign.
    
    =============================================================================
    -----------------------------------------------------------------------------
    =============================================================================
    -------------
    3. CAMPAIGN
    -------------
    =============================================================================
    
    ==========
    =Prologue=
    ==========
    
    =Opening Cutscene=
    
    ---------------------------------------------------------------------------
    Check List|
    ----------|
    Key Items
    N/A
    
    Handprints
    N/A
    ---------------------------------------------------------------------------
    
    Move up the bridge to the locked door. Go to the chained door. Jill says she
    can shoot off the lock with R + Y. You can shoot off the lock but can also
    cut it off with the knife. Do so and enter.
    
    Nothing in this room. Go through the door with the yellow light on top. Go
    down the stairs and through another door.
    
    Your first glimpse of ooze. There is no fighting yet so just go through the
    door.
    
    Go down the stairs and to your right. The elevator is out of power. Go left
    and follow the corridor. Open the right locker at the end for a <<Green herb>>
    
    Go forward and rats will jump out of the power box. Go around the garbage to
    the door in the back with a green light above. Before going in, turn to your
    left to find a locker. Open it for <<Handgun Ammo +10>>. Go through door with
    the green light.
    
    Go to the crate in the center.
    
    =Cutscene and Save=
    
    ------------------------------------------------------------------------------
    ------------
    Fight: Ooze
    ------------
    Recommended Weapon: Handgun
    Weak point: head (damage), arms (stun)
    
    This is your first encounter with the enemy. The ooze is the common enemy you
    will be facing and you will find that it has much more in common with the
    zombies of past RE games to recent ones. The ooze require quite a few shots
    to down and a simple headshot or knee shot is not going to stun it easily.
    Aim your shots in the body to keep your accuracy high.
    
    If you want to melee the ooze, shot its swinging arms. Around three or four
    shots may be enough. This will cause the ooze to stop moving and slump a
    little backward with its sucker tongue hanging out so quickly run up and hold
    Y to unleash a full-powered kick on it if this happens.
    
    This is a good time to practice dodging the ooze attacks if youíre not good at
    it yet. Press the analog stick up a little bit after the ooze pulls back to
    attack. You will know you succeeded if you see Jill crouch and side-step the
    attack.
    ------------------------------------------------------------------------------
    
    ============================
    =Episode 1: Into the Depths=
    ============================
    
    =Cutscene=
    
    ------------------------------------------------------------------------------
    Check List|
    ----------|
    Key Items
    N/A
    
    Handprints
    1. On the FBC box in the second area you visit through the tunnel while
       scanning carcasses
    ------------------------------------------------------------------------------
    
    Read the manual on how to use the Genesis. Before jumping down, turn to your
    left to scan the carcass under the wood. Scan the carcasses. The one next to
    the two boats has a metal detection. Examine for a cutscene.
    
    Before going to the right side, go to the boat on the very right to pick up
    <<Handgun bullets +10>>. Scan the small carcass hanging on the wall. Go along
    the right to a fallen branch and barrels to find <<Handgun Ammo+15>>.
    Go scan the two carcasses. One of them comes to life. Dispose of it.
    
    The moved carcass should have left a <<Green herb>>. Go through the tunnel and
    scan the small carcass on the bottom left.
    
    Attempt to scan the carcass. It will rupture. Scan it again for the data. Go
    to the barrel to pick up a <<Hand Grenade>>. Go straight and pick up
    <<Handgun Ammo +15>>. Go to the boat on the right and pick up a
    <<Hand Grenade>>. Go to the other side and scan the log to find
    <<Handgun Ammo +10>>. Scan carcass under bridge. Go into the water and scan
    the carcass at the end of the bridge to complete your scan and get a vaccine.
    Before going back, go to the opening on the right and scan the end of the
    area to find a <<Green Herb>>. There is another carcass here to scan if you
    still do not have enough data. Scan the FBC box for a <<Handprint>> before you
    leave.
    
    On your way back, another carcass comes back to life and attacks you. After
    killing it, go back and give the data to Clive.
    
    **Checkpoint** =Cutscene and Grade=
    
    ------------------------------------------------------------------------------
    Check List|
    ----------|
    Key Items
    Crew Quarters area Key
    
    Handprints
    2. On the right wall behind the pipe in the corridor after the storage room
    3. Next to the vending machine on the wall.
    4. In room with two Ooze that killed Rachel. Opposite wall of blood stain
    ------------------------------------------------------------------------------
    
    Take out your Genesis with D-pad Up and scan both the ooze and around the
    room for a total of <<Handgun Ammo +20>>. Go to through the door w/ Green
    light the previous room to scan for another <<Handgun Ammo+5>> if you need
    more.Go back to the starting room and go through the other, more round steel
    door.
    
    Backtrack out of the room back to the vending machine and scan the wall to
    collect a <<handprint>>. Go past the garbage through the previous door back
    into the corridor. Walk right, take the left, and walk up the stairs to your
    right and through the door. Go through the storage room and through the door.
    Go forward and turn around and scan the left wall near the blood close to the
    pipe to find a <<Hand Print>>. Backtrack to the first room and go through the
    other door.
    
    Go forward to the red door and examine for Jill to look through the vent. You
    will get a new objective to find the key to the door. Go through the blue door
    to the right and up the stairs to find a <<Green Herb>>. Go through the door.
    
    Scan to find two pick up spots for a total of <<Handgun Ammo +10>>. Go through
    the door and through the bathroom. An ooze will come out so dispose of it and
    scan it for some virus data. Go through the room and through the door to the
    other side. Donít bother with the lockers as they are empty.
    
    Turn left and go straight. Ignore the anchor door. Scan the boxes for
    additional <<Handgun Ammo +5>>. Turn left and go past the red door and head
    through the door. You will hear a scream. Go down the stairs to see new
    character Rachel be butchered by two ooze and eaten. (Fans who followed the
    trailers know who this character is. Check it out in youtube for more).
    
    Turn right and open the locker for <<Handgun Ammo +10>>. Go straight and turn
    right to go through the blue door.
    
    =Save=
    
    You are in the room with the two ooze. Take them out. Scan around the room to
    find <<Handgun Ammo +10>>, <<Crew Quarters area Key>>, and a handprint. Go out
    of the room and scan the small gap before turning left to find a
    <<Green Herb>>. Go up the stairs to encounter an ooze. Kill it, scan and
    backtrack through the door.
    
    Before going back to Parker, open the red door to your left with your new key.
    Inside is a <<hand grenade>> and <<Handgun Ammo +15>> on the table. Kill the
    ooze and scan the room for an additional <<Handgun Ammo +10>> and
    <<Hand Grenade>>. Leave the room.
    
    Backtrack to the bunkroom. The will be one ooze which immediately meets you so
    prepare to dodge if possible. After killing and scanning, go through the bath
    room to find another ooze crawling out a vent. Kill it and scan. Finally, you
    meet one more ooze at the door. Kill and scan. If you killed and scanned all
    ooze so far, this should get you a 100% scan and a <<Green Herb>>. Scan the
    bed for another <<Green Herb>>.
    
    Leave the room and scan the end of the hall for <<Handgun Ammo +5>>. Go down
    the stairs and go to the very bottom to the dead end. Scan for <<Green Herb>>.
    Go back up one flight and through the door to meet Parker. Use the key on
    the red door to the room we were trying to get into.
    
    =Cutscene= End of Episode 1
    
    ===========================
    -Episode 2: Double Mystery-
    ===========================
    
    =Cutscene=
    
    ------------------------------------------------------------------------------
    Check List|
    ----------|
    Key Items
    Flight Plan
    
    Handprints
    5. Inside cockpit of fallen plane. Open door and scan inside room body falls
       out of.
    6. On the hanging stalagmite to your left after jumping over the bridge gap.
    -----------------------------------------------------------------------------
    
    Since we are a different character, we have different equipment. Chris starts
    with a shotgun with 13 shells and a handgun with 50 ammo. Itís hard to
    describe where to go so follow the map on your bottom screen and keep going
    down until you get to a cliff. Jump down.
    
    Start to examine the plane. On the right side next to the engine, scan with
    genesis to find <<Handgun Ammo +10>>. To the left of it past the box with the
    biohazard sign is <<Handgun Ammo +10>>. Open the box and scan the inside
    carcass for some data. Go to the left and scan next to the fallen engine for
    <<Shotgun Ammo +3>>. Scan near the boxes to get another <<Handgun Ammo +10>>.
    Open the box and scan the carcass inside for some data.
    
    Go to the end of the plane where Jessica is and open the door. Scan the inside
    of the cockpit to get a handprint. Scan the body to pick up <<Flight Plan>>.
    Go through the opening on the left and break open the boxes to pick up a
    <<Green Herb>>, <<Green Herb>>, and <<Handgun Ammo +10>>. Examine the gate to
    lift it up.
    
    =Save=
    
    Jump down the two small cliffs and ready your handgun or shotgun. Three
    infected dogs attack. Eliminate them with the handgun if possible but use
    the shotgun if you are having trouble hitting them. Scan near the right of
    the entrance of the tent to pick up <<Shotgun Shells +3>>.
    
    Go down the left path and break open the box for <<Handgun Ammo +10>>. There
    is a dog ahead to try to take it out from afar. Go straight and you will find
    <<Handgun Ammo +10>> and <<Shotgun Shells +3>> on the table.
    
    Go across the bridge and you will run into three more dogs. I recommend using
    the shotgun here because there is little space to move around here to avoid
    the dogs. After taking care of them, jump across the bridge and pick up
    <<B.O.W. Decoy>>, <<B.O.W. Decoy>>, and <<Handgun Ammo +10>>.
    
    Jump down the cliff and get ready for a big fight. One large dog and two dogs
    will come to chase you, followed by two dog and another two dogs for a total
    of 7 dogs. Go to the box on the right to pick up <<Shotgun Shells +3>>. The
    pile of boxes in the center have <<Handgun Ammo +10>> and <<B.O.W. Decoy>>.
    The box on the far left has a <<Green Herb>>. Scan the rocks at the end to
    collect <<Handgun Ammo +15>> and <<B.O.W. Decoy>>.
    
    Continue along the path. When Jessica starts talking about Jill, turn left
    and scan the very right hanging stalagmite for <<Handprint>>. Continue along
    the path.
    
    Go down to end and break open the four boxes to find <<Handgun Ammo +20>>,
    <<Green Herb>>, <<B.O.W. Decoy>>, and <<Handgun Ammo +20>>.
    
    =Save=
    
    Break open the box for <<Handgun Ammo +15>>. Go along the path and jump
    across. The ledge will break and Chris will fall. Donít bother pressing y to
    get up or d-pad right to switch, you can only use your handgun and subweapons
    in this fight.
    
    ------------------------------------------------------------------------------
    -----------------
    Fight: Dog Swarm
    -----------------
    Recommended weapon: B.O.W. Decoys
    Weak point: Head
    
    You've fallen of the cliff and hurt your leg so you can't move. Meanwhile, a
    pack of bio weapon dogs approach. Since you are on the ground, you can only
    use your handgun and sub weapons in this fight.
    
    Strategy
    The knife is no good here so switch your sub weapon to decoys or hand grenades
    since those weapons are good against packs of enemies. You should have enough
    decoys to deal with the dogs.
    
    A lot of dogs both big and small will come after you so try to shoot the
    dogs when they are still far away and throw decoys when you are overwhelmed.
    This is a timed fight waiting for Jessica to come help you up rather than a
    fight to kill the dogs. Throw decoys when overwhelmed and shoot the dogs from
    afar when possible to survive.
    
    TIPs
    The dogs come at you from both the left and the right so make sure to look
    around you and not get stuck focusing on one pack.
    The dogs are bio weapons so use the decoy to draw packs away from you and
    take some out in the blast
    ------------------------------------------------------------------------------
    
    After the fight, walk over to the yellow ladder. Continue forward and open the
    gate.
    
    **Checkpoint** =Cutscene and Grade=
    
    ---------------------------------------------------------------------------
    Check List|
    ----------|
    Key Items
    Screwdriver
    
    Handprints
    7.On the turkey in the Cafeteria
    8.On the bathroom wall in Jill's room (need to get equipment back).
    9.On the right-most window of the bridge
    ---------------------------------------------------------------------------
    
    Back to Jill on the ship. (Fans who played the demo will be familiar with this
    next scene). Push the cabinet blocking the door and go through it. Behind the
    door is a <<Green Herb>>. Dain the bath and be dismayed. Open the toilet to
    find <<Screwdriver>> taped to the cover. Go out and encounter an ooze. Too bad
    we have no weapons. Stay next to the TV and wait for the ooze to come toward
    you and attack to dodge its attack (a prompt will come up for this dodge to
    make it easier). Go to the electric panel next to the door and unscrew the
    bolts. 
    
    
    Start
    
    		----------------------------------
    		[    O	        O	   O	]
                    [             _/|               ]
    		[    	     /  |               ]
    		[    	    /	|   _______     ]
    		[    O	  _/    O  /    ___O 	]
    		[     	 /      | /  __/     	]
    		[    	/     __|/__/           ]
    		[      /  ___/  |/   	        ]
    		[    O __/       O          O	]
    		[				]
    		----------------------------------
    
    1.Move top center down
    2.Move middle center left
    3.Move bottom center up
    4.Move middle center up
    5.Move bottom left right
    
    Final solution should look like this
    
    		----------------------------------
    		[    O	      / O\	  O	]
                    [           /      \            ]
    		[    	  /   	     \          ]
    		[   	/    	        \       ]
    		[    O/	       O          O 	]
    		[     \	                /  	]
    		[    	\     	      /         ]
    		[    	  \         /	        ]
    		[    O      \  O  /       O	]
    		[				]
                    ---------------------------------
    
    =Save=
    
    Unlock the door and go through. Head straight and pick up <<Handgun Ammo +10>>
    Dodge past the ooze and go through the door. Go into the door straight ahead.
    You should be in a bathroom. Quickly pick up the <<Green Herb>> and exit
    before the ooze comes in. Go right and up and through the door on your right.
    
    You will see two ooze ahead of you. Turn around and go in the backroom. You
    can find <<Handgun Ammo +10>> on the table and <<Handgun Ammo +10>> on the
    table next to the bed. You can't get the shotgun here yet. Go back into the
    hallway.
    
    The ooze are hiding in the cabinet so quickly run past and go through the
    door. Run through this corridor since there is nothing to see and past the
    ooze. In the room, ignore the ooze eating and run to the door. Push the
    cabinet blocking the door away and go through.
    
    You should be in a big room with stairs now with a "Cafeteria" at the bottom.
    Run down to the bottom to meet up with Parker. He says that he say weapons
    along the way here so follow him through the door.
    
    =Save=
    
    Parker will warn that there is more ooze but gives you 2 <<B.O.W. Decoy>>.
    They will automatically be equipped in the sub weapon menu. Go through the
    door.
    
    This first room is filled with two ooze. Dodge one if possible and go through
    the door on the other side.
    
    This next room has three ooze. Be careful not to get stuck in the gap close to
    the first two ooze. After going past them or using a decoy, dodge or decoy the
    third ooze and go through the door.
    
    Go straight and pick up the <<Custom Parts>> on the table. Parker will call
    you to the steel door. Kick it down and pick up your weapons. Go to the green
    box and examine it.
    
    This green box works similar to the storage box in past Resident Evils where
    we can store excess weapons. However, it also is the place where Jill can
    add/remove custom parts to her weapons. Take this opportunity to add our newly
    acquired custom part to our handgun.
    
    To add the custom part(s), put the cursor over the weapon you want to upgrade.
    The upgrade button (y) should highlight. Press y to go to the custom parts
    page. Select the custom part you want to add to your gun and select it on
    an open section on the gun. Our new the custom part should be -Damage +10%- so
    add that to your handgun and exit out the box.
    
    =Save=
    
    Now we have to backtrack toward the bridge. Before going back, go straight
    into the room in front. Scan to find a <<Hand Grenade>>. (This is the room
    you start in the demo). Exit back to the corridor. Scan the picture on the
    table to find <<Handgun Ammo +5>>.
    
    The red door is locked so ignore it and begin to backtrack. Dodge or kill the
    ooze and scan its remains for data. Scan the clock for <<Handgun Ammo +5>>.
    Kill the second ooze and go through the door to the second bookshelf room.
    
    Go into the second room and kill the two ooze and scan for data. If you get
    100% data, you will get another <<Green Herb>>. Go through the door.
    
    Scan the box to pick up <<Custom Parts>>. Go through the door and kill the
    ooze and scan for data. There should be <<Handgun Ammo +15>> if you are low
    on a table on the left of the "Cafeteria". Scan the turkey here to get a
    <<Handprint>> and go up the stairs and scan the shelf to get <<Hand Grenade>>.
    Go through the door on your left.
    
    Take out the two ooze in the vase room and scan. Scan the large blood stain to
    find <<Handgun Ammo +5>>. Go through the door at the end.
    
    In the next room, go forward and scan the broken cupboard to get
    <<Handgun Ammo +5>>. Go into the next room and take out the two ooze. Scan
    and go through the door.
    
    Go straight and turn left in this corridor. Turn left and go into the next
    room.
    
    In here you will find one normal ooze and one with upgraded one with spiky
    arms. If you are starting to get low on ammo, just run around and avoid
    rather than fighting. You can scan them for data if you want. Try to draw the
    spiky ooze toward you and dodge the normal ooze to get to the door you need
    to go to. Itís the door to your right when you first enter. Go through the
    door.
    
    You will be back to where you first were. Go into your previous room and into
    the bathroom. Face the wall and scan to find a <<Handprint>>. Go out and down
    the hall and turn right. Equip your knife and use it to break the lock off. Go
    through the door. On the table you will find <<Handgun Ammo +10>>. Go down the
    hall and press the button to call the elevator. Once inside, press the button
    and go to the "Bridge."
    
    Go through the corridor and into the door with the already broken lock. Inside
    this room, scan the boxes for <<Handgun Ammo +5>>. Go to the lockers on the
    left side facing right. The locker on the very left holds <<Shotgun Shells+8>>
    and the locker on the right holds <<Green Herb>>. Go through the door.
    
    You will be in a short corridor. Go through the door ahead to enter the bridge.
    Scan the pipes to your left for a <<Hand Grenade>> and scan the right-most
    window for a <<Handprint>>. Go to the panel and examine.
    
    =Cutscene= End of Episode 2
    
    =============================
    -Episode 3: Ghosts of Veltro-
    =============================
    
    =Cutscene=
    
    -----------------------------------------------------------------------------
    Check List|
    ----------|
    Key Items
    N/A
    
    Handprints
    N/A
    -----------------------------------------------------------------------------
    
    We now play as newcomer Parker. We have a machine gun with 60 ammo and a
    handgun with 7 ammo. Go left to pick up <<Green Herb>> from the desk. Go past
    that desk toward the front to pick up <<Handgun Ammo +10>>. Go to the front
    of the desk to collect two <<Machine Gun Ammo +30>>. Go to the other side to
    collect another two <<Machine Gun Ammo +30>> and a <<Handgun Ammo +10>>. Go
    through the doors in the back.
    
    Go left and go to the dead end to pick up a <<Green herb>>. Backtrack and go
    down the stairs. Your task is to kill all the bio weapons. Use your machine
    gun to gun down the enemies and stun them and follow up with a melee attack.
    There is a <<Green herb>> in the top right corner and <<Machine Gun Ammo +30>>
    next to the stairs. There is <<Handgun Ammo +10>> on the left staircase.
    Underneath the stairs is <<Machine Gun Ammo +30>> and a <<Hand grenade>>.
    On the left back staircase is a <<Hand grenade>>. 
    In the back of the room, there is also a <<Green Herb>>and two
    <<Machine Gun Ammo +30>> close by on the floor to the right. There is
    <<Handgun ammo +10>> at the very back on a box and a <<Green Herb>> to its
    left. Make sure to pick these up before following Jessica to the elevator.
    Go up the front right stair case and follow the path to meet up with her.
    
    Follow Jessica through the corridor and go up the stairs. Hit the button to
    open the elevator and take care of the hunter inside. Go inside the elevator
    and push the button inside to go up.
    
    =Save=
    
    Go through the room and follow the corridor. Go through the red door. A hunter
    jumps in through the window so take it out. Go forward to pick up
    <<Machine Gun Ammo +30>> from the table. Turn left and go through the red door.
    
    You see a hunter jump away. Chase after it and jump over the sign to find a
    <<Green herb>>, <<Machine Gun Ammo +30>>, <<Handgun Ammo +10>> and
    <<Shotgun Shells +8>> as well as the hunter. Kill it and backtrack and enter
    the conference room. Deal with the hunter inside and pick up
    <<Machine Gun Ammo +30>> from the chair at the bottom right of the table. Go
    through the other door to the other side.
    
    Once through the door, turn right to find a <<Shotgun>>. Turn left and go to 
    the end and through the door. Search the room to find two
    <<Shotgun Shells +8>>, a <<Green Herb>>, and two <<hand grenades>>. Leave the
    room, head straight and turn left through the corridor. A hunter will drop
    behind and chase you but just ignore it and follow the corridor to the end
    and go through the door.
    
    In the next room, pick up <<Green Herb>> and turn right. Open the locker in
    front of you at the end of the room for <<Machine Gun Ammo +30>>. Turn back
    and open the left of the two lockers for a <<hand grenade>>. Turn left and
    open the left of the two lockers for <<Handgun Ammo +10>>. Go through the next
    door.
    
    Go forward and take out the hunter that appears. Turn left and go through the
    corridor. On the next left, there are two hunters waiting. Dispose of them
    and continue along the path. Follow the path until you get to the door.
    
    Go through the door to get to the staircase. Go up the stairs and pick up a
    <<Green Herb>>. Run up to the sixth floor (four and five are unavailable
    anyway) and go through the door.
    
    =Checkpoint=
    
    Go right and right again before going through the door to get to a table with
    <<Machine Gun Ammo +30>> and a <<Hand grenade>>. Go back and through the door.
    
    In the office, go over the sign when the hunter is away (you can see his head
    bobbing) and strafe to take him out. Behind you in the cubicle is a
    <<Green Herb>>. Go straight and strafe again to take out another hunter. Go
    straight and open the locker for <<Machine Gun Ammo +30>>. Turn left to see
    another hunter. Kill him if you want and go back to the corridor where the
    second hunter was to find <<Handgun Ammo +10>>. Go through the door to your
    right.
    
    Turn right and go through the gate. Continue along the corridor to the
    elevator.
    
    =Save=
    
    ------------------------------------------------------------------------------
    ------------------------------
    Fight: Hunters by the Elevator
    ------------------------------
    Recommended Weapons: Machinegun, Shotgun
    Weak point: face
    
    Enemies: Hunter
    
    Items
    Hand Grenade		Top of boxes in front of entrance
    Machine Gun Ammo +30	Left of hand grenade
    Shotgun Shells +8	alcove in top right
    Shotgun Shells +8	alcove in top right
    Handgun Ammo +10	bench right of alcove
    Machine Gun Ammo +30	bench on lower left of room
    Machine Gun Ammo +30	bench on lower left of room
    Machine Gun Ammo +30	top right side of room next to boxes
    Green Herb		upper left corner of room
    
    After calling the elevator, hunters will attack by falling from above and
    jumping in through the windows at the sides. There is a near endless stream
    of hunters so you will need to fight them off until the elevator arrives. Once
    the elevator arrives, go in, dispose any hunters in the elevator with you, and
    press the button inside to end the fight.
    
    Strategy
    This is a much tougher battle than in the airport since the hunters are more
    numerous and more aggressive. The hunters often come for you in pairs of twos
    so it is recommended you either keep backpedalling and shoot chasing hunters
    or stick to one of the upper corners of the room and dispose any hunters who
    come near to you. If you choose to stay in one place, I recommend the upper
    two corners to protect your back or in front of the elevator so you can
    quickly enter when it arrives.
    The hunters are numerous and never-ending (in relation to our ammunition) so
    I recommend moving around the area to avoid the hunters pinning down on you
    and shooting them away with the shotgun. Try to aim for their face with your
    shotgun or machinegun to get them stunned so you can follow up with an
    uncharged melee attack. Use any hand grenades you have.
    
    TIPs: The hunters often come in pairs which is why the shotgun is recommended
          over the machinegun. Try to keep both pairs in sight when fighting.
          Lobe hand grenades and empty your guns for this battle. No need for
          conservation here.
          Try to have the hunters chase after Jessica instead of you if possible.
    ------------------------------------------------------------------------------
    
    After the elevator arrives, go through the corridor and out onto the helipad.
    Head to the choppers.
    
    **Checkpoint** =Cutscene and Grade=
    
    -----------------------------------------------------------------------------
    Check List|
    ----------|
    Key Items
    Helm Key
    Queen Zenobia Ship Map
    Crest
    Lifebuoy Key
    
    Handprints
    10. On wall opposite of Communications room
    11. On broken painting to the left of the Casino Room
    12. Wall in the room Comm Offier Boss was trapped in
    13. In kitchen on second floor above burners
    14. On the second table on the foredeck
    15. On the water purifier in the Solarium
    
    Weapons
    Shotgun: Windham
    Rifle: M40A1
    ----------------------------------------------------------------------------
    Back to Jill on the ship. Turn left and look at the end of the control panel
    to find <<Handgun Ammo Case>>. Our ammo carrying capacity for Handgun ammo
    has increased by 20. Go down the stairs on the bridge and through the door.
    
    Straight ahead is a <<Green Herb>> and <<Handgun Ammo +10>> on the table. Back
    track and head through the corridor to find an ooze. Kill it and turn right to
    enter a room.
    
    In the room, examine the sparkle to your left to find <<Helm Key>>. We can
    now access some of those steel doors we found on the ship. On the left side
    of the room on the floor is <<Handgun Ammo +10>>. At the end of the room on
    the cart is two <<B.O.W. Decoy>>. On the table to the right is
    <<Shotgun Shell +5>> and at the head of the table is <<Custom Part>>. Leave
    the room.
    
    Go straight ahead through the steel door on the opposite side. We can now go
    through since we have the Helm key. Examine the table to your left for
    <<Handgun Ammo +10>>. Go to the picture in the frame Parker is looking at
    to get the <<Queen Zenobia Ship Map>>. Go to the bookshelf and pick up
    <<Crest>>. Examine the body in the chair and scan to find
    <<Shotgun Shells +3>>. Exit the room.
    
    Go through the corridor and Parker says you should go to the Emergency contact
    room to contact HQ.
    
    =Save=
    
    Backtrack to the bridge and back to the elevator which you came from by going
    through the door. In the locker room, there is an ooze so ignore or kill it.
    Scan the boxes on the bottom right side of the room for <<Handgun Ammo +5>>.
    Go through the door. Go through the corridor and into the elevator.
    
    Go to the "Upper Cabins." Go through the corridor and go right. Pick up
    <<Handgun Ammo +10>> and head straight through the steel door with the helm
    key. Inside, scan the base of the bed to find <<Illegal Custom Parts>>. Leave
    the room and turn right through the door. Go straight and left through the
    next door. Here you will face the ooze with spike arms so attempt to dodge
    its attack or go through the other side, avoiding the regular ooze. Go
    straight through the door. Follow the corridor and take a left turn into
    the next room. Insert the "crest" into the platform to get the hanging
    <<Shotgun: Windham>>. An ooze comes out of the cupboard so dodge out of its
    attack and kill it or run out of the room.
    
    Go through to the other room and move through the vase room. Take out or avoid
    the ooze in the room and go through the door. In the next room, in the
    "Cafeteria", take out the two new ooze. They have ranged attacks so watch out
    for them. Go down to the bottom of the "Cafeteria" and so to the right door
    and open the gate with the Helm key. Go through the door with the wheel and
    another with a wheel.
    
    =Save=
    
    Go around the circle to find the door to the communications room locked by a
    gate. A note tell us that the Comm. Officer has the key and he has gone to the
    Promenade. Turn around and scan the wall behind you for a <<Hand Print>>. Check
    the weapon box to add your new custom parts to your gun if you want and go
    down the stairs. Go behind the staircase and scan the broken black painting for
    a <<Handprint>>. Turn around and walk straight to the door with the black
    doormat with the name "Promenade" and enter the door.
    
    In the new area, turn right and go through the door. Head straight and pick up
    <<Rifle: M40A1>>. Check the shelf for <<Handgun Ammo +10>> and
    <<Rifle Ammo +6>>. Go through the door and find <<Rife Ammo +6>> on the table.
    Take out the ooze across the hall. One shot with the rifle will do. Go straight
    and turn right through the door to find a regular ooze and <<Green Herb>>. Go
    straight and turn right down the stairs. Collect <<Custom Parts>> from the
    table. Go into the open room and scan to collect <<Shotgun Shell Case>>. Go
    back up the stairs and head toward the white shutter with red arrows point up.
    
    =Save=
    
    Go forward into the room and collect <<Rifle Ammo +7>>. You will want to shoot
    this lock instead of breaking it with a knife so you are far away from the
    door when the Comm. Officer smashes it down. Our first Boss Battle.
    
    ------------------------------------------------------------------------------
    ===========================
    BOSS: Mutated COMM Officer
    ===========================
    Recommended Weapon: Shotgun, Rifle
    Weak point: Head
    
    Enemies
    Ooze
    
    
    Attacks
    -Saw Cut- The comm. officer swings the saw on his arm three times. Try to keep
    	  your distance from him and get a shot in after the third strike.
    -Projectile- Comm. Officer shoots two projects that have significant reach.
                 Try to stay out of direct line of sight to avoid. The first
                 projectile hits the floor and the second heads straight.
    -Bear Trap- After reaching the floor, the projectile becomes a bear trap and
                catches Jill's leg, keeping her pinned for the officer to catch up
                to. Mash Y to escape. Can also shoot to dispose.
    -Finisher- Comm. Officer grabs Jill, lifts her up, and drops her on rotating
               saw on arm.
    
    Items
    Handgun Ammo +10	On table on the bottom floor next to door
    Handgun Ammo +10	On table inside restaurant
    Handgun Ammo +10	On table in front of blinder
    Rifle Ammo + 7
    Shotgun Shells + 3	On table inside restaurant
    Shotgun Shells + 3	Inside room containing Comm. Officer
    
    Fire Barrels Locations
    -Inside room where boss appears
    -next to bridge on top level
    -Next to staircase on bottom floor
    -Next to pillar on bottom floor
    
    Strategy
    This boss is a wakeup call if you are unfamiliar with Resident Evil. The boss
    itself isn't too hard since it is relatively slow. The problem comes from the
    never-ending stream of ooze who also join in the fight. Keep your firepower
    focused on the boss and try to always use the rifle or the shotgun to deal
    damage. Run around the area and pick up ammo on the bottom floor if you get
    low.
    
    Always keep yourself on the move unless youíre planning to trap the boss in a
    blast. The ooze have projectiles which act as a drain on your health. Use the
    fire barrels to your advantage. Use a handgun ideally and keep your laser on
    the barrel and wait until the boss approaches. The blast is pretty big so you
    donít have to wait too long. If caught in the blast, the boss will be stunned
    so use this opportunity to unload some lead or run up and use a fully charged
    melee attack on him. Remember that charging the melee attack gives no immunity
    frames so you are still open to attack from other ooze. Run to cliffs to jump
    down from. The bottom level gives you more maneuverability due to wider spaces
    and all the ammo is down there. Using the jump motion gets you down quicker and
    gives you invincibility frames when moving. Use it to your advantage.
    -------------------------------------------------------------------------------
    
    After the boss is defeated. Its body decomposes and it drops the
    <<Lifebuoy Key>>. Pick it up. Go up into the room the boss was in and use your
    scanner to find a <<Hand Print>>. Jump down and head to a kitchen. Scan above
    the burner for a <<Hand Print>>. it on the steel double door on the far
    end of the bottom floor to leave the ooze filled area.
    
    =Checkpoint=
    
    Continue along the path through the double doors to get to an elevator without
    power. Unscrew the panel next to the elevator.
    
    Start
    
    		----------------------------------
    		[    O\	        O	/  O	]
                    [    |  \             /     |   ]
    		[    |	  \  	    /       |   ]
    		[    |	    \	  /         |   ]
    		[    O	      \ O \        O 	]
    		[    |	    /       \       |	]
    		[    |	  /   	      \     |   ]
    		[    |	/      	 	\   |   ]
    		[    O/	        O         O	]
    		[				]
    		----------------------------------
    
    1.Move bottom left node right once
    2.Move bottom right node up once
    3.Move middle right node left once
    
    Final solution should look like this
    
    		----------------------------------
    		[    O\	        O	/  O	]
                    [    |  \             /     |   ]
    		[    |	  \  	    /       |   ]
    		[    |	    \	  /         |   ]
    		[    O	      \ O         O 	]
    		[     \	                 /  	]
    		[    	\     	       /        ]
    		[    	  \          /	        ]
    		[    O      \  O   /        O	]
    		[				]
    		----------------------------------
    
    Now you have the elevator working to take you to the deck or the bridge. Go to
    "Deck" and scan for a handprint. Search the room to find <<Handgun Ammo +5>>,
    <<Shotgun Shells +3>>, <<Rifle Ammo +3>>, 3 <<Hand grenade>>, and a
    <<Green Herb>>. Scan the target next to the chair with the handgun ammo to
    find <<Magnum Ammo +3>>. Finally, scan the tables to find a <<Hand Print>>.
    Return to "Promenade Deck".
    
    Exit out the double steel doors and through the small steel door. Go up the
    stairs and backtrack. Go through the wood door. Go through the corridor and
    through the wood door. Go down the stairs and break open the box at the bottom
    for <<Rifle Ammo +3>>. Go through the wheel doors to return to the
    "opera house."
    
    =Save=
    
    Climb up the stairs. Before completing the level, run past the locked door and
    go left/right and through the door up the stairs. Continue going right and
    enter the door on the bottom right of the map to enter the "Solarium." Open the
    two lockers to your left for <<Handgun Ammo +10>> and a <<Green Herb>>. Go
    right and unscrew the electric panel.
    
    Start
    
    		----------------------------------
    		[    O\	     ___O___      O	]
                    [      \____/       \_____/     ]
    		[      _\__/\______/_\__/_      ]
    		[     /  \/   	      \/  \     ]
    		[    O	 /\     O     /\  O 	]
    		[     \ /  \         /  \/   	]
    		[      / \__\______ /__ / \     ]
    		[     /_/    \     /   \__\     ]
    		[    O/       \ O /        O	]
    		[				]
    		----------------------------------
    
    This would take a long time to outline every step. The key to solving this
    puzzle is to move of of the nodes to the center and cycle around until the node
    meets its neighbor which you then push out. Rinse and repeat for every node
    to solve the puzzle.
    
    Here is my solution
    1.middle left right
    2.bottom left up
    3.bottom center left
    4.middle center down
    5.middle right left
    6.bottom right up
    7.bottom center right
    8.bottom left right
    9.middle left down
    10.middle center left
    11.bottom center up
    12.bottom left right
    13.middle left down
    14.top left down
    15.top center left
    16.top right left
    17.middle right up
    18.bottom right up
    19.bottom center right
    20.bottom left right
    21.middle left down
    22.middle center left
    23.top center down
    24.top right left
    25.middle right up
    26.middle center right
    27.middle left right
    28.bottom left up
    29.bottom center left
    30.bottom right left
    31.middle right down
    32.middle center right
    33.middle left right
    34.bottom left up
    35.bottom center left
    36.middle center down
    37.middle right left
    38.bottom right up
    39.bottom center right
    40.middle center down
    41.middle left right
    42.top left down
    43.top center left
    44.top right left
    45.middle right up
    46.middle center right
    47.bottom center up
    48.bottom right left
    49.middle right down
    50.middle center right
    51.bottom center up
    52.bottom left right
    53.middle left down
    54.top left down
    55.top center left
    56.top right left
    57.middle right up
    58.middle center right
    
    Final solution should look like this
    
    		----------------------------------
    		[    O----------O----------O	 ]
                    [    |                     |     ]
    		[    |	    	           |     ]
    		[    |	                   |     ]
    		[    O	        O          O     ]
    		[    | 	                   |	 ]
    		[    |     	           |     ]
    		[    |	       	           |     ]
    		[    O----------O----------O	 ]
    		[				 ]
    		----------------------------------
    
    Go through the blue door. Scan the <<Hand Print>> on the control panel. Press
    the button to activate the water purification system. Leave the room and go
    back down to the "Communications Room."
    
    Use your key to gain access to the Communications Room.
    
    =Cutscene= End of Episode 3
    
    ==================================
    -Episode 4: A Nightmare Revisited-
    ==================================
    
    =Cutscene=
    
    ---------------------------------------------------------------------------
    Check List|
    ----------|
    Key Items
    Iron Anchor Key
    Coin
    
    Handprints
    16. On the diving board in the Solarium
    17. On the casino machine in the back of the room to the right
    18. On the bottom left of the Veltro flag in the room with Chris doll
    
    Weapons
    Machinegun: MP5
    ---------------------------------------------------------------------------
    Collect <<Shotgun Shells +4>> on the monitor board. Look to your right to find
    <<Rifle Ammo +4>> and <<Hand grenade>>. Exit through the doors and return to
    the "Opera Room."
    
    Raymond gives us <<Iron Anchor Key>>. Tells us to go to the Casino and up the
    elevator to the Bilge. He also mentions his partner Rachael and how she has
    lost contact since the Bilge...
    
    Before going on the mission, go through the door on your right and up to the
    Solarium. The water is now purified so jump in and dive with Y. Take the left
    path to find <<Magnum Ammo +6>>. Turn around and go straight and up the ladder.
    Climb up the diving board to find a <<Hand Print>> and a
    <<Machinegun Ammo Case>>. Jump down and back into the water. Go to the left to
    the other side and climb the ladder. Scan for two items, <<Shotgun Shells +8>>
    and <<Magnum Ammo Case>>. Go to the bar to find 3 <<Hand Grenade>>,
    2 <<B.o.W. Decoy>>, and collect <<Rifle Ammo +8>> on the chair. There are also
    2 <<Shotgun Shells +8>>. Go back into the water and back down to Raymond.
    
    Go to the weapon box and change custom parts if you want to. Go down the stairs
    and behind the staircase to get to the door leading to the casino. Use the
    key to lift the game and go through the door.
    
    Go down the escalator to the casino floor. To your left on the left side of
    the escalators is a <<Green Herb>>. Go past the status and up the stairs.
    Examine the lever to turn on the breaker and bring the casino back to life.
    
    Go back to the fountain and press the button. The virus flows into the water
    and infects the fish, turning them into deadly bio weapons. The fish will
    chase you so take them out from afar with the handgun or shotgun if they are
    too close for comfort. Killing the last fish will drop a <<Coin>>.
    
    Turn right past the slot machines and go to the cash out counter to find a
    <<Handgun Ammo Case>>. Now go to one of the three highlighted slot machines.
    There is a slot machine on the right side, center, and left side of the casino
    which you can play. Scan the left side of the right side back casino machine to
    find a <<Hand Print>.. The game is automatic so keep depositing the coin until
    you win a <<bundle of coins>>.
    
    Go up the stairs to the door with the lady hold the tray. We have to put a
    certain number of coins on the tray for the door to unlock.
    
    Brose coin: 7g
    Silver coin: 9g
    Gold coin: 17g
    
    we need to place 107g on the tray which is 3 Bronze, 2 Silver, and 4 Gold.
    Place the coins to unlock the door and go through.
    
    =Save=
    
    You can find <<Shotgun Shells +8>> on the sofa in front of you. There is a
    <<Handgun Ammo + 15>> on the chair, <<Rifle Ammo +8>> on the blackjack table,
    and a weapon box. Collect the ammo, go to the weapon box to custom your guns
    if you want, and jump down the ladder to the right of the box. Jump down
    another ladder. Climb up the ladder in front and go down the corridor. You
    will get to the life. Before going on, go around past the green double doors
    and pick up <<Custom Parts>>. Check center panel on the lift to find that the
    key is gone. Go through the double green doors.
    
    Go through the corridor to find an elevator. Go to the panel to its right and
    unscrew it.
    
    Start
    
    		----------------------------------
    		[    O \\       O     ----O	]
                    [       \  \ ---     /   /      ]
    		[    	  \     \  --- \/       ]
    		[    	    \	   /  /\        ]
    		[    O	      \ O /  /  \ O 	]
    		[    	            /   /   	]
    		[    	     	   /   /        ]
    		[    	      	 /---           ]
    		[    O	        O         O	]
    		[				]
    		----------------------------------
    
    1. Move top left right once
    2. Move middle center left once
    3. Move bottom center left once
    4. Move middle right down once
    5. Move bottom center left once
    6. Move top right down
    7. Move middle right left
    8. Move top center right
    9. Move middle left up
    10. Move top left right
    11. Move middle center left
    
    		----------------------------------
    		[    O	        O	__  O	]
                    [                     /     |   ]
    		[    	    	    /       |   ]
    		[    	    	  /         |   ]
    		[    O--------- O           O 	]
    		[    |	                    |	]
    		[    |	     	            |   ]
    		[    |	      	 	    |   ]
    		[    O----------O-----------O	]
    		[				]
    		----------------------------------
    
    Go through the activated elevator and go up.
    
    =Save=
    
    Parker states that Rachael is in the Bilge and most likely has the key. Rachael
    is the person we heard screaming and get killed by the ooze earlier in the
    game.
    
    ------------------------------------------------------------------------------
    NOTE: This is an ammo searching run: If you want some ammo, follow the
    paragraph. If not, just skip to the next.
    ------------------------------------------------------------------------------
    Turn right and left and follow the path up the stairs into the next room.
    Scan the boxes to your left to find <<Shotgun Shells +3>>. Go through the door
    on the other side. In the next room, scan to find virus data in the pool of
    blood and <<Rifle Ammo +3>>. Go outside to the door and scan near the big
    boxes to find <<Handgun Ammo +5>>. Backtrack to elevator.
    
    Take out the spiky ooze in the corridor and pass the first door to go to the
    end of the corridor. Open the right locker for <<Green Herb>>. Go into the
    room closest to you.
    
    This room should be familiar so go through it quickly. Two ooze drop down from
    the ceiling so you want to dodge them and get to the door on the other side.In
    the next room, scan for three items to collect <<Handgun Ammo +5>>,
    <<Shotgun Shells +3>>, and <<Handgun Ammo +15>>. Go through the door.
    
    Go through the corridor and peak through the opening in the red door where the
    fake Chris was. An ooze will pop out. Enter the room and kill the ooze.
    Scan the room for <<Shotgun Shells +3>>. Look at the upper right part of the
    room next to the boxes to find <<Custom Parts>>. Scan the flag to find a
    <<Hand Print>>. Leave the room and go left and up the stairs through the door.
    
    There is an ooze so dodge or kill and go past through the corridor. Go through
    the bunkroom but be careful as an ooze drops down from the ceiling. Go through
    the bathroom and the other bunkroom to the other side. Go forward and use the
    Iron key to enter the steel door on your left. Inside is
    <<Machinegun Ammo +75>>, <<Machinegun Ammo +75>>, a <<Green Herb>>, and a
    <<Hand Grenade>>. Go through the blue door. Here, you will find a 
    <<Machinegun>> and a weapon box. Change your arsenal (since you can only carry
    up to 3 guns) and your custom parts accordingly.
    
    ------------------------------------------------------------------------------
    NOTE
    A boss battle is coming up soon so you want to be prepared. I recommend
    bringing the machinegun with bind1 attached to this battle since its stun
    will be helpful.
    ------------------------------------------------------------------------------
    
    Leave the room and go left through the corridor. Go through the blue door and
    down the stairs. Turn right and open the locker at the end for some
    <<Handgun Ammo +10>>. Go through the door with the green light.
    
    =Save=
    
    You can find <<Handgun Ammo +15>> on the table. Go to the sparkle on the floor
    where Rachel's body previously was to find a diary. Read it and exit. You can
    see the Rachel ooze on the other side of the window looking at you. Get ready
    for a fight.
    
    ------------------------------------------------------------------------------
    =====================
    BOSS: Mutated Rachael
    =====================
    Recommended Weapon: Machinegun, Shotgun
    Weak point: Head
    
    Enemies
    Ooze
    
    Attacks
    -Swinging Arm- Rachael swings her arm similar to a regular ooze to attack you
    -Bite- Rachael will grab you and suck you like a regular ooze. Mash Y to escape
    
    Strategy
    This is a fight in closed spaces and can become overwhelming if you are not
    prepared for it. I recommend bringing the machinegun with bind1 attached
    and shotgun with faster shooting and higher damage. You donít really want to
    use the rifle since you need to reload after every shot and you fight
    Rachael in closed spaces. You can try to get a shot off if you want.
    
    Rachael acts very much like a regular ooze except she is slightly faster. Her
    attacks are nearly the same and follow similar animations you dodging should
    not be too difficult. Try to focus more on dodging rather than attacking in
    the early fights. After dealing damage, Rachel will run into the vents and
    you need to chase her.
    
    The first fight is in the stair case immediately out of the room. You have
    some lateral space here to move to dodge her attacks and shoot her with the
    machinegun. There is no ooze to bother you two here.
    
    The second fight is in a stair case corridor. You are in a tight space so
    unload your machine gun or shotgun when Rachael gets close and be prepared to
    dodge her attacks and move out the way.
    
    The third fight is in the bathroom. You have more space to move so you can
    attempt to use the rifle here for more damage if you have it.
    
    The fifth fight is in the room with the broken breaker. Ooze emerge quite
    constantly from the vents so focus your attacks on Rachael. Use the shotgun
    here so you can take out ooze close-by as well.
    
    TIPs: If you lose Rachael, just listen to the music. If you hear her theme
    (different from the usual music in the area), wait and she will come.
    
    If you are having trouble with this boss, just ignore ooze and run back to
    the elevator. You can meet up with Parker quicker and then backtrack to hunt
    down Rachael.
    -----------------------------------------------------------------------------
    
    After killing Rachel, her body leaves <<Lift Key>>. Run back to the blue
    elevator and go down. Go through the corridor through the green doors. use the
    life key on the center panel and use the lever on the right to move the
    elevator.
    
    =Cutscene= End of Episode 4
    
    ===============================
    -Episode 5: Secrets Uncovered-
    ===============================
    
    =Cutscene=
    
    -----------------------------------------------------------------------------
    Check List|
    ----------|
    Key Items
    Screwdriver
    
    Handprints
    19. On projector screen to right after room where terrorists shot video.
    -----------------------------------------------------------------------------
    
    We play as new character. Scan the boxes to your right before going down the
    stairs to collect <<Machinegun Ammo +30>>. Go down the stairs and follow the
    corridor. Keith will trip over the barrel. Scan the can that fell off the
    shelf to get <<Screwdriver>>. Open the door and go into the next room.
    
    Check the bunked on your right for <<Handgun Ammo +10>>. Go left and pick up
    <<Green Herb>> on your right. Go through the door.
    
    Go along the corridor. On the right of the door with the electronic panel is
    <<Handgun Ammo +10>>. Examine the electronic panel to the left of the door on
    your left.
    
    Start
    
    		----------------------------------
    		[    O__	O	/--O	]
                    [     \  \             //       ]
    		[      \  \___________//        ]
    		[    ___\/_____  ____ \____     ]
    		[    O	 \      O     /    O 	]
    		[     	   \        /        	]
    		[    	    \  	   /            ]
    		[    	      \  /     	        ]
    		[    O          O          O	]
    		[				]
    		----------------------------------
    
    1.Move middle right left
    2.Move middle center up
    3.Move middle left right
    4.Move top right down
    5.Move top left down
    
    		----------------------------------
    		[    O	      __O          O	]
                    [            /  |               ]
    		[    	____/   |               ]
    		[      /    	|               ]
    		[    O/	        O----------O 	]
    		[     \__             ____/ 	]
    		[    	 \_____   ___/          ]
    		[    	       \ / 	        ]
    		[    O          O         O	]
    		[				]
    		----------------------------------
    
    Go through the door. Scan the bookshelf for <<Machinegun Ammo +30>>. Get
    <<Hand Grenade>> to left of bookshelf. Examine the computer to unlock the
    other sealed door.
    
    =Cutscene=
    
    Go through the newly unlocked door. Scan the projector screen for a
    <<Hand Print>>. Collect <<Handgun Ammo +10>> from the table. Collect 2
    <<Hand Grenade>> from the shelves on the right. Check the locker on the left
    for <<Shotgun Shells +8>> and the locker on the right for
    <<Machinegun Ammo +30>>.
    
    Scan for three items. Collect the <<Handgun Ammo +10>> from the shelves, the
    <<Security Token>> from the floor.
    
    ----------------------------------------------------------------------------
    NOTE: The Security Token is on the floor next to the boxes. Picking it up
    will lead to a cutscene where the characters leave the area. Scan the
    handprint at least before picking up the security token.
    ----------------------------------------------------------------------------
    
    **Checkpoint** =Cutscene and Grade=
    
    ----------------------------------------------------------------------------
    Check List|
    ----------|
    Key Items
    Lower Interior Map
    Cog
    Restart Key
    
    Handprints
    20. On the book to the right of the door after getting off the freight elevator
    
    Weapons
    Machine Gun: AUG
    ----------------------------------------------------------------------------
    
    Back to Jill. Get off the elevator and to through the door on the bottom-left
    of the room. Before going through the door, get out your scanner and scan the
    book to the right of the door for a <<Hand Print>>. Go down the ladder. Walk
    through the water to the door and open it. Wade through the water and up the
    stairs and through the door into the control room. Examine the red screens.
    We learn that we need to find the engine room.
    
    =Save=
    
    There is a weapon box here so change your weapons and custom parts
    accordingly. Then, go through the door to your left. On your left are two
    boxes. Break them open for 2 <<Handgun Ammo +5>>. Follow the path down into
    the water.
    
    There are infected fish in this area and this time, we are fighting on their
    territory. I recommend running past them. Go through the door.
    
    In this room, avoid the big jet of steam as it can hurt you and go through
    the door to the next room. Here, take the watery path on the right to find
    a <<Green Herb>> to your left. Go through the door.
    
    In this area, turn right and go through the steel door on your left. Go up the
    stairs and to the control panel and a lever. Use the lever to turn of the
    steam flowing from the lower pipe. Go forward to collect a <<Green Herb>> and
    backtrack out into the water. This time, go left and through the center door.
    
    Collect <<Custom Parts>> to your right and go through the pathway previously
    blowing steam. Collect <<Lower Interior Map>> on the wall to your left and
    go through the door and up the ladder.
    
    =Save=
    
    Pick up <<Machinegun Ammo +15>> on your left. Down the stairs on the table on
    the left is <<Machinegun Ammo +15>>. The table on the right has a
    <<Green Herb>>. Go through the door and defeat the ooze you encounter. Pick
    up <<Machine gun: AUG >> and <<Custom Parts>> from the table. Backtrack and
    wade through the water up the stairs. Pick up <<Shock Grenade>> and go
    through the door.
    
    Go straight and pick up <<Machinegun Ammo Case>>. Pull the lever to shut off
    the steam in the top section of the room so you can get to Parker. Pull the
    first lever again and Jill will comment that the steam has not stopped in
    this room. Leave through the door behind Parker.
    
    Go down the stairs and into the water through the steel door. Again, run past
    the fish and into the next room across from you. Go through the room into the
    next room.
    
    You notice the steam previously blowing in this area has died down. Take this
    opportunity to go into the new area. You can find <<Shock Grenade>> and a
    <<Cog>>. Scan in the water to find <<Shotgun Shells +5>>. Examine the red cog
    wheel and spin the analog stick to turn the steam off.
    
    =Save=
    
    Backtrack to Parker. There are fish in the previously unoccupied area and
    ooze in the area with fish so run past them. When you reach Parker, run past
    him and through the door. Go down the stairs on the right and through the
    water. There is ooze and fish in here so run past them. Set the cog in the
    machine at the top of the stairs. Get rid of the ooze and any fish that follow
    you onto land with your handgun. Press the button on the left of the cog
    machine to pick up <<Restart Key>>.
    
    Backtrack to Parker by going down the stairs and through the water. You can
    use shock grenades to get rid of the fish if you are low on health. Get to
    the panel on the other side and insert Restart Key.
    
    =Cutscene=
    
    Get to Parker after the cutscene while the water is running.
    
    =Cutscene and Save=
    
    -----------------------------------------------------------------------------
    Check List|
    ----------|
    Key Items
    N/A
    
    Handprints
    N/A
    -----------------------------------------------------------------------------
    
    You are back as Keith. You are tasked with checking the crash site. On
    your way, two dogs will come after you. Deal with them and continue on. Next
    three dogs come after you so take care of them. Quint will run on ahead so
    deal with the dogs or run away from them as you see fit. Run to the crash
    site and off the cliff.
    
    =Save=
    
    After jumping of the cliff, turn right and scan to find <<Hand Grenade>>. Go
    toward the crashed plane. You will see Quint suddenly fall and get back up.
    We finally find out what that bio weapon was that was killing everyone inside
    the building.
    
    -----------------------------------------------------------------------------
    ---------------
    Fight: Hunters
    ---------------
    Recommended weapon: Shotgun, Machinegun
    Weak point: face
    
    Enemies
    Invisible Hunter
    
    You do not want to be using the handgun in this fight. These hunters can
    take a hit and you want stopping power. Use the shotgun if the hunters
    get close or the machine gun. Be careful with the machine gun though
    since the kickback from the gun skewers your aim.
    
    There are about 6 or 7 invisible hunters in this battle. The hunters' camo is
    really good, allowing them to blend in perfectly in the environment. Their
    attacks are the same as regular hunters however.
    
    TIPs: Keep your back to the wall so you can always have the hunter in front of
          you. A well placed shotgun blast will keep them away if they get too
          close.
          Use Quint as bait. Stay behind Quint and have the hunters attack him.
          The hunters lose their camouflage when they attack so use the
          opportunity to find and kill them.
          Remember you have at least two hand grenades so donít be afraid to use
          them. The knife is pretty useless here because you canít cut what you
          canít see.
          Even if the hunter is invisible, it is not invulnerable. When the hunter
          begins to camouflage, you can still distinguish it because it distorts
          the background a little (like invisible Elites in Halo). Unload while
          they are invisible. However, hunters can sidestep quickly so donít just
          unload at the spot you think they are in.
    -----------------------------------------------------------------------------
    
    After successfully clearing the new hunters, scan the big silver containment
    unit on the right for <<Machine gun Ammo +30>>. Scan the two rocks on the
    left for <<Handgun Ammo +10>>. Scan on the left near the wreckage to find a
    <<Hand Grenade>> and <<Machinegun Ammo +30>>. Scan the rock past the big
    silver containment unit on the right for <<Handgun Ammo +10>>. A little
    father on the right, scan for <<Handgun Ammo +10>>. There is a box with
    <<Green Herb>> on the left next to the wreckage and <<Handgun Ammo +10>>.Scan
    near the rocks here for <<Machinegun Ammo +30>. On the right is a box with
    <<Handgun Ammo +5>> and two boxes further up with <<Green Herb>> and
    <<Shotgun Shells +3>>. Examine the cockpit for Keith to pull off the cover.
    Scan the bottom right for <<Shotgun Shells +8>>. Go to the cockpit and examine
    the computer to use the Security Token.
    
    =Cutscene= End of Episode 5
    
    ==========================
    -Episode 6: Cat and Mouse-
    ==========================
    
    =Cutscene=
    
    ---------------------------------------------------------------------------
    Check List|
    ----------|
    Key Items
    Ship Interior Map
    
    Handprints
    N/A
    ---------------------------------------------------------------------------
    
    =Starting Equipment=
    G36 Machine gun  30 (90)
    M92F Handgun     10 (30)
    M3 Shotgun       6  (16)
    
    Pulse Grenade x2
    
    
    Back as Chris on the ship. Go into the door straight ahead (ignore the door
    on the very right since you canít get into it). There is a weapon box here but
    Chris wonít do open it so ignore it. Scan the vase for <<Machinegun Ammo +15>>
    Check the table for <<Handgun Ammo +10>>. Scan the orange vase at the end of
    the room for <<Hand Grenade>> and take <<Ship Interior Map>> from the wall.
    Go on the elevator and go down.
    
    =Save=
    
    Go through the steel doors. An ooze with drop to your right. There are alot of
    ooze here so be on the run. Run past the table on the bottom floor for
    <<Handgun Ammo +10>>. Go up the stairs in the restaurant and to the balcony
    to find a <<Hand Grenade>>. Go to the room where boss was held to find a
    <<Pulse Grenade>>. Go downstairs and scan the boxes next to the steel door for
    <<Shotgun Shells +8>>. Go through the single steel door on the other side of
    the bottom floor.
    
    Acan the boxes to your left for a <<Hand Grenade>>. Go up the stairs and go
    through the corridor. Go past the table and pick up <<Handgun Ammo +10>>. Go
    left and through the door. Go down the stairs to pick up a <<Hand Grenade>>
    from the bottom right. Go back up the stairs and through the wheel door back
    into the "Opera House."
    
    We get info that Jill and Parker are in the Bilge. Go up the stairs and scan
    the pendullum for <<Shotgun Shells +6>>. Go up the stairs to the left of the
    table to pick up <<Handgun Ammo +10>>. Go down the stairs and behind the stairs
    through the wheel door into the "Casino Room."
    
    =Save=
    
    You can hear knocking on the door coming from the cash out door. Pick up a
    <<Green Herb>> from the nearby chair. The door falls and two chainsaw ooze
    comes through.
    
    ----------------------------------------------------------------------------
    --------------------------
    Fight: Dual Chainsaw Ooze
    --------------------------
    Recommended Weapon: Machinegun, Hand Grenade
    Weak point: head
    
    Items
    <<Pulse Grenade>> back right side of the casino next to slot machines
    <<Hand Grenade>> chair next to blackjack table
    <<Handgun Ammo +10> On right blackjack table
    <<Handgun Ammo +10> On right side of water fountain
    
    Strategy
    You will have to battle two chainsaw ooze at the same time. Luckily, they
    are not too fast and often stay together. Although it is tempting to run up
    to them and give them a shotgun shell to the face, they do not recoil much
    from shotgun blasts. Backpedal and fill both ooze with lead with your
    machinegun and handgun. If the ooze get close, quick turn with B and get some
    distance.
    
    Use your hand grenades and pulse grenades to give you ample opportunities to
    kill your opponents. If you collected all the items, you should have 5 of each
    grenade. Firstm equip your hand grenades and strafe backward through the casino
    rows so the two scagdead are huddled together. Throw your grenades to get both
    caught in the blast and deal damage. If the scagdead get too close, toss a
    pulse grenade since the shock will stun any caught in the blast, giving you a
    chance to launch a fully charged melee for more damage. (optimal since a fully
    charged attack does more damage than your weapons).
    
    TIPs: Do not stay close to the chainsaw ooze. They have an instant kill where
          they grab you and throw you onto their saw blade, instantly killing you
          regardless of health. Their attacks are also harder to dodge.
          Move through the slot machines. The ooze are not agile so they wonít be
          able to follow you as well and you can keep them together for a good
          hand grenade blast or shotgun shell.
    ----------------------------------------------------------------------------
    
    The second chainsaw ooze with drop the <<Trident Key>> when defeated. Go into
    the room where the chainsaw ooze came from and pick up a <<Hand Grenade>> and
    <<Green Herb>> from the table. Use the key on the steel door and go through.
    
    =Save=
    
    Jump down the hole. There is an exploding ooze up ahead so kill it with your
    handgun. There is <<Handgun Ammo +10>> on the shelf to your left. Go through
    the door.
    
    In the next room, there is a projectile ooze and another exploding ooze close
    by. Try to kill the exploding ooze before it gets too close. Be careful since
    its blast radius is pretty large. Scan the boxes to your left for a
    <<Hand Grenade>>. Another exploding ooze will come emerge so shoot it with
    the handgun as well. There are also two ooze in the area. Go straight past the
    projective ooze and turn left to scan the two blood piles to collect
    <<Handgun Ammo +10>> and a <<Hand Grenade>>. A spiky ooze drops from the
    ceiling so dispose or kill and climb up the ladder to the next area.
    
    Up the ladder is another exploding ooze. If you are not ready, jump down and
    run away from it to get some distance before killing it. Go through the
    corridor to the end and jump down. Go to the elevator and pull the lever.
    
    =Cutscene=
    
    Leave the elevator and go through the door at the bottom left. Go down the
    ladder and through the door. Go through the corridor and through the door.
    Pick up <<Handgun Ammo +20>> on the panel in front of the red screens. There
    is 2 <<Hand Grenade>> on the panel in front of the window at the very right.
    There are three exploding ooze outside the window. You can deal with all of
    them at once with a single hand grenade since their explosions set each other
    off as well. Go through the now empty room (you can check to see the ooze are
    dead through the window) and go through the open door and down the stairs.
    
    There is a projective ooze waiting for you after the second flight of stairs
    so strafe and unload your handgun on it. Past the projective ooze you will run
    into two ooze and an exploding ooze. The best way would be to use a hand
    grenade to take them out. After killing them, continue down the path and
    through the door.
    
    There is four ooze and an exploding ooze in the room with the cog. Take out
    the regular ooze with a shotgun and try to draw out the exploding ooze from
    afar. Go inside the room the exploding ooze was in for a <<Green Herb>>,
    <<Shotgun Shells +16>>, <<Shotgun Shells +16>>, <<Machinegun Ammo +60>>,
    and <<Machinegun Ammo +60>>. Go through the blue door.
    
    In the next room is a projective ooze, a spiky ooze, and an exploding ooze.
    Use a grenade and leave the area to take out the exploding ooze and use
    your machine gun or shotgun on the other ooze. GO to the next room.
    
    Next room contains one projectile ooze and two crawling normal ooze. A normal
    ooze also drops down from the ceiling in the right. Use your machine gun on
    the projective and shotgun when the normal ooze get too close. Go through the
    left door to enter the engine room.
    
    **Checkpoint** =Cutscene and Grade=
    
    -----------------------------------------------------------------------------
    Check List|
    ----------|
    Key Items
    Pipe
    
    Handprints
    21. On the electric control panel to access the antenna
    -----------------------------------------------------------------------------
    
    Back to Jill and Parker. We need to now use swimming controls in this game.
    Dive into the water and swim around the area. You are going to have to find
    two pipes lying around in the area. Here are their locations:
    
    a. Next to panel where Parker was at
    b. very bottom of the floor in the center
    
    After obtaining one pipe, swim to the vent in the center and use it try to
    to pry the grate open by mashing Y. The first time will fail but the second
    will succeed.
    
    =Cutscene=
    
    Go through the corridor and pick up <<Machinegun Ammo +15>> and a
    <<Shotgun Ammo Case>>. Drop down the hole at the end. The water in the room
    is filling up slowly so backtrack to the control room by going through the
    silver door through your right and through the room where you previously
    picked up the cog. There are infected fish here so run quickly. Run through
    the water and up the stairs and go through the door.
    
    =Cutscene=
    
    Go through the other door and through the water. Turn right and go to the
    ladder. Two ooze emerge to appear from the water so ignore them and climb
    up the ladder and go through the door. Go to the elevator and pull the lever
    to go up.
    
    =Cutscene=
    
    Get off the elevator and go through the pipe. Go forward and climb up the
    ladder. Run to the next ladder. An injected fish will drop down but ignore it
    and climb up the ladder. Climb up the next ladder to get back to the VIP room
    in the casino.
    
    Scan the lamp to your right to get <<Custom Parts>>. Use the weapon box here
    to change your guns. Leave the room. Turn around and scan the woman guarding
    the door to find <<Magnum Bullets +1>>. Go up the stairs and through the
    wheel doors to get back to the "opera room."
    
    =Save=
    
    ----------------------------------------------------------------------------
    Note: If you haven't been customizing your weapons at the weapon box for a
    while, I highly recommend you do so now. You will want to have your shotgun
    for the upcoming event.
    ----------------------------------------------------------------------------
    
    Get on the elevator (Parker will go there automatically) on the opposite side
    of you that is on the bottom floor and call it down. Go in and press the
    button inside to go up. The window will crack and a bio weapon will appear
    behind you start shooting.
    
    ------------------------------------------------------------------------------
    ----------------------
    Fight: Draghignazzo 1
    ----------------------
    Recommended Weapon: Machinegun, Shotgun
    Weak point: N/A
    
    Strategy
    The weapon will show its body parts to you from one of three corners of the
    elevator. I will assume in this battle that you have turned around (the door
    of the elevator is to your back) and direct appearances accordingly.
    
    First appearance is the head and eye in front of you.
    
    Second attack is the arm in front of you. Shoot it for it to retreat before
    it swings at you.
    
    Third attack is the arm to your left.
    
    Fourth attack is the arm to your front.
    
    Fifth attack is the arm to your right.
    
    Sixth attack is arm to your front.
    
    Seventh attack is the head to your front.
    
    Eighth attack is arm to your left.
    
    I recommend using your machinegun, hopefully with bind to keep the weapon from
    attacking with its arm.
    ------------------------------------------------------------------------------
    
    After this, the elevator will begin to move up. 
    
    =Save=
    
    Exit the elevator and pick up <<Handgun Ammo +5>> and a <<Green Herb>> on
    your left. Use the weapon box if you want and the go right.
    
    ------------------------------------------------------------------------------
    =====================
    Boss: Draghignazzo 2
    =====================
    Recommended Weapon: Rifle
    Weak point: right head (smaller head on the right)
    
    Attacks
    -Charge- Most frequent attack. The boss drops its arm to the floor and charges
             at you. Timing for dodge is forgiving so dodge as it too fast to
             escape unless you are far away.
    -Tail Slam- weapon lifts its arm high and slams it to the ground, dealing
                remote damage and causing you to fall on the ground. Mash Y to get
                back up.
    
    Items
    Green Herb	 	wall closest to elevator
    Hand Grenade		next to green herb
    Hand Grenade		next to green herb
    Rifle Ammo +6		behind first stand
    Shotgun Ammo +6		behind second stand
    Machinegun Ammo +40	behind second stand
    Rifle Ammo +6	 	behind last stand.
    Green Herb 		at the other side of the room on the sofa
    Machinegun Ammo +40	at the other side of the room on the sofa
    
    Fire Barrel
    -Next to first stand
    -Next to last stand
    
    Strategy
    This boss is tough and durable so you are probably going to use up all your
    ammo for this fight.
    
    This boss has few vulnerable points for you to exploit. Aim for the fleshy
    parts of this boss, notably the head and the side of its body. The boss will
    mostly drop its arm and rush at you or Parker so dodge with the analog stick
    and ready your shotgun for a couple of head shots. If you dodged, the boss
    should be close by, allowing you to get a good two or three shells in his
    head.
    
    Once you run out of ammo for the shotgun, switch to the rifle. The rifle does
    much more damage than the shotgun but you only get about one shot in so make
    it count. The boss can take a lot of damage so just keep on dodging its rush
    attacks at you and heal when necessary.
    
    TIPs: Not many tips to give here. Dodging the rush attack should leave you
          close to the boss and gives you the opportunity to put in a couple
          rounds in its head.
          If you dodge while reloading, your character will have a full clip w/o
          needing to complete the reload animation. Use this especially with the
          rifle.
    -----------------------------------------------------------------------------
    
    After the battle, a ladder drops down from the ceiling. Go to the large window
    and you can find  <<Machinegun Ammo Case>> near the center. Collect any
    remaining ammo and go up the ladder. Pick up <<Veltro Card Key>> from the
    desk to your left. Scan the boxes to your right for a <<Green Herb>>. Use the
    card key on the door and go through.
    
    =Checkpoint=
    
    Pick up <<Random Ammo>> and <<Random Ammo>> to your left. Follow along the
    path to find a <<Green Herb>>. Go up the stairs and up the ladder. Scan the
    electric box for a <<Handprint>>. Examine the box. Unscrew.
    
    Start
    
                    ----------------------------------
    		[    O______  __O	   O	]
                    [          \\/_                 ]
    		[    	    /  \                ]
    		[    	   / \	\               ]
    		[    O	  / __\__O__       O 	]
    		[     	 / /   \    \\         	]
    		[    	/ /    	\    \\___      ]
    		[      / /       \     	 \\     ]
    		[    O/_/         O       \O	]
    		[				]
    		----------------------------------
    
    1.Move bottom right up
    2.Move bottom left up
    3.Move bottom center right
    4.Move middle left right
    5.Move bottom left up
    6.Move middle center down
    7.Move top center down
    8.Move top left right
    9.Move middle right up
    10.Move bottom right up
    11.Move bottom center right
    12.Move middle center down
    13.Move bottom center left
    14.Move bottom right left
    
                    ----------------------------------
    		[    O	        O----------O	]
                    [            __/           |    ]
    		[    	  __/	           |    ]
    		[    ____/    	           |    ]
    		[    O          O          O 	]
    		[    | 	                  /  	]
    		[    |	     	        _/      ]
    		[    |	             __/        ]
    		[    O----------O___/      O	]
    		[				]
    		----------------------------------
    
    =Cutscene= End of Episode 6
    
    ============================
    -Episode 7: The Regia Solis-
    ============================
    
    =Cutscene=
    
    -----------------------------------------------------------------------------
    Check List|
    ----------|
    Key Items
    N/A
    
    Handprints
    22. Scan the north of the foredeck after killing all the hunters
    
    Weapons
    Magnum: Python
    -----------------------------------------------------------------------------
    
    Go down the ladder and the stairs back to the door to get inside the ship.
    Our mission is to confuse the signal of the ship. Jump down the hole and
    take the elevator on the right to go down. The door opens so climb up onto the
    floor to get off.
    
    =Save=
    
    =============================================================================
    -----------------------------------------------------------------------------
    Note: Optional
    This side quest is optimal but good if you want to get two illegal custom
    parts and access to the Magnum: Python. It may be better to attempt to get
    this on a second play through since you will be low on ammo and possibly herbs
    for the upcoming event. If you decide to skip, skip the following text and
    start on the next paragraph after the one ending with "opera house."
    -----------------------------------------------------------------------------
    
    Go down the stairs to get to the second floor. Quint tells us to get to the
    deck. Go into the wheel door with the sign "Cafeteria".
    
    Inside are two projectile ooze. Avoid or kill them and run to the stairs and
    unlock the steel door. You can find <<Random Ammo>>, <<Random Ammo>>, and
    <<Magnum Ammo +6>>. Scan the back desk for <<Custom Parts>>. Leave and go
    through the wooden door on the left of the room. Use your card key on the
    locked door and enter. Pick up <<Magnum: Python>> from the desk. Scan the
    bottom of the bookshelf for <<Shotgun Shells +12>>. An ooze will drop from
    the ceiling so dodge or dispose and leave the room.
    
    Go through the double doors to your left. There is a projectile ooze and
    Rachel ooze will appear again. Rachel ooze will chase you so ignore her and go
    through to the next door. In this room, there are two spiky ooze so take them
    out and go through the door.
    
    Rachel ooze will meet you here. You can choose to fight her or run away from
    her. There is also a weapon box here if you go past Rachel and turn left (not
    recommended if she is still alive). Scan the boxes nearby for
    <<Handgun Ammo +30>>.
    -----------------------------------------------------------------------------
    NOTE: Killing Rachel ooze here is optional but if you do, you can scan her
          dead body for a huge virus data bonus. She also drops a
          <<Illegal Custom Parts>>.
    -----------------------------------------------------------------------------
    
    Go right from the entrance you came from and head through the door. Go into
    the elevator at the end and go to "Upper cabins."
    
    You will be greeted by two spiky ooze and a projectile ooze. Use your shotgun
    or machine gun to dispose of them. Go forward and turn right to find
    <<Handgun Ammo +8>> on the table to your right. Go forward, turn left and go
    through the door ahead.
    
    Here there is a projectile ooze and a spiky ooze. Run to your left and go
    through the door. There is a projectile ooze in your way so blast him. Go
    straight and unlock the safe in the wall to collect <<Illegal Custom Parts>>.
    Turn left and kill the projectile ooze and go through the door on the other
    side.
    
    There is a spiky ooze on the far side of the room do eliminate it with your
    gun. Go straight and turn left and go through the door. You will enter the
    vase room. There are no enemies here so go through the room and through
    the door on the other side.
    
    You will be back in the "Cafeteria". Go down the stairs and to through the
    right double doors. Go through the wheel doors back to the "opera house."
    ==============================================================================
    
    Go to the bottom floor of the opera house using the stairs. Head to the
    "Promenade" door (the door straight in front of you when you go down the
    stairs). Go through the door.
    
    Go down the stairs past the fallen ooze. Break the box for a <<Green Herb>>.
    Go through the door on your right. Go down the stairs and past another fallen
    ooze. Go through the door on your left.
    
    You see something run by. Go past the fallen ooze. Follow the path down the
    stairs. There is another fallen ooze. Go past into the steel door. Go through
    the room to the other side. Walk past the archway. Four hunters appear in
    the room. Run past them through the steel double doors.
    
    There are three hunters in this room. Dispose of them and continue toward the
    elevator. Select the "Deck" and go up.
    
    =Checkpoint=
    
    You are on the deck. There is <<Random Ammo>> on the center table. Go to the
    right side of the room to find a locker in the back. Use your card key to get
    <<Illegal Custom Parts>>. Use your card key to unlock the door and go out to
    the deck.
    
    ------------------------------------------------------------------------------
    -----------------------
    Fight: Hunters on Deck
    -----------------------
    Recommended Weapon: Shotgun, Machinegun
    weak point: face
    
    Enemies
    Hunter
    
    Items
    Random Ammo	In front if going through door on left
    Green Herb	In front if going through door on right
    Green Herb	Box on helipad
    Green Herb	Box on helipad
    Random Ammo	Box on helipad
    
    You want to have your shotgun or machinegun with a healthy stock of ammo for
    this fight. There are two "phases" in this fight where you need to clear the
    hunters.
    
    =Strategy=
    In the first phase, walk out the door and a little onto the walkway until you
    see some lag (hunters loading), then backtrack back to the door. Around 7 or so
    hunters will be in this fight. Take out your shotgun as the hunters funnel in
    so you can shoot them as they get close. The hunters will either lift their
    claws and move toward you for a strike or leap toward you so simply wait for
    the hunters to come close before blasting them or blast them in the air
    mid-leap for an easy stun and melee.
    
    NOTE: Sometimes hunters get "stuck" on the platform so take out your rifle and
          shoot them from afar.
    
    After disposing the initial hunters coming toward you, walk onto the helipad.
    5 more hunters will appear. Run to the end of the helipad on the grate and quick
    turn so you can funnel the hunters together for easy kills. Don't be afraid to
    shoot from afar since the shotgun has decent reach although the power becomes
    much weaker from afar.
    
    TIPs: Exiting out of the area by door and re-entering "resets" the hunters so
          they are not ready. Use this to kill hunters without suffering too much
          damage.
          If the hunters get too close in the first wave, quick turn and exit. The
          hunter's attacks cannot hit you when you are "in motion" going through
          the door
          Shoot the hunters when they leap for an easy stun with a follow up melee
          attack. Although you are vulnurable while charging, you are invincible
          "while" in the attack motion and Jill's spin kick can hit surrounding
          hunters.
    ------------------------------------------------------------------------------
    
    After killing all the hunters, go to the very north on the small bridge and
    scan for a <<Hand Print>>. Examine the large steel box to find the UAV.
    
    **Checkpoint** =Cutscene and Grade=
    
    -----------------------------------------------------------------------------
    Check List|
    ----------|
    Key Items
    N/A
    
    Handprints
    N/A
    
    Weapons
    Rocket Launcher
    -----------------------------------------------------------------------------
    
    Backtrack across the bridge. We need to go to the control room to use the UAV.
    Go through the door Parker suggests on the very right of the deck.
    
    =Cutscene=
    
    Head straight. There is a <<Green Herb>> on your right. This is a timed
    mission and we have 5 minutes to get to the control room.
    
    ------------------------------------------------------------------------------
    -----------------------
    Fight: Race to the UAV
    -----------------------
    Recommended weapon: Machinegun
    
    Enemies
    Ooze
    Projectile Ooze
    Hunter
    
    There are hunters on the bridge we need to go across. You do not have time to
    deal with all the monsters so run past them. After the three hunters, there
    is a projectile ooze. Ignore and run forward and more hunters will appear. Run
    past them and an ooze will appear. Run past and get to the door.
    
    There are about three boxes along the bridge to the door. The boxes contain
    <<Green Herb>>,  <<Green Herb>>, and <<Random Ammo>>. Monsters donít bother
    you when collecting the early boxes so use this opportunity to get the herbs.
    
    Once you get to the end of the bridge, go through the door. There is a
    projectile ooze and an exploding ooze so shoot the exploding ooze to get
    both caught in the blast, call the elevator, get in and push the button
    inside to go down.
    
    =Save=
    
    -----------------------------------------------------------------------------
    NOTE: If you die or restart, you will return back to this position with 2
    minutes on the clock. You can beat the clock with about 15-20 seconds left
    still.
    Infected Rachel will appear in this part of the race, regardless whether you
    killed her or not back in the "Lower Cabin."
    ------------------------------------------------------------------------------
    
    Enemies
    Projectile Ooze
    Infected Rachel
    Bear Trap
    Chainsaw Ooze (one before the door only)
    
    Get out of the elevator and collect the <<Green Herb>> to the right of the
    entrance. There is a projectile ooze across from you. Rachel appears to your
    right and chases you. Ignore the projectile ooze and dodge Rachel's attack.
    Run right and ignore the random ammo to your right. The projectile ooze is
    blocking the ladder so get close to the ladder and Mash Y to jump down.
    
    Shoot the ooze to stun it and run past it. Go to the small alcove to pick
    up <<Magnum Ammo Case>>. Run right and shoot the projectile ooze in front of
    you. Shoot one of the ooze bear traps and run left. You will encounter another
    projectile ooze and a bear trap. Shoot the ooze and the bear trap to get rid
    of them. Run toward the stairs. A chainsaw ooze will emerge so throw a B.O.W.
    decoy to the right of the staircase to get its attention. Run past and pick
    up the <<Rocket Launcher>>. Go through the door on your right.
    
    Run into the room. Here you will encounter two projectile ooze and infected
    Rachel. Use the rocket launcher to clear them if you have it. Run past them if
    you donít have or donít want to use it and take the hits. Mash Y to go through
    the door. Go to the control panel in front of you and press Y to activate the
    control panel for the UAV.
    
    TIPs: You cannot get hurt when in motion (opening doors, dropping down ladder)
          so use these motions to avoid attacks while saving time and ammo.
          The rifle is too slow to use in this level so you want the machinegun or
          shotgun. Do not worry if you run out of ammo since the next episode is
          ammo light and you can restock.
          You can shoot the bear traps with a single bullet, regardless of gun, to
          get rid of them.
          Use B.O.W. decoys to distract ooze to run past them. This save at least
          one to distract the chainsaw ooze at the end before the door.
    ------------------------------------------------------------------------------
    
    =Cutscene= End of Episode 7
    
    =============================
    -Episode 8: All on the Line-
    =============================
    
    =Cutscene=
    
    -----------------------------------------------------------------------------
    Check List|
    ----------|
    Key Items
    N/A
    
    Handprints
    23. On the front glass in the monitoring room 
    -----------------------------------------------------------------------------
    After the cutscene, move forward a little. The door will break and the room
    will fill with water. This is another time-dependent mission since Jill
    can't hold her breath forever. Remember to tap instead of hold B to swim
    faster.
    
    Swim through the corridor and turn left. A box will fall from above to avoid
    it and follow the path to the door and go through.
    
    After exiting the door, swim up to catch your breath. Swim to your left and be
    careful of the vent that falls from above. Swim left again and head to the
    ladder and climb it up.
    
    Go right and pick up <<Custom Parts>> from the floor. Go into the room to get
    <<Random ammo>>. Scan the room for 3 <<Random Ammo>>. Look to the north of the
    glass to find a <<Hand Print>>. Go back and down the ladder to your right. Dive
    down and go through the door at the bottom. Follow the path through another
    door and you will get to a staircase. Go up for air. Swim down to the bottom
    of the staircase, collect the <<Random Ammo>> in the middle of the floor, and
    go through the door. You should still have enough air to be able to go through
    the corridor and pick up <<Shotgun Shells +3>> off the wreckage as you swim
    past. Swim up to the light square to get air.
    
    Dive and swim to the right of the door down the staircase. You will see an
    infected stingray to swim above it. Go into the room in the right and swim
    above the tanks to collect 2 <<Shotgun Shells +8>>. Swim back out and up the
    staircase.
    
    Swim up the staircase and swim across to collect <<Illegal Custom Parts>>.
    Avoid the stingray and swim down the ladder and go through the door. Swim up
    to the center of the stage and find the light to surface for air. You can
    climb up here and out of the water.
    
    Walk through the corridor and jump into the water and dive in. There should
    be a stingray that jumps out so swim to the right and through the door.
    Swim up and collect <<Custom Parts>> from the top of the tank and swim right
    to go through the door. Swim straight and go through the next door. Swim
    until you see a door to your left and go into the control room. Swim up for
    air and dive back in and through the door.
    
    =Save=
    
    Follow the corridor and go through the door. Follow the corridor and go
    through the next door. There is an infected stingray here so try to avoid it
    and swim up the ladder and through the door. In the elevator room, swim up
    the distance to get to air. There are two infected stingrays here but you
    should be able to avoid them by swimming up. Swim back down and go to the
    elevator floating about midway in the water to collect <<Rifle Ammo +5>> and
    <<Custom Parts>>. Return to the surface, go to the danger sign (black and
    yellow stripes) and climb up to land.
    
    There is a <<Green Herb>> to your right. Go through the double doors to find
    another <<Green Herb>> on the floor to the right. Backtrack and climb up the
    tunnel with the short ladder.
    
    =Save=
    
    Go through the tunnel. There is <<Handgun Ammo +10>> to your right. Drop
    down the hole with the ladder back into the water. There is a stingray down
    in the water near the bottom of the tunnel. You want to swim and
    immediately start to swim up aiming for the ladder on the opposite side.
    Swim up the hole and surface. Climb up the ladder back to land.
    
    Follow the corridor and climb the ladder back to the VIP Casino room. Go to
    the weapon box and customize your guns with your new parts. Go through the
    door.
    
    **Checkpoint** =Cutscene and Grade=
    
    -----------------------------------------------------------------------------
    Check List|
    ----------|
    Key Items
    N/A
    
    Handprints
    N/A
    -----------------------------------------------------------------------------
    
    You are back as Chris and Jessica. After the cutscene, get ready for a boss.
    
    ----------------------------------------------------------------------------
    ======================
    Boss: Underwater Ooze
    ======================
    Recommended Weapon: Ship Gatling Gun
    Weak point: mouth
    
    Attacks
    -Launch- The tentacle launches itself at you. Shoot the mouth to intercept
             its attack.
    -Projectile- The tentacle launches three small projectiles at you. Shoot
                 them down with the Gatling gun.
    
    This is another fight for survival. Look at the bottom right of the screen
    to see the status of your gun. The mark on the bottom left tells you how
    many grenades there are left.
    
    The tentacles first launch themselves at you so shoot them in the mouth.
    After the wave, the next tentacle will launch three small projectiles in a
    triangle formation at you so shoot them down.
    
    The tentacles will alternate between launching themselves at you and
    shooting you with projectiles so use that knowledge to know what to expect.
    
    Half-way, Chris will look to the side of the ship. The pattern remains the
    same although more tentacles launch themselves at you.
    
    Near the end of the ship is a wave of tentacles launching themselves at
    you so use your grenades to take them out if you have trouble shooting
    their mouths.
    
    TIPs: You can still heal with herbs when you are low on health
          Although you start out with 3 grenades, they regenerate over time so
          no need to be too conservative with them.
          You need to shoot the mouths to get the tentacles to flinch and miss.
          You need to shoot all three projectiles down or they will still hit
          you.
    ---------------------------------------------------------------------------
    
    **Checkpoint** =Cutscene and Grade=
    
    ---------------------------------------------------------------------------
    Check List|
    ----------|
    Key Items
    Trident Key
    
    Handprints
    24. On the container without a hazmat suit
    25. On the left side of the fish tank after the fight
    26. On the left corner on electronic box after elevator
    
    Weapons
    Magnum: L. Hawk 
    ---------------------------------------------------------------------------
    
    Back to Jill although we get to partner with Chris. Chris gives us 4
    <<Pulse Grenade>>. Scan the blackjack table to find <<Rifle Ammo +6>>. Go
    down the hole. Go down the next hole into the water. Use the pulse grenade
    with Y to kill the stingray. Swim up the other hole with the ladder and
    climb up. Walk along the path and jump down.
    
    Walk to the bottom left and scan the silver boxes for <<Rifle Ammo +6>>.
    Jump into the water and dive down.
    
    =Save=
    
    Dive down to the bottom left of the map and go through the door using the
    card key. Go through the corridor through the door. Swim through the
    corridor and collect <<Magnum Ammo +3>> from the floor and go through the
    door. There is a stingray and a hole for air here so come up for air.
    Dive back down and go through the door to your right. Swim and pick up
    <<Shotgun Shells +8>> from the floor and go through the door. Swim past
    the stingray here and go through the door on the other side. Swim up to
    the surface for air.
    
    Swim below the rubble and move to the upper right area of the room. Swim to
    the ladder and climb up it. Scan the pipes to your right for
    <<Shotgun Shells +3>>. Go down the other ladder and swim over the debris
    and down to go through the door.
    
    Swim down the stairs and follow the corridor through to the next door. Swim
    up to the surface and climb the ladder. Scan the cardboard box and the
    electric box to your right to find 2 <<Handgun Ammo +5>>. Chris will give
    you the <<Trident Key>>. Use it on the door to open it and enter. Go to the
    next door and enter.
    
    =Save=
    
    Go past the big door. Scan next to the door to find a <<Pulse Grenade>>. Go
    into the room through the broken window on the side. Scan the machines on the
    right for <<Handgun Ammo +10>>. Examine the computer. Hold your stylus on the
    fingerprint area for the computer to register you to its database. Go back
    out the window.
    
    Go to the double doors and examine the panel to the left of the doors. Hold
    your stylus on the print area to unlock the doors. Inside, scan the fourth
    container from the left (the one without a hazmat suit) for a <<Handprint>>,
    the suit for <<Shotgun Shells +8>>, and near the small shelves on the right
    for a <<B.O.W. Decoy>>. Pick up the <<Illegal Custom Parts>> and
    <<Machinegun Ammo +30>> from the bench. Go into the sterilization chamber for
    a fight.
    
    -----------------------------------------------------------------------------
    --------------------
    Fight: Scarmiglione
    --------------------
    Recommended Weapon: Shotgun, Magnum
    Weak point: Heart (exposed part of body)
    
    Items
    Handgun Ammo +5		Bottom right of room
    Magnum: L. Hawk		On chair next to computer
    
    
    Attacks
    -Sword Swipe- the scarmiglione will pull back its sword and swing it. Getting
                  hit will knock you down so mash Y to get back up
    -Shield Bash- the scarmiglione will put up its shield and rush toward you,
                  ending with a small bash with its shield after traveling a short
                  distance. Dodge during the rush animation if you are close.
    -Shield- The scarmiglione will put up its shield, blocking your aim to hit its
             weak point
    
    The scarmiglione is slow but tough to hit due to its tough exterior and its
    ability to use its shield to guard its weak point. You are initially stuck
    with the scarmiglione inside the small decontamination chamber so use your
    shotgun to attack its weak point and interrupt or dodge its attacks. When
    Chris gets the door open, run out.
    
    Use the terrain to your advantage and have the scarmiglione chase after Chris.
    Conserve your ammo and wait for an opening to shoot its weak point. The best
    times would be when it is going up the stairs or after dodging one of its
    rushes. Keep your distance from the scarmiglione to avoid its sword swipe
    which is harder to dodge imo.
    
    After dealing enough damage, the top half of the scarmiglione will explode and
    the ooze will just be a pair of legs with an electric spark on top. Shoot the
    top half with the shotgun for it to fall. Keep shooting with the shotgun until
    it is dead.
    
    TIPs: Use the wide spaces to your advantage by running in circles up and down
          the stairs until you get an opening.
          If you are on the lower floor and the knight is above, it will jump down
          to the lower floor to meet you
          Chris is invincible so use him as your shield and bait while you wait
          for an opening
    ------------------------------------------------------------------------------
    
    =Save=
    
    Scan the sterilizing corridor Chris was in to find <<Illegal Custom Parts>>.
    Go down the stairs on the left and scan the far glass on the fish tank to find
    a <<Hand Print>>. Activate the elevator at the back of the room. Press
    the button to go up.
    
    Walk out of the elevator and turn around to scan for a <<Hand Print>>. Walk
    down the corridor. Scan the carcass in the pile on your right for virus data.
    There is <<Handgun Ammo +10>> on the left further up. Scan the carcass on your
    left. Go up to the door on the other end and examine.
    
    =Cutscene= End of Episode 8
    
    ====================
    -Episode 9: No Exit-
    ====================
    
    =Cutscene=
    
    -----------------------------------------------------------------------------
    Check List|
    ----------|
    Key Items
    
    
    Handprints
    N/A
    
    Weapons
    Rocket Launcher
    Rifle: M40A1
    Magnum: Python
    -----------------------------------------------------------------------------
    
    Back to Keith. Go down the stairs and through the door on the right. Go past
    the bunk beds and through the other door. Ready your shotgun or machinegun.
    
    Go down the stairs. You will run into two hunters so dispose of them. Go past
    the first door and go to the door at the end of the corridor.
    
    Go to the locker and open the right to collect <<Machinegun Ammo +30>>.
    Open the left locker for <<Shotgun Shells +8>>. Scan the chair next to the
    table for <<Machinegun Ammo +30>>. Scan the boxes on the shelves for
    <<Handgun Ammo +3>>. Collect 2 <<Hand Grenades>> from the right shelf. Press
    the button, get on the elevator, and press the button inside to go down.
    
    Immediately out the elevator, scan the dumpster on the right for a
    <<Green Herb>>. There are 2 <<Rocket Launcher>> to your left leaning on the
    boxes. Check the shelves on the right for a <<Green Herb>>,<<Rifle Ammo +27>>,
    and a <<Rifle: M40A1>>. There is a <<Green Herb>> next to the two fallen red
    barrels.
    
    The shelves on the left father up hold 3 <<B.O.W. Decoy>>. Scan the computer
    hard drive for <<Machinegun Ammo +60>>. There are 2 <<Shock Grenade>> on the
    computer table and a <<Green Herb>> next to the table. There is a
    <<Green Herb>> in an alcove to the very left next to the lever. Climb up the
    ladder on the box to find a <<Magnum: Python>> and <<Magnum Ammo +12>>.
    
    Once you are well-stocked and know the locations of the weapons, activate the
    generators by pulling the two levers.
    
    =Save=
    
    ------------------------------------------------------------------------------
    ----------------
    Fight: FBC Hack
    ----------------
    Recommended Weapon: Machinegun, Shotgun
    
    Enemies
    Dog
    Hunter
    Invisible Hunter
    
    Weapon Locations
    Rocket Launcher x2	Leaning next to box to Quint's right
    Rifle: M40A1		On the shelf to Quint's right
    Magnum: Python		On top of the box to Quint's right
    
    Items
    Green Herb		Dumpster (scan needed)
    Green Herb		Between two fire barrels
    Green Herb		Next to lever to Quint's left
    Green Herb		Shelf next to rifle
    Rifle Ammo +27		Shelf next to rifle
    Machinegun Ammo +60	Computer hard drive (scan needed)
    Magnum Ammo +12		Next to Magnum on top of box
    B.O.W. Decoy x3		Shelf in center of area
    Shock Grenade x2	On computer table
    
    Fire Barrels
    -Two next to herb on right side
    -One close to
    
    While Quint is busy with the computer, you will be attacked by a wave of
    dogs. After eliminating the first wave, the second wave will compose of
    both dogs and hunters. During the second wave, the lever to the left of
    Quint will shut off so you will need to move from your location to the lever
    and turn it back on again. The third wave will be composed of dogs, hunters,
    and invisible hunters. After Quint is finished with the file, he will help
    you finish off the remaining bioweapons
    
    Strategy
    Before the fight, get as many herbs as you can carry, the machinegun, shotgun,
    and rocket launcher (for kicks). Change your sub-weapon to B.O.W. Decoy.
    
    This is not too tough a fight if you know what you are doing but it is a long
    one. First, ignore Quint and climb up the ladder onto the box with the magnum
    and put your back to the corner so two sides cover your back. This will
    significantly narrow the field you need to see enemies come from.
    
    In the first wave, dogs will jump from above down to the box. Use the machine
    gun here since the dogs are quick. Keep your fire in short bursts. Ignore
    Quint since he won't be harmed or be any help. The dogs will come to you so
    keep your sight on the edge of the box as dogs jump up to it and shoot them.
    
    The second wave will include hunters as well as dogs. Again, keep with your
    machinegun and try to aim for the faces of the hunters. Don't bother with
    melee attacks even if you can stun them unless they are close and even then,
    use a regular uncharged melee. After some time, the lever will shut off so
    jump down off the box, run to the lever, and switch it back on. This would be
    a good time to pick up the <<Green Herb>> nearby. Use red barrels as you see
    fit and return back to your starting position on top of the box. Don't forget
    to collect the <<Machinegun Ammo +60>> from the hard drive on the way back to
    the box.
    
    Quint will tell you that the invisible monsters have appeared signaling the
    third wave. You are probably low on machinegun ammo by now so considering
    switching to the shotgun. You should have more than enough shells for the
    incoming hunters. However, there will be times when you are overrun on the
    small box so throw a decoy off the box, causing the dogs and some hunters
    to run toward it and get blown up as well as buy you some time to reload.
    Watch the number of shells you have and keep firing and healing as necessary.
    
    TIPs: Although the magnum, rocket launcher, and rifle are all much more
          powerful than the shotgun and machinegun, they all have significant
          draw-backs in this fight.
    	-Rifle needs to reload after every shot, you will be swarmed
    	-Magnum only holds six bullets and reloads slowly
    	-Rocket launcher at close ranges deals damage to you as well. You
             could kill yourself!!!
          When overwhelmed, use the B.O.W. Decoys to buy some time to reload or
          to heal while the enemies are distracted. If you run out, switch to
          hand or shock grenades.
    -----------------------------------------------------------------------------
    
    Quint finished clearing the data so go to Quint at the computer.
    
    **Checkpoint** =Cutscene and Grade=
    
    -----------------------------------------------------------------------------
    Check List|
    ----------|
    Key Items
    Prototype Vaccine
    Authentication Code
    
    Handprints
    27. On the top right behind the computer in the second lab room.
    ----------------------------------------------------------------------------
     
    Back to Jill. Go right and pick up a <<Green Herb>>. Go back and straight to
    the other door. Examine the panel to the left of the door and touch the screen
    with your stylus for your fingerprint to unlock and enter.
    
    Collect the <<Machinegun Ammo +30>> on the left. Scan the grate on the floor
    to the right for <<Magnum Ammo +3>>. Pick up the <<Machinegun Ammo Case>> on
    the center table. Collect the <<Green Herb>> on the right table and scan the
    small shelf on the table for <<Handgun Ammo +10>>. Go down the stairs and
    through the orange door.
    
    Go through the corridor. Scan the bottom left near the center of the corridor
    for a <<Hand Grenade>>. Go through the next orange door.
    
    Collect <<Rifle Ammo +6>> from the table on the left. Scan the boxes behind
    the sheet for <<Magnum Ammo +3>>. Scan the <<Handprint>> on the wall to the
    right of the computer. Don't open the containers with the lights marked up.
    One of them contains a live ooze (not a problem but you want to conserve ammo)
    Go through the orange door.
    
    There is a <<Green Herb>> next to the ladder on the right. Climb up the ladder
    on the right for <<Random Ammo>> and <<Magnum Ammo +6>>. Climb the other
    ladder for <<Random Ammo>>. There is a weapon box here so use it to change
    and customize your weapons. Chris tells us we need to find a password to
    access the lab computer.
    
    Go along the upper left path. Chris will activate the elevator for you so take
    it down.
    
    Exit the elevator and turn left to collect <<Shotgun Shells +8>> and
    <<Random Ammo>>. Don't run forward for the green herb since there are lasers
    between the poles. Equip Genesis and use it to see the lasers.
    
    From the elevator, turn right and between the window and the pole. Turn left
    and straight before hitting the wall. Move left one pole and turn left to
    pick up the <<Green Herb>>. Go straight but stop before the dead body. Turn
    right, then left and access the panel. We changed the laser set up.
    
    Turn 180 and walk straight before hitting the wall. Turn right and go forward
    one pole. Turn right and go forward one pole, then turn left. Back to the
    elevator. Go to up one pole, left one pole, and down the ladder. Go through
    the door.
    
    Here you will face a projectile ooze and a knight ooze. I recommend shooting
    the projectile ooze from afar and engaging the knight ooze with your shotgun.
    After dealing with them, go up the short ladder. You will encounter another
    knight ooze. Take him out with your shotgun. Go past the door and follow the
    thin path up to the upper level where the knight was to find
    <<Machinegun Ammo +60>> and a <<Illegal Custom Parts>>. Go down and examine
    the panel to the right of the door. Touch with your stylus to unlock the door
    and go through. Go through the next door.
    
    =Save=
    
    Scan the bottom near the big box at the top left of the room for some
    <<Machinegun Ammo +15>>. Examine the table to your right for some
    <<Magnum Ammo +3>> and <<Machinegun Ammo +75>>. Examine the machine with the
    red light.
    
    Backtrack back to the laser room. You changed the laser setting again. After
    climbing the ladder, turn right and go straight until you hit the wall. Turn
    one 180 and go back one pole, then turn right. Turn left and walk up to the
    body to collect <<Prototype Vaccine>>. Go back through the lasers back to the
    ladder and go down and through the door.
    
    Go through the path, up the ladder, through the door, through the next door
    back to the lab.
    
    =Save=
    
    Go to the inoculation machine (the machine on the far right end of the room)
    and examine it. Jill will inoculate herself with the vaccine. After using
    the vaccine, check the computer next to the machine. The computer will begin
    downloading. Pick up the <<Authentication Code>>. Head toward the door. It
    will burst and the room will be filled with infected water. The windows will
    shut so swim through the doors back to the laser room. Be careful since the
    lasers are still active. Swim up above the lasers and go through the broken
    window at the very end. Swim up to get some air, then dive back down and swim
    counter-clockwise near the base to pick up <<Illegal Custom Parts>>. Go back
    near the center of the area and find the ladder to climb up (marked with a
    yellow dot on your map).
    
    =Save=
    
    Customize your weapons with the weapon box and examine the computer in the
    center.
    
    =Cutscene=
    
    ------------------------------------------------------------------------------
    ------------------
    Fight: Ooze Swarm
    ------------------
    Recommended Weapons: Shotgun, Rifle
    
    Enemies
    Ooze
    Projectile Ooze
    Knight Ooze
    
    The first wave will consist of three ooze, followed by two projectile ooze.
    
    The second wave will be another three ooze and two projectile ooze on the
    other edges of the area. After killing some of the ooze, a knight ooze appears
    to attack you.
    
    The third wave begins after the death of the knight ooze. Two more knight ooze
    appear and two more ooze. Kill the two knight ooze and the remaining ooze to
    end the fight.
    
    Strategy
    You want to make this fight as easy as possible so run up to one of the two
    boxes with the ladder and climb up the box. The ooze cannot climb ladders so
    will be stuck running into the box. Go to the edge of the box and kill them.
    Two projectile ooze will appear so kill them with your machinegun or handgun.
    
    You want to remain on top of the boxes for the second wave. Rinse and repeat
    with the regular ooze and use your rifle on the projectile ooze who are far
    away. When the knight ooze appears, ready your shotgun. You want to aim down
    with your shotgun and try to hit the knight ooze in his weak spot. The knight
    ooze can jump onto the box so when he does, jump down and run to the other box
    and climb up it. This will force the knight to jump down and walk towards you
    and the higher ground gives you a shot at his chest even with his shield up.
    
    The third wave is a little trickier with two knight ooze but rinse and repeat
    the fight. Climb up the boxes and aim down with your shotgun to expose the
    knight ooze's weak point and keep at it until its top half is destroyed.
    
    TIPs: Do not worry about Chris. Chris is invincible so let him handle ooze on
          the ground although he will join you on the boxes later.
          Jumping down the boxes and climbing the ladders give you invincibility
          frames where enemy attacks do not hurt you. Take advantage.
          You can still access the weapon box and change weapons/customize if
          needed
          The only drawback of the box is the limited dodging space when on the
          box with the knight. It is recommended you jump down and run to the
          other box sooner rather than later although watch where you land.
    ------------------------------------------------------------------------------
    
    =Cutscene= End of Episode 9
    
    ==========================
    -Episode 10: Tangled Webs-
    ==========================
    
    =Cutscene=
    
    -----------------------------------------------------------------------------
    Check List|
    ----------|
    Key Items
    N/A
    
    Handprints
    N/A
    -----------------------------------------------------------------------------
    
    Back to Parker for this mission. Our mission is to get to the bridge. Jessica
    will leave us. Go up the stairs, past the weapon box, and around the circle
    to get to doors leading to the "Cafeteria."
    
    There are two ways to get to the elevator: up the stairs or through the bottom
    door.
    
    ------------------------------------------------------------------------------
    Up the stairs|
    --------------
    Go up the stairs and through the door at the top. Here you will meet infected
    Rachel and a projectile ooze. Avoid Rachel and the projectile and go through
    the door on the opposite side of the room.
    
    Go up the corridor and turn right. 3 exploding ooze come for you. Backtrack to
    get some space and get one of the exploding ooze to explode to take the other
    two out. Continue through the corridor through the next door.
    
    Here is infected Rachel and an exploding ooze. Avoid Rachel's lunge attack and
    run past the ooze into the left corridor. The ooze will explode but you should
    be far enough to avoid the blast. Go through the door to your left.
    
    In this corridor, run straight and through the door to your right.
    
    You are in the room with the elevator you need to get to the bridge. The
    elevator is guarded by an exploding ooze and two projectile ooze so strafe in
    with your machinegun and shoot the exploding ooze until it explodes. The
    resulting explosion will be enough to kill the two projectile ooze nearby. Call
    the elevator and go up to the "Bridge."
    
    ------------
    Bottom door|
    ------------
    The first room will contain infected Rachel and an exploding ooze at a close
    distance. You need to get past the exploding ooze and through the double doors
    
    There are two exploding ooze, one between the bookshelves in the middle and
    one by the door. Just run past them through the door on the other side.
    
    Infected Rachel, projectile ooze, and an exploding ooze by the door wait here.
    Go left and past the projectile ooze and turn right and straight to the end
    of the room. Pick up the <<Green Herb>>, turn right and run to the door past
    the exploding ooze.
    
    There is a projectile ooze ahead of you and an exploding ooze to your right
    blocking the door you need to get to. Ignore the projectile ooze, turn right
    at the corridor and pass the exploding ooze through the door. Go straight to
    the elevator and go up to the "Bridge."
    -----------------------------------------------------------------------------
    
    Go through the corridor and through the door. Open the lockers facing left.
    The very right locker holds a <<Green Herb>>. The very left locker holds
    <<Shotgun Shells +8>>. Go through the door and out to the "Bridge".
    
    **Checkpoint** =Cutscene and Grade=
    
    Back to Jill. The door to the back is unlocked. I recommend changing your
    rifle to your handgun here at the weapon box before proceeding. Go through
    the door.
    
    Go through the lab. Go through the corridor. Go through the lab and through
    the door. Turn right and go past the big door all the way to the door at the
    very end and go through. Follow the path and keep on going through the doors
    until you get to the wheel door.
    
    =Save=
    
    Go down stairs and turn left. Jump down the hole into the water. Dive down
    and follow the corridor through the bottom left of the map. You will see some
    debris fall so swim over them to find <<Illegal Custom Parts>>. Backtrack a
    little and turn right and swim up the ladder for air. Climb the ladder.
    
    Go up the stairs and follow the path through to the door. Follow Chris. There
    will be an explosion in this room. Go past the ladder and near the fire to
    find <<Handgun Ammo Case>>. Go back and down the ladder into the water. Walk
    to right and follow the path. Chris will be at the door but you will be
    blocked from getting to him so go through the door on your right.
    
    Follow the path to find Parker. 
    
    =Save=
    
    Talk to Parker to support him so he can walk. Go down the stairs into the
    water and follow the path through the door.
    
    In front of you is <<Handgun Ammo +20>>. Go right and you will be blocked by
    steam. Go back and hit the button on the left behind the fire barrel to turn
    it off. Two ooze will emerge so dispose them and go through the door.
    
    You will meet up with Chris. Go left to find <<Handgun Ammo +20>>. Two ooze
    will attack from the right so kill them and follow Chris. The next room has
    two Projectile Ooze next to a fire barrel so shoot the barrel to kill them
    both. Go into the room.
    
    There will be an explosion followed by an Exploding ooze. Let Chris take care
    of it and follow him to the door. Go through the water and up the stairs to
    land and through the door. Go along the walkway.
    
    =Cutscene and Save=
    
    Another timed mission.
    
    ----------------------------------------------------------------------------
    ---------------------
    Race: Self-Destruct
    ---------------------
    
    Time: 4 minutes 30 Seconds
          1 minute 30 seconds (after save point)
    
    Enemies: Projectile Ooze, Knight ooze
    
    Items
    Green Herb		right of entrance at the beginning of the race
    Handgun Ammo +5		in box 
    Custom Parts		in a box
    Green Herb	
    
    We are given 4 minutes 30 seconds to get off the ship. Run up the stairs and
    through the door. Turn right and open the box for a <<Green Herb>> There is
    a projectile ooze. Jump down the space.
    
    There will be a knight ooze and steam blocking your way. Run to the left
    alcove to the red wheel. Spin the analog stick to shut off the steam and go
    through. Break the box for <<Handgun Ammo +5>> and climb the ladder.
    There is another knight ooze approaching you and a projectile ooze. Run past
    the projectile ooze and the knight ooze and go up the ladder.
    
    Go straight and jump down the hole. Two projectile ooze will drop down next to
    you. Break the box for <<Custom Parts>> and climb the ladder up. The space
    with the projectile ooze with explode.
    
    =Save=
    
    ----------------------------------------------------------------------------
    NOTE: If you die or restart here, you will have 1 minute 30 seconds.
    ----------------------------------------------------------------------------
    
    Go through the door and break the box for a <<Green Herb>>. You want to heal
    and equip the handgun for faster movement. Go through the door outside. The
    ship will begin to sink so boxes will fly at you. Run to the left next to 
    the railing to avoid the falling barrel. Run right to pass the ship hitting
    the deck. There are two falling barrels next to you but only one that will be
    close to hitting you. Stay near the boat hugging the left and go forward for
    the barrel to fly over your head.
    
    Go further up for the second boat to crash down. This one will flip as it
    falls so backpedal for the ship to flip above you. The falling ship will be
    followed by three barrels coming toward you. The first bounces on the railing
    and goes right. The second hits the railing and falls straight. The third
    bounces to off the rail on the left and to through the center.
    
    Run up the bridge and toward the door.
    
    Strategy
    You donít have time to take out the ooze here so focus more on dodging attacks
    rather than engaging with the ooze. During the first section, immediately jump
    down the hole to avoid the projectile ooze. When you face the knight ooze, get
    near and dodge its attack. Run to the left and turn the red wheel to shut off
    the steam.
    
    Dodge the knight ooze attack and run through the new area. Break the box for
    ammo and go up the ladder. There upper walkway has a knight ooze approach you
    so wait for it to come close and shoot the three red barrels to deal damage.
    If it is still alive, dodge its attack and run by it. Ignore the projectile
    ooze and climb up the ladder and drop down the hole. Break the box for the
    <<Custom Parts>> and immediately climb up the ladder.
    
    There are no more enemies. Break the box for a <<Green Herb>> and turn right
    through the door. The ship will start to go down so run straight. Hug the left
    to the rails after the short scene to avoid the first barrel. Hug right until
    you get the ship to fall and then hug the ship and go forward to avoid the
    barrel falling toward you. Run straight hugging the rail. When the second ship
    falls, backpedal so the ship misses you. Run and strafe from the left rails to
    the right wall to avoid the three barrels. Run straight to the door to end the
    race.
    
    TIPs: Equip the handgun when running as it will allow you to run faster.
          Abuse ladder climbing to avoid taking damage and fighting the ooze.
          Do NOT strafe when hugging the first boat or you will be hit by the
          falling barrel.
    ------------------------------------------------------------------------------
    
    =Cutscene= End of Episode 10
    
    =========================
    -Episode 11: Revelations-
    =========================
    
    =Cutscene=
    
    -----------------------------------------------------------------------------
    Check List|
    ----------|
    Key Items
    N/A
    
    Handprints
    28. On the white structure on the very south of the first boss fight
    
    Weapons
    Rocket Launcher
    -----------------------------------------------------------------------------
    
    The chapter will begin with the boss fight. Scan your left to find a
    <<Green Herb>>. There is a <<Green Herb>> on either side of the area. Turn
    around and scan the white stone behind you (with your back to the boss) to
    find a <<Hand Print>>.
    
    
    -----------------------------------------------------------------------------
    ======================
    BOSS: Abyss Monster 1
    ======================
    Recommended Weapon: Rocket Launcher
    Weak point: Tentacles
    Time: 3 minutes 30 seconds
    
    Attacks
    -Slam- the tentacles slam into the ground next to you
    -Projectile- the tentacles shoot three projectiles at you
    
    Items
    Green Herb 		in front of you in the debris (need to scan)
    Green Herb		on the left side of the area you run in
    Green Herb		on the right side of the area you run in
    Rocket Launcher		in boxes dropped by helicopter
    
    Strategy
    This battle is not too hard to beat as long as you keep your cool. Your guns
    are going to be pretty ineffective against the boss so you should run around
    until the helicopter begins to drop boxes. Inside these boxes are rocket
    launchers so use them to shoot and kill the tentacles on the boss. There are
    four tentacles to remove with the launcher so try to aim for the heads of the
    tentacles. Four rockets at the separate tentacles will end the battle.
    
    TIPs: Equip the handgun and run left and right near the back of the area to
          avoid the slams and projectiles.
          When not holding the rocket launcher, equip the gun next to the open
          space so you can immediately switch to the rocket launcher when you
          pick it up.
          Aim for the heads of the tentacles for the highest chance of hitting
          them.
    -----------------------------------------------------------------------------
    
    =Cutscene and Save=
    
    -----------------------------------------------------------------------------
    ======================
    BOSS: Abyss Monster 2
    ======================
    Recommended Weapon: Gatling Gun
    Weak point: Head (of the Tentacles)
    
    Attacks
    -Slam- the tentacles emerge out of the body and hit you
    -Projectile- the tentacles shoot one projectiles at you
    
    Strategy
    You have infinite ammo with your Gatling gun but it can overheat so be careful
    of your meter when shooting. Remember that you can use grenades with X and that
    they recover over time and you can cool down your gun with B. However, you will
    not be able to shoot while cooling down.
    
    The first sweep will bring the helicopter to the right of the boss so shoot at
    its tentacles. The boss will initially show two but will increase to three and
    four as you kill the tentacles. After the fourth one emerges, the helicopter
    moves.
    
    The second phase will have the helicopter move toward the front of the monster.
    In this phase, four tentacles coming at you (two per side) so shoot the heads
    of the tentacles to defeat them. There are two coming from both sides and the
    tentacles will occasionally start to launch projectiles at you one at a time.
    Keep the pressure up and don't afraid to use grenades when a tentacle comes to
    close for comfort.
    
    At the final stage, Chris will ask if the fight is over and monster will come
    back to life with smoke coming out of the top of its head. The pilot will hand
    you a rocket launcher with a target system. Hold Y and center your target on
    the grey sponge in the boss' mouth. After the rocket is locked on, press Y to
    fire and end the battle.
    
    TIPs: There are usually two or three tentacles coming at you so if you are
          overwhelmed, launch a grenade with X to take one out.
          Chris does not overheat so look at where he is shooting if you are free
          to see other tentacles emerging.
          The grenades regenerate over time so use them in emergencies.
          Only one grenade is necessary to kill a tentacle.
          Aim for the head of the tentacle for the most damage.
          Mash B to cool down your gun
    -----------------------------------------------------------------------------
    
    **Checkpoint** =Cutscene and Grade=
    
    ---------------------------------------------------------------------------
    Check List|
    ----------|
    Key Items
    Tourniquet
    
    Handprints
    N/A
    ---------------------------------------------------------------------------
    
    Back to Parker in a flashback. Unlike previous chapters, our inventory from
    previous episodes with Parker does not carry over. Go right and up the stairs
    and turn left. There is a hunter at the top of the stairs. Take the
    <<Green Herb>> to your left and go on the elevator.
    
    Get off the elevator and head straight out. You will see Raymond to your
    right being attacked by monsters. Pick up <<Handgun Ammo +15>> and shoot
    the hunters that come toward you. There should be around four hunters total.
    Press Y to help Raymond up.
    
    =Save=
    
    Check the boxes to your right for <<Handgun Ammo +10>>. Go straight and past
    the sign on your right and enter the door to your left. Pick up some
    <<Handgun Ammo +10>> from the shelves in front and a <<Green Herb>> on the
    table on the right of the room. Go forward and through the door on the other
    side.
    
    Go forward and pick up <<Handgun Ammo +10>> from the boxes to your right. A
    hunter will jump round the corner so take it out. Turn the corner to see
    another hunter come out. Turn the corner again to find another hunter and
    dispose it. Pass the door and go to the end of the hall into the door on your
    right. Check the room for <<Handgun Ammo +10>>, a <<Hand Grenade>>, and a
    <<Green Herb>>. Go out of the room, down the hall, and through the door to
    your right into the conference room. Take the <<Handgun Ammo +10>> from the
    conference table and go through the door on the other side. Move right once
    outside the conference room.
    
    After letting Raymond down, run straight back and go over the sign. You will
    find a <<Green Herb>> and <<Machinegun Ammo +30>>. Go back over the sign and
    through the door to your right. Go through the conference room through the
    door, turn right and follow the path round the two corners and straight
    through the door ahead.
    
    Go through the room and through the other door. Go over the sign here and
    follow the path and turn right at the end. Go through the door.
    
    Go up the stairs. You will run into a hunter. Kill it and take the
    <<Green Herb>> on the floor. Continue going up and go past the fourth and
    fifth floor up to the sixth. A hunter will appear so kill it. You can find
    a <<Green Herb>> and <<Handgun Ammo +15>>. Go back down to the fourth floor
    and enter it.
    
    Turn left to pick up <<Handgun Ammo +10>> from the top corner. Turn back and
    go through the double doors.
    
    In the office, open the center locker for <<Handgun Ammo +10>>. On the bottom
    left cubicle is a <<Hand Grenade>>. There are 3 hunters here, 2 among the
    cubicles and one in the other room. Dispose the hunters and go to the far
    locker to collect <<Machinegun Ammo +30>> (bottom right on map). Go forward
    to the pile of rubble to pick up a <<Green Herb>>, <<Machinegun Ammo +30>>,
    and a <<Tourniquet>>. Check the left locker to your left for
    <<Machinegun Ammo +30>>. Check the cubicle on the right of the rubble for
    <<Machinegun Ammo +30>>. Check the plant for another <<Machinegun Ammo +30>>.
    Head back out of the office.
    
    On your way down the stairs (between the third and fourth floor), another
    hunter attacks. Dispose and go to the third floor.
    
    At the third floor, two hunters will come and attack. Kill them and continue
    along the path and over the sign. Turn right and through the door. Continue
    through the room through the other door.
    
    Go forward and another hunter attacks. Kill it and turn the corner. There
    will be two more hunters. Continue and take the door on your left. You will
    see two hunters jump over the sign. Go through the conference room. Raymond
    is being attacked by three hunters. After they are dead, two more come. Talk
    to Raymond.
    
    =Cutscene and Save=
    
    Go through the door Raymond was previously leaning against. Go through the
    room and through the door on the other side. Turn left and follow the path to
    the next area.
    
    Go toward the bench and a hunter will appear. Kill it and collect
    <<Handgun Ammo +10>> and <<Machinegun Ammo +30>>. Break open the box on the
    right for <<Handgun Ammo +5>>. Call the elevator and go down.
    
    Exit the elevator and pick up <<Handgun Ammo +10>> from the bench on the left
    and <<Machinegun Ammo +30>> and a <<Green Herb>> from the right. Go down the
    stairs.
    
    =Save=
    
    Collect <<Machinegun Ammo +30>> from the bench on the left and
    <<Handgun Ammo +10>> from the rubble on the right. Go through the corridor.
    
    A hunter will appear to your right so kill it. Continue along the walkway and
    go down the stairs.
    
    Pick up <<Machinegun Ammo +30>> on the near the big windows. Go to the alcove
    on the bottom right of the screen for <<Machinegun Ammo +30>>. There is a box
    up on the opposite stairs with a box containing <<Handgun Ammo +5>>. Under the
    stairs next on a pile of boxes is <<Machinegun Ammo +30>>. Go around to the
    other side to find <<Machinegun Ammo +30>> and <<Hand Grenade>>. There is
    <<Handgun Ammo +10>> on the stairs in the center. There is a <<Green Herb>>
    and <<Machinegun Ammo +30>> on the table in the center of the room. There is a
    <<Green Herb>> and <<Handgun Ammo +10>> on the benches on the very left of the
    room under the stars leading to the control room. 
    
    You will first be attacked by three hunters. After killing them, go up the
    center stairs on the right (the left is blocked by rubble). There is a box
    containing <<Handgun Ammo +5>>. Go straight down the other stairs to the
    rubble to find <<Machinegun Ammo +30>>. Pass the double doors to the right to
    find <<Machinegun Ammo +30>> and <<Handgun Ammo +10>>. Go up to the double
    doors leading to the command room. Raymond will leave and five hunters attack.
    Kill them to bring an end to the mission.
    
    =Cutscene= End of Episode 11
    
    ===============================
    -Episode 12: The Queen Is Dead-
    ===============================
    
    =Cutscene=
    
    -----------------------------------------------------------------------------
    Check List|
    ----------|
    Key Items
    Voice Recorder
    Norman's PDA
    
    Handprints
    29. On the bloody wall to the right of the blood in the dining room.
    30. On the stone pillar below where Norman is sitting.
    -----------------------------------------------------------------------------
    
    Spin the analog stick to open the door. Swim to the bottom right for
    <<Shotgun Shells +8>>. There is a <<Green Herb>> on the shelves to the left.
    Go to the door. You will need to use the touch screen and follow the line
    to open it.
    
                             ____________________________
    			 |                          |
                       Start |-------                   |
                             |      |                   |
                             |      |                   |
                             |      --------------------| Finish
                             |                          |
                             |                          |
                             |                          |
                             |                          |
                             |__________________________|
    
    Go through the door and through the corridor to the next door. There is
    <<Rifle Ammo + 6>> on the shelf at the top right. Avoid the carcass and look
    to the door on the north.
    
                             ____________________________
    			 |                          |
                             |                          |
                             |                          |
                       Start |------             -------|Finish
                             |     |             |      |
                             |     |-------------|      |
                             |                          |
                             |                          |
                             |                          |
                             |__________________________|
    
    There is a <<Green Herb>> on the shelf to the left. There is some
    <<Machinegun Ammo +45>> on the shelf to the right. There is
    <<Illegal Custom Parts>> on top of the table on the right. Back track to the
    previous room and go to the door to your right.
    
    			 ____________________________
    			 |                          |
                             |         ---------------- |
                             |        |                ||
                       Start |--------|           -----||
                             |                    |     |
                             |                    |     |
                             |                    ------| Finish
                             |                          |
                             |                          |
                             |__________________________|
    
    Go into the room and avoid the various carcasses in the water. Go through the
    door into the next area.
    
    Go straight through the corridor and turn left. Go into the room and collect
    <<Rifle Ammo +6>> on the right and <<Machinegun Ammo +45>> on the left. Look
    down at the pile to find <<Rifle Ammo Case>>. Exit the room and head straight.
    
    Swim to the end and turn right to find another corridor. There is
    <<Handgun Ammo +6>> on the ground. Go to the end of the corridor to the door.
    
    			 ____________________________
    			 |                          |
                       Start |-----                     |
                             |    |       -------       |
                             |    |      |      |       |
                             |    |      |      |       |
                             |     ------       |       |
                             |                  --------| Finish
                             |                          |
                             |                          |
                             |__________________________|
    
    Go into the room. Collect <<Random Ammo>> from the shelf to the right. Examine
    the electric box. Swim to the door on the left.
    
    			 ____________________________
    			 |    ---------------------- |
                             |   |                      ||
                             |   |                      ||
                             |   ----                   ||
                             |       |                  ||
                             |   ----|             ----- |
                             |   |                |      |
                       Start |---                 -------| Finish
                             |                           |
                             |___________________________|
    
    =Save=
    
    Swim into the room, above the rubble, and through the window in the right.
    There is a carcass swimming here so swim fast wherever you go because if it
    catches you, it is instant death.
    
    Swim to the left and through the window above. Search for ground for a
    <<Pulse Grenade>>. Swim out and swim close to the ground and to the right into
    an opening. Swim through the room to the next opening. Collect the
    <<Pulse Grenade>> on the grate and swim up to the next grate.
    
    There is another carcass swimming counter-clockwise around debris in the
    center in this area so swim above it to not be eaten. Swim through the grate,
    turn the corner left, go through the right side of the debris while collecting
    the floating <<Handgun Ammo +10>>, and swim into the lower grate straight
    ahead. Collect <<Machinegun Ammo +45>> and press the switch.
    
    =Save=
    
    Swim out the grate, through the right side of the debris and straight to the
    grate. Go through the two areas and wait for the carcass to pass. Swim up
    and through the grate to your right. Swim left to the room back to Chris.
    
    Go through the door Chris unlocked. There is <<Rifle Ammo +6>> to your right
    on the table. Swim up the hole with the ladder.
    
    =Cutscene and Save=
    
    Collect the <<Voice Recorder>> from the body. We learn about the video log. Go
    through the wooden door on your right. Go down the hall and turn left. Turn
    left before the carcass and head straight through the doorway.
    
    Pick up the <<Shotgun Shells +6>> on the chair next to you. Scan the body and
    pick up <<Machinegun Ammo +160>>. Go through the door on the other side.
    
    Scan the white cloth on your left for <<Hand Grenade>>. Scan the <<Handprint>>
    on the bloody wall. Scan the broken cupboard to find <<Shotgun Shells +25>>.
    Scan the broken cupboard on the right of the room for a <<Green Herb>>. Go
    through the opened door.
    
    =Cutscene=
    
    There is <<Machinegun Ammo +50>> on the table in the top left at the right of
    the projector screen, a <<Green Herb>> next to the wheel door to its right,
    and <<Shotgun Shells +10>> next to the projector. Scan the bottom left of the
    projector screen for <<Hand Grenade>>. There is a weapon box here so customize
    your weapons. When you are ready go through the wheel door.
    
    Go down the stairs. The body on the left has <<Shotgun Shells +10>>. Go to the
    bottom of the stairs and open the wheel door.
    
    Enter the room to see Norman reciting. You can find a <<Green Herb>> on a
    chair to your left. Scan the rock to your right for <<Shotgun Shells +25>>.
    There is <<Random Ammo>> a little further up next to the green herb. There is
    also a weapon box here. As you get close, Norman will clutch his stomach in
    agony.
    
    When you are close enough, scan the <<Handprint>> on the stone pillar Norman
    is on. Scan the rock to the right of Norman  (your left) for some
    <<Magnum Ammo +6>>.
    
    Get close to Norman for him to drop <<Norman's PDA>>. Head back to the wheel
    door to leave.
    
    **Checkpoint** =Cutscene and Grade=
    
    ------------------------------------------------------------------------------
    ======================
    BOSS: Infected Norman
    ======================
    Recommended Weapon: Rocket Launcher, Magnum, Shotgun, Rifle
    Weapon: Parasite (Back)
    
    Items
    Green Herb	
    Random Ammo
    Random Ammo
    
    Attacks
    =First Phase=
    -Teleport-	If you run away from Norman, he will teleport in front of you
    -Distort Slam-	A variant, after teleporting, Norman will distort your vision
                    to mess your timing for the dodge. Dodge when Norman becomes
                    clear.
    -Grab Finisher-	If you are too close to Norman, he will grab you. Mash Y to
                    escape. 
    
    =Second Phase=
    -Illusion Slam-	
      -Version 1    Norman splits into three, two being illusions and slams. Look
                    for the one emitting purple smoke and shoot to disrupt.
      -Version 2    Norman splits into two, the illusion being in front. Quick
                    turn and shoot.
    -Delayed Slam- Norman will teleport and an illusion of Norman will appear to
                   smash at you, followed later by the real Norman smashing you.
                   Wait for the smoke-emitting Norman and dodge.
    -Grab Finisher- Norman will grab Jill. Mash Y to escape. If you do not mash
                    fast enough to escape, Norman will instantly kill Jill
                    regardless of health.
    
    =Third Phase=
    -Rush-		Norman will rush at you. Dodge when he gets close.
    -Dual Rush-	Norman and his illusion will both rush toward you to try to
    		hit you. Wait for the real one to swing to dodge.
    -Distort Combo-	Norman will walk toward you and use his illusion. One, two, or
                    three illusions will attack you but do no damage. The real
                    Norman will appear after to attack so dodge when you see
                    Norman with purple smoke.
    
    Strategy
    You are going to have to bring out the big guns and rely on your dodge for
    this fight. You cannot run away from Norman and he will constantly hunt YOU.
    Norman attacks you in his first phase with his slam which he telegraphs so
    make sure Norman is in your sight and dodge the slam. When he distorts your
    vision, try to wait until the distortion is gone (you can tell since Norman is
    not fuzzy) and tilt the stick to dodge the attack. After dealing enough damage
    he will stagger and roar. This is the start of the next phase.
    
    The second phase is even tougher. Norman will split into three and all three
    will simultaneously attack you. You cannot dodge this attack so you need to
    interrupt it by shooting Norman. Look for the one emitting purple smoke. A
    single shot with any gun is enough to interrupt him. After several rounds,
    Norman will begin his delayed slam attack so watch out for the illusion and
    dodge when you see purple smoke coming from the monster raising his arm.
    
    After taking enough damage, Norman will start to kneel down and rush toward
    you. This is the start of his third phase. During this phase, Norman will use
    his Distort Combo so reload while the illusions are attacking you and get
    ready to dodge the real attack. 
    
    After enough damage, the parasite on Norman's back bursts and pulses red.
    Chris will ask "is his immortal?" when this happens. Dodging Norman's attack
    and shoot his back until he dies.
    
    TIPs: Norman periodically uses a short swing with his right hand to catch you
          off guard which you can also dodge.
          Backpedal from Norman to make him come to you. Norman will periodically
          try to grab you with his right hand and if he does, his grab can become
          an instant finisher.
          Although ammo conservation is not too much of a problem, do not shoot
          Norman when he starts his illusion (Eye flashes) since your bullets will
          pass through him.
          If you are having trouble dodging, use the weapon box when Norman
          attacks for invincibility frames. (Cheap I know).
          If you still have the rocket launcher from the first race (to the UAV),
          use it here, optimally on the third phase since Norman lies prone more
          and is easier to shoot.
    ------------------------------------------------------------------------------
    
    =Cutscene= End of Episode 12
    
    =========
    Epilogue
    =========
    The game briefs us of the fates of the characters we played as and encountered
    during the game. Not going to spoil it for you so see for yourself...
    
    To be continued in RE5 DLC, Lost in Nightmares...
    ==============================================================================
    After the credits roll, you will be informed of what you unlocked. If this is
    the first time you cleared the game, you unlock the following:
    
    -New Game + (start from beginning but retain all weapons and equipment)
    -"Hell" Difficulty for Campaign Mode
    -Raid Mode
    -Hydra Shotgun
    
    NOTE: To collect your achievements, you need to go to the "Mission" screen and
          select the missions you completed by putting your cursor over the cleared
          mission (with check mark) and press A to receive your prize.
    
    ==============================================================================
    ------------
    4.RAID MODE
    ------------
    ==============================================================================
    I am not the best "raider" so I will not be giving strategies in this guide to
    get the best scores. However, I will list enemies that appear in the various
    stages as well as the weapons I think are recommended for the various stages.
    
    Most raid stages consist of getting from point A to point B or completing
    missions very similar to the one during campaign. I recommend purchasing
    full ammo for the guns/grenades/herbs you use since it would be tedious to go
    to past missions to collect the ammo necessary and BP becomes negligent after
    a while (you earn more BP for harder missions so the costs of refuelling
    is not as high. BP is still important for upgrades but the amount of BP you
    earn for harder missions easily cover your ammo costs).
    
    SPECIAL MARKS
    -------------
    During your mission, you will run into ooze with special marks next to their
    health bar, signifying that ooze is special and has added attributes to make it
    a tougher enemy to kill.
    
    Orange Fist		Enemy has increased attack power
    Green Shield		Enemy has significantly increased defense
    Blue Running Man	Enemy runs at double speed
    
    Stage 1
    Recommended Weapons: Machinegun, Shotgun, Rifle
    
    -Enemies-
    Ooze
    
    Stage 2
    Path: Go through first area of beach and kill globsters
          Go through tunnel into second area
          Go kill globsters in second area
          Kill all enemies for medal to appear on bridge in second area
          End
    
    -Enemies-
    Globster
    
    Stage 3
    Recommended Weapons: Machinegun, Shotgun
    
    -Enemies-
    Dog
    
    Stage 4
    
    
    -Enemies-
    
    
    Stage 5
    
    
    -Enemies-
    
    
    Stage 6
    
    
    -Enemies-
    
    
    Stage 7
    
    
    -Enemies-
    
    
    Stage 8
    
    
    -Enemies-
    
    
    Stage 9
    
    
    -Enemies-
    Infected Fish
    Infected Stingray
    Ooze
    
    Stage 10
    
    
    -Enemies-
    Dog
    Large Dog
    Farfarello
    
    Stage 11
    
    
    -Enemies-
    Hunter
    Ooze
    Spiky Ooze
    Projectile Ooze
    Scagdead
    
    Stage 12
    
    
    -Enemies-
    Spiky Ooze
    Projectile Ooze
    Graghignazzo* (appears after all the enemies have been defeated)
    Graghignazzo* (appears after killing the first, has a special boost)
    
    Stage 13
    
    
    -Enemies-
    Hunter
    Projectile Ooze
    Infected Rachael
    Scagdead
    
    Stage 14
    
    
    -Enemies-
    
    
    Stage 15
    Recommended Weapons: Machinegun, Rifle
    Path: Casino (kill Scagdead x2 for old key)
          Promegrade (kill ooze for key and go to other locked door to elevator)
          Deck (kill hunters x8 [3 at initial entrance, 3 hunters on the deck +
                2 special])
          End
    
    -Enemies-
    Ooze
    Projectile Ooze
    Explosive Ooze
    Infected Fish
    Spiky Ooze
    Scagdead x2
    Hunters x6
    
    Stage 16
    Path: Run through path into projector room
          Projector room (kill hunters for old key)
          Elevator to supercomputer (kill all enemies)
          End
    
    -Enemies-
    Hunter
    Farfarello
    Dogs
    
    Stage 17
    Path: Kill projectile ooze for old key, so into lab
          Go through lab to the center platform with big red vial
          Kill ooze, projectile ooze, and scarmiglione x3 for old key
          Go down elevator, kill infected fish
          Go through door, kill projectile ooze x2 and Scarmiglione
          Go through locked door into underground lab, kill projectile ooze x2 and
          Scarmiglione(+ Speed bonus)
          End
    
    -Enemies-
    Projectile Ooze
    Ooze
    Scarmiglione
    Infected Fish
    
    Stage 18
    Path: Run through the labs back to the entrance
          Jump down the hole into the water
          Follow the path
    
    -Enemies-
    Hunters
    Baby Dra
    
    Stage 19
    Recommended Weapons: 
    
    -Enemies-
    
    
    Stage 20
    Recommended Weapons: Magnum, Rifle, Shotgun
    Recommended SubWeapon: Pulse Grenade
    
    -Enemies-
    3x Scagdead
    Infected Norman* (Appears after killing the scagdeads)
    
    Stage 21
    Recommended Weapons: Shotgun
    Recommended SubWeapons: 
    
    -Enemies-
    
    
    ==============================================================================
    ------------------------------
    5. HELL MODE/NO HERB RUN TIPS
    ------------------------------
    ==============================================================================
    Rather than create a whole new walkthrough for HELL or a no-Herb run on casual,
    I have decided to write strategies for certain areas of notable difficulty to
    help get past these areas. Since a HELL run is very similar to a no-herb run
    in terms of difficulty in terms of difficult areas in the game, I will outline
    these areas per episode and give tips and strategies for these areas in
    question.
    
    NOTABLE DIFFERENCES IN HELL
    -Enemies are tougher and deal more damage
    -Character can only take around three, possibly decent hits before dying
    -HELL has better custom parts and more ammo cases to hold more ammo
    
    NOTABLE DIFFERENCES IN CASUAL
    -Enemies have less health and deal less damage (optimal for no-herb run)
    
    TIPS BEFORE STARTINGS
    -RECOMMEND having collected all hand prints beforehand
    -RECOMMEND doing the no-herb run on casual last
    -MUST learn dodging pattern for bosses, notably Rachael and 
    
    
    ==========================
    Episode 1: Into the Depths
    ==========================
    
    Nothing of notable difficulty.
    
    ==========================
    Episode 2: Double Mystery
    ==========================
    
    This is a relatively tough chapter to go through without using a herb so here
    is a guide of objectives to avoid.
    
    The initial climb down the mountain to the plane crash site should have no
    problems. Make sure to scan around to collect handgun ammo.
    
    After entering the cave, three dogs will run toward you. Use your shotgun
    before they leap toward you to kill them, one shot each being more than
    sufficient to dispose of them.
    
    In the section before the bridge, you will face two dogs. I recommend sniping
    them from afar with your handgun to kill them. Going on the bridge brings three
    dogs from the other side so shoot them on the narrow gap with your shotgun
    before they jump toward you. Jump the gap and collect the 2 decoys to your
    left.
    
    ------------------------------------------------------------------------------
    -------------------
    Fight: Dog Swarm 1
    -------------------
    Recommended Weapons: Shotgun, Decoy
    
    This is not a difficult fight but I am going to put some strategies here
    because losing too much health in this fight will make the next one much
    harder. I recommend resetting if you are hit more than a total of four times
    after completing this fight.
    
    There should be around six dogs, four small and two large, in the area. Equip
    your shotgun for this fight and shoot the two big dogs as they run toward you.
    A single shot should be enough to kill them. 
    
    When the small dogs appear, toss a decoy to kill the majority and kill the 
    rest with a shotgun. Collect the decoys and ammo lying around and scan the
    two rocks at the end for some more ammo.
    ------------------------------------------------------------------------------
    
    You should have only used around 1 decoy and recieved four hits total by this
    point. Continue along the path and break the boxes for more ammo. Equip your
    decoys and handgun and then jump the gap.
    
    ------------------------------------------------------------------------------
    -------------------
    Fight: Dog Swarm 2
    -------------------
    Recommended Weapons: Handgun, Decoy
    
    This fight is probably the first difficult section for a no-herb run. Although
    the dogs do not do much damage on their own, there are alot of them and can
    overwhelm you easily since you only have a handgun and a couple of decoys at
    your disposal.
    
    At the beginning of the fight, you should have around 4-5 decoys and a full
    stock of 90 bullets (10 in gun, 80 in stock).
    
    The first wave of dogs will come from the left so use only your handgun in
    this section. Each dog should only take one shot to kill on casual, two if you
    miss the head. Only aim for dogs running toward you and ignore the ones that
    circle for now. Jessica will state that she "and her sweet ass" is on the way.
    
    The second wave brings two big dogs and two small dogs from the right. I
    recommend throwing a decoy here to prevent being overwhelmed and to get rid
    of the dogs. The decoy has a large blast and attracts a couple of dogs so do
    not waste ammo shooting the dogs circling the decoy. Keep a look out for dogs
    running toward you and shoot them with your handgun. Most should go down with
    one shot. After killing a couple of dogs, there should be six or so on the
    field so throw another decoy.
    
    Jessica should have come by to pick you up by now. Swtich to your shotgun and
    kill the remaining dogs that run around. Use decoys and do not be afraid of
    using your ammo here. After killing the dogs, walk toward the ladder to end
    the level.
    ------------------------------------------------------------------------------
    
    The <<screwdriver>> is in the bath rather than the toilet seat so drain the
    water to obtain it. (HELL Mode)
    
    -Panel for HELL Difficulty-
    
    Start
    
    		----------------------------------
    		[    O	       _O___   ____O	]
                    [           __/     \ /  _/     ]
    		[    	   / 	   / \  /       ]
    		[    	  /  	 /    \/____    ]
    		[    O----------O-----/-----O 	]
    		[     \_/     /     _/        	]
    		[      /\__/   	   /            ]
    		[     / _/   \___ /        	]
    		[    O/          O          O	]
    		[				]
    		----------------------------------
    
    1.Top center left
    2.botton center right
    3.middle center down
    4.middle right left
    5.middle center up
    6.middle left right
    7.bottom left up
    8.bottom center right
    9.middle center down
    10.middle left right
    11.middle center right
    12.top center down
    13.top center left
    14.middle right left
    15.bottom right up
    16.bottom center right
    
    Final solution should look like this
    
    		----------------------------------
    		[    O___       O     _____O	 ]
                    [    |   \           /     |     ]
    		[    | 	  \   	    /      |     ]
    		[    |	   \____ __/       |     ]
    		[    O	        O          O 	 ]
    		[    |	                   |	 ]
    		[    |	     	           |     ]
    		[    |	           	   |     ]
    		[    O----------O-----------O	 ]
    		[				 ]
                    ---------------------------------
    
    ============================
    Episode 3: Ghosts of Veltro
    ============================
    
    Part 1
    This scenario with Parker is literally Hell on this difficulty. Due to the
    lack of custom parts, your handgun is going to be near useless in this level so
    for the first half, you are going to have to rely on hand grenades and your
    machinegun. There should be enough ammo around but you should focus on a run
    and gun to survive rather than kill your enemies.
    
    In the first area, go around the desks and collect the machinegun ammo, handgun
    ammo, and the hand grenade at the very right. The handgun ammo is not going to
    be essential since you will rarely rely on it but its best to have a backup.
    Go through the double doors.
    
    In this fight, you do not have to kill the hunters but rather, get to and
    through the doorway to the next area. Before going down the stairs, turn left
    and go to the very end for a <<Green Herb>>. Retreat, equip your machinegun
    and go down the steps. 
    
    Hunters will begin to appear to quickly run underneath the right staircase,
    collect the <<Green Herb>> and climb up the staircase. Shoot any hunters in
    front and run past them. Keep running past them to the right and through the
    open doorway. Two more hunters appear so gun them down and run past them into
    the elevator.
    
    Part 2
    Not too tough. The boss should not be too difficult either.
    
    =================================
    Episode 4: A Nightmare Revisited
    =================================
    
    Freaky but nothing of notable difficulty imo. See boss section on Rachael for
    more help if needed.
    
    =============================
    Episode 5: Secrets Uncovered
    =============================
    Part 1
    
    Part 2
    Keith's section of episode 5 can be tricky for a no herb run due to the lack of
    custom parts and the big fight that comes up in this section. However, the fight
    should not be too tough if you keep your health up and use proper strategy.
    
    =========================
    Episode 6: Cat and Mouse
    =========================
    Part 1
    This part is not too tough unless you have trouble with scagdead. 
    
    Part 2
    The only tough spot here in my opinion is the boss at the end. See the boss
    section below for strategies against the boss.
    
    -Panel for HELL Difficulty-
    Start
    
                    ----------------------------------
    		[    O        __O	   O	]
                    [    |\___   /  |_________/|    ]
    		[    |    \ /  _/          |    ]
    		[    |	   / \/ |          |    ]
    		[    O----------O----------O 	]
    		[     	 /  /   |\____          ]
    		[    	/  /    |     \___      ]
    		[      /  /     |         \     ]
    		[    O/__/      O----------O	]
    		[				]
    		----------------------------------
    
    1.top center down
    2.top left right
    3.middle left up
    4.middle center left
    5.bottom center up
    6.bottom left right
    7.middle left down
    8.middle center left
    9.middle right left
    10.top right down
    11.top center right
    12.top left right
    13.middle left up
    14.bottom left up
    15.bottom center left
    16.bottom right left
    17.middle right down
    18.top right down
    19.top center right
    20.middle center up
    21.bottom center up
    22.bottom right left
    23.middle right down
    24.top right down
    25.top center right
    26.middle center up
    27.middle right left
    28.top right down
    29.top center right
    30.top left right
    31.middle left up
    32.bottom left up
    33.bottom center left
    34.middle center down
    35.middle right left
    36.bottom right up
    37.bottom center right
    38.middle center down
    
                    ----------------------------------
    		[    O----------O----------O	]
                    [    |                     |    ]
    		[    |	  	           |    ]
    		[    |    	           |    ]
    		[    O          O          O 	]
    		[    | 	                   |  	]
    		[    |	     	           |    ]
    		[    |	                   |    ]
    		[    O----------O----------O	]
    		[				]
    		----------------------------------
    
    =Cutscene= End of Episode 6
    
    ===========
    Episode 7:
    ============
    
    ==========================
    Episode 8:All on the Line
    ==========================
    This chapter sucks on no-herb runs for Part 2 with Chris.
    
    Part 1
    Should have no difficulty with Jill. Just swim to the location you need to get
    to and keep an eye out for oxygen.
    
    Part 2
    This boat ride as Chris with Jessica is painful due to the fact that your hit
    box becomes massive and the enemies dont let up. Lucikly, this shooting session
    is not too long but it can be difficult.
    
    ------------------------------------------------------------------------------
    ======================
    Boss: Underwater Ooze
    ======================
    Recommended Weapon: Ship Gatling Gun
    Weak point: mouth
    
    Attacks
    -Launch- The tentacle launches itself at you. Shoot the mouth to intercept
             its attack.
    -Projectile- The tentacle launches three small projectiles at you. Shoot
                 them down with the Gatling gun.
    
    There are 3 phases of note to consider. The first two phases are not too tough
    but the last phase requires some grenade spamming to survive at the end. Here
    is the action and how to deal with each "phase."
    
    Phase 1
    A tentacles will leap toward Chris.
    A tentacle will launch three projectiles
    Two tentacles leap toward Chris
    A tentacle will launch three projectiles
    
    Phase 2
    Chris says to go around.
    A tentacle will launch three projectiles
    Tentacle will leap at you
    A tentacle will launch three projectiles
    
    Phase 3
    You get closer to the boat.
    Two tentacles leap toward you
    A tentacle will launch three projectiles
    Two tentacles leap toward you
    As you get closer, tentacles will rapidly launch themselves at you
    After five or six waves, the battle ends.
    
    =Strategy=
    Phase 1
    Shoot the tentacle with a grenade or gunfire to take it down
    Keep an eye out for the three projectiles and shoot them down
    For the first two tentacles, launch a grenade at one and shoot at the other to
    interupt the attack.
    Shoot down the projectiles and cool down with "B"
    
    Phase 2
    You enter the second phase and will be going past the tentacles
    The first will be two tentacles leaping at you so launch a grenade and shoot
    the other
    The next will shoot projectiles so shoot them down
    Another tentacle will leap at you so shoot it down with fire
    The last will shoot three projectiles so shoot them down
    
    Phase 3
    The final phase is the trickiest so it would be ideal if you only got hit a
    few times by this point.
    Two tentacles will leap at you but not at the same time so time your grenade
    well. It may be possible to shoot both down with gunfire only.
    A tentacle will shoot projectiles so shoot them down
    Another two tentacles launch themselves at you so shoot ONE grenade and gunfire
    to take them down.
    Three tentacles will come up and alternate launching themselves at you so use
    gunfire as necessary to take them down and launch grenades if they are just
    about to hit you. This is the last phase so do not get worried using up your
    grenades here.
    After surviving five or six tentacles, the battle ends
    
    NOTE: The projectiles travel in a triangle formation and need to be shot down
          or will each deal damage
          Grenades recover over time so do not be afraid to use them.
    ------------------------------------------------------------------------------
    
    **Checkpoint** =Cutscene and Grade=
    
    ===================
    Episode 9: No Exit
    ===================
    Starting Equipment
    Machinegun - G36        30 (120)
    Shotgun - M3            6 (21)
    Handgun - M92F          10 (57)
    
    Subweapons
    Knife
    3x Hand Grenade
    
    You want to go through this section suffering as little damage as possible
    before the big fight. Luckily, it is very easy to do so.
    
    Go down the stairs and through the door to your right. Go through the room with
    the bunk beds. Go out through the door and turn the two corridors. Ready your
    machine gun and strafe forward until two hunters jump out and attack. Try to
    kill both without getting hit once but if you are, simply reset. Do not be
    afraid to splurge a little with your machine gun since you can pick up 80 more
    bullets for the machine gun in the projector room.
    
    Now that the enemies are cleared, go to the far unlocked room with the
    projector, open the two lockers at left of the projector for shotgun shells
    and some machinegun ammo, scan the chair for machinegun ammo, and take the
    elevator up.
    
    -------------------------------------------------------------------------------
    ----------------
    Fight: FBC Hack
    ----------------
    Enemies
    Dog
    Hunter
    Farfarello
    
    Set-up
    ------
    This battle will require good use of both weapons and subweapons to survive
    without using herbs. I recommend switching your handgun for a Rocket Launcher
    
    
    Fight
    -----
    I recommend climbing up the ladder opposite 
    
    -------------------------------------------------------------------------------
    
    Part 2
    Jill's section is not too tough given you have custom parts and a good area to
    move around. There should not be any tough sections in this area, especially
    after beating Keith's nightmare.
    
    Turn left and use your fingerprint to go through the door. Pick up the
    necessary ammo and go through the room. 
    
    ========================
    Episode 10:Tangled Webs
    ========================
    Parker's section is not too tough and short as long as you have mastered
    dodging Rachael's attacks. Unless you want her unique dropped custom part, just
    go through the level. Jill's part with Parker gets a little tricky however.
    
    Starting Equipment
    -Weapons-
    Handgun - Government      7 (40)
    Machinegun - G36          30 (90)
    Shotgun - M3              6 (18)
    
    -Sub Weapons-
    Axe
    3x Shock Grenade
    
    Part 2
    Jill's section can be a little tricky especially when escorting Parker since
    you only have a handgun (although it switches to the powerful Government
    handgun). You also lose your custom parts.
    
    After picking up Parker, walk into the water and left through the door. Walk
    right and get blocked by the steam. Walk back and use the button to turn off
    the steam. Two ooze come up after the pipes are off so kill the closer ooze
    with your handgun and strafe back. Shoot the barrel when the second ooze comes
    near to kill it, allowing you to walk past through the next door.
    
    You will meet up with Chris. Turn right and aim at the barrel to blow it up
    when the two ooze come close enough. Turn back to pick up some handgun ammo
    and continue forward.
    
    Follow Chris and stay behind. There are two projectile ooze so shoot the barrel
    in front of them to kill them both. Go forward in between the tanks with Chris
    leading. An exploding ooze will appear so turn back and allow Chris to eat the
    blast. Go through the two doors and onto the bridge for a cutscene.
    
    ------------------------------------------------------------------------------
    --------------------
    Race: Self-Destruct
    --------------------
    
    This race should not be too difficult for Hell or no-herb since if you followed
    the instructions above, you should have not received any damage.
    
    Run to the right and jump down the gap. There is a scagmilion that charges at
    you so shoot the barrel as it closes in to distract it. Use that time to run
    left and turn the wheel. You should have enough time to turn off the steam.
    Dodge past the scagmilion and run to the ladder. There is a box to break for
    a herb if you want.
    
    Up the ladder, there is a projectile ooze you want to snipe with the rifle for
    a quick kill. Go forward for the scagmilion to fall down. Run back and wait
    for the scagmilion to enter the blast range of the barrels and shoot them. Run
    past the scagmilion and to the next area. Drop down.
    
    There is a box here with a custom part but ignore it if you got it before and
    run to the ladder on the right and climb up it. Taking too long will leave
    you open to the swings of the projectile ooze.
    
    *Save*
    
    There is a box with a herb here if you are low. Go through the door and run up
    the walkway. A mini cutscene will occur. Run on the left next to the railing to
    avoid the first barrel that falls.
    
    Next, run right but hug the boat while running forward to avoid the next barrel
    coming toward you. Continue running forward hugging the left.
    
    When the second boat falls, backpedel for the boat to fall off the side of the
    railing. Run forward as three barrels fall toward you (not sure how to avoid
    these). Run straight toward the door at the end to finish the episode.
    ------------------------------------------------------------------------------
    
    ========================
    Episode 11: Revelations
    ========================
    Damn you Capcom. This section is one of if not the hardest part in the game to
    beat on Hell. If you thought Episode 3 was tough, you ain't see nothin' yet.
    
    Part 1
    Jill's first battle against the abyss monster is not too tough. You should be
    able to avoid the projectiles by strafing and getting hit by the tentacles are
    
    
    Part 2
    Starting Equipment
    Handgun - Government
    Machinegun - 
    
    Capcom decides to let us start off with minimal equipment while going through
    this tough section filled with hunters. However, we have one gift, the
    Government handgun is the most powerful handgun in the game (the RE:R
    equivalent to the handgun in Halo. Underrated but powerful although not as
    useful as Halo).
    
    Before going anywhere, reload your handgun. Walk up the stairs and get ready
    for the first hunter. I recommend killing it unless you are confident in your
    dodging ability. Use your machinegun to kill this enemy.
    
    Take the elevator up to the next floor. Equip your handgun for the next fight.
    Get off when the elevator stops and you will see two hunters run across the
    corridor and shots in the distance. Run forward and pick up a total of 30
    handgun bullets. Get rid of the two current hunters across the corridor where
    Raymond is lying. They will jump over the boxes and come close to attack you.
    After killing these hunters, two more will follow. After killing both, a hunter
    will appear behind you. After disposing the hunters, carry Raymond.
    
    Go forward and pick up 10 more handgun bullets to your right. Go through the
    door on the far left and pick up 10 bullets and a green herb inside. Outside
    the corridors on the other side, pick up another 10 bullets on the boxes to
    your right. Ready your aim for a hunter to come from the corner as you approach
    it. Kill it 'cause you ain't going nowhere with Raymond fast.
    
    Turn the corridor and go forward again for another hunter to come out and
    attack. Dispose of it and go through the door on your near left. Pick up the
    10 handgun bullets on the conference table and exit the other side. Go toward
    the door up ahead and Parker will leave Raymond there.
    
    Run forward and over the sign to an area with a green herb and 30 machinegun
    ammo. Reload your empty machinegun but keep your handgun as your main. Go
    through the conference room and turn left and through the far door on the right
    for some equipment. Collect 10 handgun ammo, a herb, and a hand grenade from
    the room and exit.
    
    Backtrack through the corridor and through the locker room. Go right and left
    into the small niche to go over the sign. Go through the corridor and through
    the steel door into the staircase.
    
    Watch out for the first hunter who runs toward you as you walk up the stairs.
    Kill it and enter the fourth floor. Pick up 10 handgun bullets on the left and
    go through the double doors into the office space.
    
    Open the middle locker in your immediate left for 10 handgun bullets. Pick up
    a handgrenade at the cubicle at the very end. There are two hunters roaming
    the aisles. Run past the first one without the hunter seeing you and take out
    the hunter near the aisles. Run down the left aisle if you did not get the
    other hunter's attention and take it out. Open the nearby locker for 30 machine
    gun bullets.
    
    Go closer into the larger space past the aisles to find one last hunter. Kill
    it and search the space for items. There is 30 machinegun ammo on the floor,
    30 machinegun ammo on boxes on the left of the lockers on the left, a green
    herb, and machinegun ammo in the left locker. Pick up the tourniquet nearby.
    There is also some more machinegun bullets on the boexes to the right of
    the room as well as on boxes next to the cubicle but you can only carry 60
    bullets in your gun and 120 spare.
    
    Leave the room and go back to the staircase. As you walk down, a hunter attacks
    so kill it and enter the 3rd floor. Run down the corridor to the left and
    forward a bit for a hunter to come out, quickly followed by another. Use your
    handgun or a hand grenade to kill them. Jump over the sign and through the
    nearby doors to your right and go through the locker room.
    
    Go forward and a hunter will emerge from the corner to attack you again. Kill
    it and keep moving forward. Turn the corner to find yourself face to face with
    two hunters. Use your handgun or grenade to take them out. (Recommend grenade
    before turning the corner for Hell mode). Go through the door to your left and
    through the conference room to see two hunters attack Raymond.
    
    There will be the two hunters you see running toward Raymond and a third hunter
    a little closer to Raymond. Take out the two nearby hunters and kill the third
    hunter as you run toward Raymond. Quick turn for two more hunters to appear.
    Take them out and treat Raymond.
    
    NOTE: Although the hunters initially focus on Raymond, their attention turns to
          you as soon as you get close.
    
    Go through the door Raymond was blocking and past the boxes. I recommend you
    switch your main gun to the machinegun now since you are probably low on
    handgun ammo. Go left and a little forward close to the bench with the ammo for
    a hunter to appear. Kill it with your machinegun and reload before collecting
    the ammo. Break the box on the left for some ammo and get on the elevator down.
    
    Get off the elevator and pick up handgun ammo on your left. There is a green
    herb and machinegun ammo to your right near the window. There is more machine
    gun ammo on the benches to your left down the stairs and handgun ammo in the
    alcove in the right. Go forward into the big open room.
    
    A hunter will appear to your right so take it out. Go down the stairs to the
    bottom floor for three hunters to load. I recommend running to the right and
    behind the stairs to take out the approaching hunters as they come close to
    you. After killing the hunters, pick up machinegun ammo. There is a box near
    the bottom right behind the stairs you came down, a box near the blood stain
    close to the window wall, and another box on the boxes behind the opposite
    stairs. Go up the stairs and break the box on top for some handgun ammo.
    
    There is a hand grenade and another box of machinegun ammo to the left of the
    stairs (to your right). There is also a green herb and a box of machinegun ammo
    on the reception desk. Go up the stairs to the left of the reception desk for
    10 handgun bullets. Go to the back of the room for a green herb and 10 handgun
    bullets. Walk up the stairs to the right of the reception desk and break the
    box for more machinegun ammo. Go straight and down the opposite stairs for more
    machinegun ammo and a hand grenade. Go back up the center stairs for some
    hunters to appear. Five hunters will chase you and can some from the center
    stairs, the left  jumping over the boxes, or the right. You are in a very
    vulnurable spot so I recommend running into the corridor to the right to narrow
    the crowd but do not run to the very end or the hunters will jump over the
    boxes to attack you from behind. Throw the grenades you have to kill the
    hunters as you funnel them and use your machine gun to kill survivors. 
    
    ==============================
    Episode 12: The Queen is Dead
    ==============================
    
    Nothing of notable difficulty except the final boss. See boss strategy for tips
    below.
    
    ==============================================================================
    ------------
    6. MISSIONS
    ------------
    ==============================================================================
    These are, for lack of a better word, achievements you can get during the
    campaign mode in your game. Missions range from killing a certain number of
    enemies to scanning a certain number of fingerprints to completing certain
    chapters or difficulties. You are rewarded for completing missions with custom
    parts and guns so it is a good idea to try to get these unlocked as you go
    through the game.
    
    To claim the rewards for clearing the missions, press A over the completed
    missions to select them.
    
    =Campaign Missions=
    Chapter 1
    Requirement: Clear Episodes 1-3
    Unlock: Raid Mode stages 1-7
    
    Chapter 2
    Requirement: Clear Episodes 4-6
    Unlock: Raid Mode stages 8-10, New Outfit
    
    Chapter 3
    Requirement: Clear Episodes 7-9
    Unlock: Raid Mode stages 13-17
    
    Final Chapter
    Requirement: Clear Episodes 10-12
    Unlock: Raid Mode stages 18-20, Hell Difficulty
    
    Casual Cleared
    Requirement: Clear CASUAL or higher
    Unlock: Custom Parts Charge Shot 3 (campaign)
    
    Normal Cleared
    Requirement: Clear NORMAL or higher
    Unlock: Shotgun Hydra (campaign)
    
    Hell Cleared
    Requirement: Clear HELL difficulty
    Unlock: Infinite Rocket Launcher (campaign)
    
    Aloof Challenger
    Requirement: Clear Casual or higher w/o using herbs or IRL
    Unlock: Custom Parts Auto Loader (campaign)
    
    Researcher
    Requirement: Scan all enemies
    Unlock: Custom Parts Edge Runner 2 (campaign)
    
    Secret Sign 1
    Requirement: Scan 1 hidden handprint
    Unlock: Green Herb (campaign)
    
    Secret Sign 15
    Requirement: Scan 15 hidden handprints
    Unlock: Rifle PSG1 (campaign)
    
    Secret Sign 30
    Requirement: Scan 30 hidden handprints
    Unlock: Handgun G18 (campaign)
    
    Dodge Master
    Requirement: Dodge 20 times
    Unlock: Custom Parts Bind 1 (campaign)
    
    Angry Fist
    Requirement: Land 10 fully charged physical attacks
    Unlock: Custom Parts Long Magazine 2 (campaign)
    
    Researcher
    Requirement: Scan all enemies
    Unlock: Custom Parts Edge Runner 2 (campaign)
    
    B.O.W. Hunter
    Requirement: Defeat 150 enemies
    Unlock: Handgun PC356 (campaign)
    
    =Raid Missions=
    CHASM Cleared
    Requirement: Clear all stages in Raid on CHASM
    Unlock: Raid Mode TRENCH Difficulty, new outfit
    
    TRENCH Cleared
    Requirement: Clear all stages in Raid on TRENCH
    Unlock: Raid Mode ABYSS Difficulty, new outfit
    
    CHASM: All Cleared, S Rank
    Requirement: Clear all stages on CHASM, S rank
    Unlock: Honor - Color 1
    
    Ghost Ship 100% Cleared
    Requirement: Find the real goal area in the ship
    Unlock: New outfit
    
    Level 5
    Requirement: Reach player lvl 5
    Unlock: New outfit
    
    Level 10
    Requirement: Reach player lvl 10
    Unlock: New outfit
    
    Level 20
    Requirement: Reach player lvl 20
    Unlock: New outfit
    
    50 Mission
    Requirement: complete 50 missions
    Unlock: New outfit
    
    Legendary Weapon
    Requirement: Obtain a super rare weapon
    Unlock: New outfit
    
    Legendary Raider
    Requirement: Obtain all super rare weapons
    Unlock: New outfit
    
    50 Missions
    Requirement: Complete 50 missions
    Unlock: New outfit
    
    Defeat Globster
    Requirement: An ugly chunk of meat from the beach. Defeat 10 of them.
    Unlock: 10000 BP
    
    Defeat Hunter
    Requirement: Kill 20 Hunters
    Unlock: 20000 BP
    
    Defeat Scarmiglione
    Requirement: Kill 10 scarmiglione
    Unlock: 30000 BP
    
    Defeat Sea Creeper
    Requirement: Kill 5 sea creeper
    Unlock: 30000 BP
    
    Defeat Skagdead
    Requirement: Kill 5 skagdead
    Unlock: 35000 BP
    
    Defeat Graghignazzo
    Requirement: Kill 5 graghignazzo
    Unlock: 40000 BP
    
    Defeat Final Form Abyss
    Requirement: kill Norman Infected
    Unlock: 40000 BP
    
    =============================================================================
    --------------------
    7. ENEMY STRATEGIES
    --------------------
    =============================================================================
    
    =Ooze=
    Recommended Weapon: Shotgun, Handgun
    Weak point: Head
    Health: medium
    Pace: medium
    
    Attacks
    -Swing- the ooze pulls back its harm and swings it at the character to deal
            damage
    -Grab- the ooze leaps toward the character and uses its tongue to suck blood,
           dealing damage. Mash Y to escape
    
    Dodge: ready to tilt the analog up with the ooze pulls back for a backswing
    Melee: Shoot its arms until it becomes stunned.
    Stun: the ooze is slumped back with arms hanging on the side and the sucker
          tongue hanging out of its mouth
    
    Ooze are the most common enemies in the game. Use a machinegun or handgun from
    afar or shotgun upclose. The ooze has no long range attacks so stay or strafe
    far away to dispose of it.
    
    Try to aim for the head or the arms to deal max damage although shooting the
    body squarely is not too bad either. These guys are only really trouble in
    closed spaces so use a shotgun near their heads to deal with them.
    
    =Globster=
    Recommended Weapon: Handgun
    Weak point: inside mouth (shoot when it roars)
    Appearance: a slug but fleshy colored with a mouth at the bottom.
    Health: high
    Pace: slow (land), fast (water)
    
    Attacks
    -Bite- globster raises its body up to expose its mouth and jumps at
           character to deal damage
    -Finisher- swimming only, the globster will quickly chase and eat the character
               to instantly kill them.
    
    Dodge: N/A
    Melee: N/A
    Stun: N/A
    
    Globsters are slow slugs of meat that crawl toward you. Although slow, they have
    strong outer skin and are the literal tank of the Abyss virus.
    
    Try to keep a mid- to far- distance away from the globster and keep your laser
    pointing near the bottom half of the globster. The globster will occasionally
    raise its body so use that time to shoot to deal more damage. The best time to
    deal damage is when the globster roars, shooting the back of its throat to take
    it down fast(er).
    
    =Dog=
    Recommended Weapon: Machinegun, B.O.W. Decoy
    Weak point: Head, ribs
    Appearance: black dog with patchs of fur and flesh missing and ribs exposed
    Health: low
    Pace: very fast
    
    Attacks
    -Bite- The dog leaps a the character to deal damage.
    
    Dodge: Press up before the dog leaps at you
    Melee: N/A
    Stun: N/A
    
    =Hunter=
    Recommended Weapon: Shotgun, Machinegun
    Weak point: Face
    Appearance: Humanoid hunchback with green reptile skin.
    Health: medium
    Pace: fast
    
    Attacks
    -Swipe- the hunter pulls back its arm and swipes the character to deal damage
    -Leap- the hunter leaps toward the character, hitting the character causing
           damage
    
    Dodge: tilt up when the hunter pulls back for a swipe
    Melee: shoot the hunter mid-keap
    Stun: the hunter is crouched down and clutching its face
    
    =Farfarello=
    Recommended Weapon: Shotgun, Machinegun
    Weak point: Face
    Appearance: When not camouflaged, looks like a hunter but slightly bigger and
                with blue skin.
    Health: medium high
    Pace: fast
    
    Attacks
    -Camouflage- the farfarello will turn invisible. During the first few seconds
                 the area the farfarello disappeared to is distorted.
    -Swipe- the farfarello materializes and pulls back arm to swipe at character
    -Leap- the farfarello materializes and lunges toward the character to deal
           damage
    
    Dodge: tilt up when the farfarello pulls back for a swipe
    Melee: shoot the farfarello mid-leap
    Stun: the farfarello is crouched down and clutching its face
    
    =Spiky Ooze=
    Recommended Weapon: Shotgun
    Weak point: head
    Appearance: ooze with long spiky arms and head with spikes
    Health: medium
    Pace: medium
    
    Attacks
    -Swing- the spiked ooze with bring one arm back and swing it at you to deal
            damage.
    -Duel Swing- the spiked ooze will bring both arms back and leap forward while
                 swinging them forward to deal damage.
    
    Dodge: just before the ooze is about to swing its arm, tilt the stick forward
           to dodge.
    Melee: shoot its arms and head (recommended to have daze on gun)
    Stun: slumped back with sucker hanging out of mouth
    
    =Projectile Ooze=
    Recommended Weapon: Rifle, Handgun
    Weak point: head
    Appearance: Ooze with huge square right hand that looks like a club
    Health: low
    Pace: slow
    
    Attacks
    -Projectile- projectile ooze will steady its aim and shoot a small projectile
                 at you to deal damage
    -Swing- if you are close to the projectile ooze, it will swing its club arm at
            you to deal damage
    
    Dodge: 
    Melee: N/A
    Stun: N/A
    
    =Infected Fish=
    Recommended Weapon: Handgun
    Weak point: body
    Appearance: bony black fish
    Health: low
    Pace: fast
    
    Attacks
    -Bite- the fish will leap toward you (if on land) to try to take a bite.
    Dodge: 
    Melee: N/A
    Stun: N/A
    
    =Infected Stingray=
    Recommended Weapon: Sonic Grenade (land), Pulse Grenade (in water)
    Weak point: N/A
    Appearance: cross between stingray and cockroach
    Health: low
    Pace: medium
    
    Attack
    -Grab- the stingray will stand up out of the water and chase you for a bit,
           ending in a leap. Back pedel to avoid grab and if caught, mash Y.
    -Grab (water)- stingray will grab you if you swim close to it. Mash Y to
                   escape
    Dodge:
    Melee: N/A
    Stun: N/A
    
    =Scagdead=
    Recommended Weapon: Rifle, Shotgun, B.O.W. Decoy
    Weak point: right head (smaller head next to mouth)
    Appearance: fat ooze with a chainsaw on the right arm and two heads
    Health: High
    Pace: Slow
    
    Attacks
    -Saw Combo- the scagdead swipes three times with the saw
    -Projectile- if far away, the scagdead launches a projectile at the character
    -Finisher- if close, the scagdead will grab the character and throw him onto
               its right saw, instantly killing
    -Bear Trap- the projectile launched by the scagdead becomes a bear trap,
                catching your character and dealing damage. One shot will destory
                but if caught, mash Y to escape.
    
    
    Dodge: tilt up before first saw swing to dodge past
    Melee: Shoot the head amd mouth until they slump down and drool
    Stun: The ooze will lean forward on its arm and drool will drip from its mouth.
    Finisher: If close, ooze will grab the character with its non-saw hand and
              throw the character onto the saw, instantly killing them regardless
              of health
    
    =Explosion Ooze=
    Recommended Weapon: Handgun, Rifle
    Weak point: Pulsing Bulge on body
    Health: low
    Pace: medium
    
    Attacks
    -Explosion- Exploding ooze comes near character and explodes, dealing huge
                damage. Explosion can also hurt nearby ooze and toss them to the
                ground.
    Dodge: N/A
    Melee: N/A
    Stun: N/A
    
    =Scarmiglione=
    Recommended Weapon: Shotgun
    Weak point: heart (exposed flesh) in body, electric tendon
    Appearance: Looks like an ooze with a sword and shield
    Health: high
    Pace: slow
    
    Attacks
    -Shield- The scarmiglione will put up its shield, blocking your aim to hit its
             weak point
    -Sword Swipe- the scarmiglione will pull back its sword and swing it. Getting
                  hit will knock you down so mash Y to get back up
    -Shield Bash- the scarmiglione will put up its shield and rush toward you,
                  ending with a small bash with its shield after traveling a short
                  distance. Dodge during the rush animation if you are close.
    -Low Swipe- scarmiglione will occasionally swing low but quickly at your
                character. Getting hit will knock you down so mash Y to get up.
    
    Dodge: tilt up when knight pulls back sword for strike, rushes toward you
    Melee: shoot head/heart with high daze machine gun
    Stun: scarmiglione will stop in its tracks and drool from mouth
    
    ==============================================================================
    -------------------
    8. BOSS STRATEGIES
    -------------------
    ==============================================================================
    This will attempt to be a more in-depth guide to fighting the bosses of RE:R,
    giving more "cheap" strategies to deal with the bosses and scenario fights
    encoutered in the game :)
    
    _______________________________
    Infected Communications Officer|
    _______________________________|
    Weak Point: head
    Recommended Weapon: Rifle
    
    Attacks
    -Saw Combo-
    -Projectile-
    -Finisher-
    -Bear Trap-
    
    Set-up
    ------
    Before going into this fight, put your strongest damage increasing parts on
    your rifle because this is going to be your main damage dealer in this fight.
    The rifle is recommended because it does more damage per shot while allowing
    you to stay far from the boss which is what you want to do in this fight.
    
    Strategy
    --------
    This is a tough battle because this enemy has strong attacks and a large
    amount of health to deplete, never mind the backup ooze. You want to keep your
    distance in this fight and you do not want to engage the scagdead up close.
    There are fire barrels all around the area so I recommend using the fire
    barrels to stun the scagdead and then use a fully-charged melee to deal
    maximum damage.
    
    There are two "cheap" tactics to kill this boss.
    
    -The window nearby-
    Instead of going into the room, run to the outer balcony and shoot the lock off
    with your handgun. Switch to your rifle while the boss comes out.
    
    Take aim and try to hit the smaller of the two heads (the one on the right). I
    believe shooting the miscolored skin section underneath it also does decent
    damage. The boss will walk out of the room.
    
    Switch to your handgun if you have time and aim for the barrel. Shoot when the
    boss comes near to stun it, run up and deal a fully charged attack.
    
    Run back to the window and jump into the room. The boss will run back into the
    room to catch you so jump out the window when it gets near and shoot with a
    rifle, wait for it to come to your side, jump out the window, etc. until dead.
    
    -Kitchen Counter-
    Jump down to the bottom floor and run to the kitchen. We are going to abuse
    invincibility frames here to beat this boss the easiest way possible.
    
    The scagdead will chase after you. What you want to do is stay next to the
    kitchen counter and jump to the other side. During your motion, you are
    invincible. Since the scagdead cannot go over the counter to attack you, it
    will run across the counter to get to you. Use this opportunity to get a good
    shot in with your shotgun or rifle. Aim for the smaller of the two heads to
    deal maximum damage and thus conserve ammo. As the scagdead comes to your
    side, jump over the counter and start again. Rinse and repeat.
    
    NOTE: you cannot jump while reloading so time your reloads well although the
    scagdead should not be fast enough to get to you anyway. Make sure the
    scagdead is close to you before jumping.
    
    _________________
    Infected Rachael |
    _________________|
    Weak Point: Head
    Recommended Weapon: Shotgun, machinegun
    
    Attacks
    -Strike- Rachael pulls her arm back and swings it
    -Lunge- Rachael lunges at your character, entering the grab motion
    
    Set-up
    ------
    Before this fight, you want to put your damage increasing custom parts on your
    shotgun and to put your stopping parts on your machinegun. The machinegun will
    be used more as a weapon to get rid of nearby ooze and as an emergency weapon
    when you are out of ammo with the shotgun and do not have time to reload. Your
    shotgun will be the main damage dealer in this fight.
    
    For subsequent playthroughs: Equip Charge shot on your shotgun.
    
    Strategy
    --------
    Rachael is a slightly faster and much more resilient ooze. However, her attacks
    are much more choreographed than the regular ooze, making her an easier but
    more tedious fight as long as you can dodge well.
    
    The basic strategy against Rachael is to dodge her attack, quick-turn, get a
    shot in, and dodge the next attack. Rinse and repeat.
    
    The difficulty comes in the ability to constantly dodge but Rachael makes this
    easy. Whenever Rachael attacks, she unleashes a high-pitched shriek before her
    attacks. Wait for Rachael to shriek and use that opportunity to tilt your stick
    up to dodge.
    
    NOTE: For subsequent playthroughs, putting the Charge shot on your shotgun is
          more than enough to defeat Infected Rachael. A fully charged shot not only
          deals more damage but also deals more kickback, pushing Racheal down to
          the floor when a normal shot would only stun her a little. The charge is
          also fast enough that after knocking Rachael down, you can charge another
          shot so that you are ready for Rachael when she gets back up and chases
          you, making this fight much easier to deal with.
    _____________
    Graghignazzo |
    _____________|
    Weak Point: Right Head
    Recommended Weapon: Rifle
    
    Attacks
    -Dash- Graghignazzo puts its paw on the floor and rushes toward you.
    -Slam- Graghingnazzo lifts its paw in the air and slams on the ground, knocks
           you off feet if hits. Area of Effect attack.
    
    NOTE: Any shots dealt to the outer shell of the beast do no damage to it. Place
          your shots accurately.
    
    Set-up
    -------
    You will be relying on your rifle to deal most of your damage in this fight
    since you are probably low on machinegun ammo after the fight in the elevator.
    You want to bring your shotgun as backup but will not want to use it as your
    main weapon due to the fact that the Graghignazzo shell is immune to damage.
    You will want to use accurate shots for this fight to beat it using the least
    amount of ammo. Be warned that you will be low on ammo after this fight because
    this boss eats alot of damage.
    
    I recommend equipping the double shot on the handgun, your damage up on your
    rifle, then handgun, then shotgun. You shotgun will not be too useful in this
    fight.
    
    Strategy
    ---------
    This boss will eat up alot of ammo don't be too worried if you are low or out
    of machinegun ammo, shotgun shells, and rifle ammo after the fight.
    
    After getting off the elevator, change your machinegun into a handgun. Equip
    your rifle and move to the center of the room for the boss to appear.
    
    This fight will consist mostly of dodging and countering with well-placed shots.
    Graghignazzo is a one-pattern boss, often rushing toward you to deal damage and
    sometimes slamming when it gets lower on health. Learn to dodge the shell if
    close to the boss or strafe sideways to avoid the rush attack.
    
    After the boss runs past you, its fleshy head will be exposed. Use your rifle
    and aim for the smaller right head to deal maximum damage to the boss. After
    two or three shots, strafe or stand still and get ready to dodge the coming
    attack.
    
    After the boss is down to about half or more of its health, Parker will comment
    it is a tough boss. The boss' pattern will change a little here (it will
    initially stumble before rushing and will use its slam attack more often. You
    cannot dodge but only interrupt the slam attack by shooting its exposed paw but
    the slam does little damage. The follow up rush is the bigger problem.
    
    The lower the boss' health is, the faster its turn becomes so you will only
    have the opportunity to deal one shot with the rifle before the upcoming rush.
    I recommend switching to the handgun here since you can aim faster and the
    custom part to deal two shots with every shot will whittle down health faster.
    
    ________________
    Fight: FBC Hack |
    ________________|
    Enemies: Dogs, Hunter, Farefarello
    Recommended Weapons: Rocket Launcher, Shotgun, Machinegun
    
    Waves
    First wave 	Dogs only, come in pairs of two
    Second wave	Dogs come with hunters, lever shuts off so need to reboot
    Third wave	Farfarello appear with hunters and a few dogs
    
    Set-up
    ------
    Replace your handgun with one of the rocket launchers. Pick up the surrounding
    ammo and keep your shotgun and machinegun. The rifle's scope limits your vision
    despite the greater damage and the magnum should be used after using the two
    rocket launchers only. The handgun is useless for this fight.
    
    Strategy
    --------
    This fight is one of the toughest fights in the game due to the large number of
    difficult enemies and the lack of really decent weapons. This is going to be a
    fight for survival although you will need to kill all the remaining enemies at
    the end of the fight.
    
    While Quint is setting up the computer, climb up the ladder behind him (not the
    one that leads to the magnum) and jump across to the other box. Wait here for
    the beginning of the fight.
    
    Dogs will jump through the windows from the other side so ready your machinegun
    and use it against the dogs. The dogs are fast but weak to bullets so use the
    machinegun to kill them. If the dogs jump close to you, jump across the box to
    the other side and quick turn to shoot the chasing dogs.
    
    The second wave will be a mix of hunters and dogs. Keep using your machinegun
    for the dogs and some of the hunters although you want to switch to your
    shotgun to deal with the hunters. Do not be afraid to shoot the hunters again
    while they are down to kill them. During this wave, one of the levers will turn
    off so jump off the box and run to the lever to turn it back on. Run back up
    the ladder again and jump across the box.
    
    The third wave will consist of hunters, dogs, and farfarello although the dogs
    will be much less than the first two waves. The farfarello are more resilient
    than the hunters though so keep your back to the wall and use your shotgun
    exclusively for this wave. If you get overwhelmed with hunters and a farfarello,
    use your rocket launcher to kill them, jump down the right side of the box, and
    pick up the other launcher. This time, run to the other ladder where the magnum
    is and stay up there.
    
    Dont be afraid to use the other launcher if you are overwhelmed with hunters
    and farfarello here. This is the last fight for Keith and ammo conservation is
    not an issue. If you use the other launcher, use the gap of free time to pick
    up the magnum to your left. Use the magnum against downed farfarello and
    hunters but stick religiously to the shotgun to survive this fight.
    
    _____________________
    Abyss Monster Part 1 |
    _____________________|
    Weak Point: Tentacles
    
    Attacks
    -Projectile- the tentacle will shoot three projectiles at you
    -Slam- the boss will slam its tentacle on the ground, dealing large damage if
           you are hit
    
    Strategy
    --------
    This boss has two notable aspects that make it difficult, that its tentacle
    slam deals huge damage and that you have a timer for this fight. This fight is
    not that hard compared to other rights as long as you take use your shots with
    care.
    
    The boss is only vulnurable to rockets that hit its tentacles, four rockets
    needed to kill the boss. Since you do not have a rocket launcher, it would be
    best to stay either at the very edges or near the center of the area and move
    around to avoid the projectiles. I find that the tentacle slams really only
    land on the two sides in between the center and the edges and by staying either
    in the middle or the very edges, you often avoid the slams.
    
    The helicopter will drop rockets in boxes so equip your knife and break the box
    to pick up the rocket launcher. Shoot it at the tentacles to get them to
    retract into the body. I find moving close and aiming for the head of the
    tentacles work best because the body of the tentacles moves around enough to
    dodge the rockets. You want your shots to hit since the drops are infrequent.
    
    After taking out two tentacles, the tentacles will become more aggressive with
    projectile spamming, using them to disrupt your aim so strafe and shoot to
    avoid damage or take it while shooting the tentacle down and use a herb. Four
    successful hits will bring the boss down.
    
    Although you are on a timer, take your time with your aiming. Since the drops
    are infrequent, you have quite a bit of time to aim with your rockets between
    the drops. You can really only miss once or twice due to the drops however so
    you want your rockets to count.
    
    NOTE: You can pick up a rocket here for later use if you have an excess rocket
          lying around after the boss is shot down.
    
    _____________________
    Abyss Monster Part 2 |
    _____________________|
    Weak Point: Head
    
    Attacks
    -Slam- the tentacle lunges at the helicopter, hitting it to deal damage
    -Projectile- the tentacle shoots a projectile at the helicopter
    
    Strategy
    ---------
    This one is a tricker fight due to the reliance on your machinegun and your
    wider hit box although Chris is a much better assist than Jessica.
    
    There are two sections during this fight where you will be killing tentacles on
    a near constant basis.
    
    The first wave will be the heli sweeping to the right side of the boss. There
    will be two tentacles here, one emerging to strike you while the other shoots
    a projectile. Focus your gun fire on the heads of the tentacles to kill them
    quicker. Keep an eye of the tentacle on the back for projectiles and shoot them
    down if they appear. After a while, a third tentacle will appear so shoot it
    down. Keep shooting and killing the three tentacles until the helicopter
    sweeps.
    
    The second wave will bring you to other other side of the monster. Repeat your
    steady fire 
    
    ________________
    Infected Norman |
    ________________|
    Weak Point: Parasite on back
    Recommended Weapons: Rocket Launcher, Magnum, Shotgun, Rifle
    
    Attacks
    
    
    Set-up
    ------
    Ideally, you have a rocket launcher from the race to the UAV, a decent stock
    of magnum ammo, and a decent stock of shotgun ammo for this fight. You should
    have a decent stock of magnum ammo if you did not use a single bullet on other
    ooze during the story. Also be prepared to use alot of ammo for this last
    fight...
    
    Assuming you do not have the rocket launcher, your shotgun and rifle combo
    will be the main damage dealers in this fight. 
    
    Strategy
    ---------
    
    
    
    ==============================================================================
    -----------------------------------------
    9. THE ARTFUL DODGER - A GUIDE TO DODGING
    -----------------------------------------
    ==============================================================================
    Reading the forums, there seems to be a lot of trouble dodging attacks which is
    undertandable. Even though every attack is theoretically dodgeable, some attacks
    are much harder to dodge than others in my opinion. Thus, I have added this
    section to try to help individuls get dodging down pat for most of the enemies
    in the game.
    
    =HOW TO DODGE=
    To dodge an attack, you must tilt the analog stick up during a period of time
    when the attack is being launched at your character. There are two ways to
    dodge an attack
    
    Tilt up           your character will dodge forward, resulting in you being at
                      the side or past your enemy after the dodge.
    Tilt up + B       your character will dodge backward, resulting in you standing
                      in front of your enemy and your back toward it.
    
    You will probably mostly use tilt up to dodge and rarely quick turn when facing
    enemies. The quick turn dodge is good against bosses but I find it too risky
    and not much of a time-saver compared to just dodging and quick turning with
    back + B.
    
    NOTE: I find that the dodging "mechanism" needs Jill or whoever you are
          controlling to be in a certain proximity to the attack when it is taking
          place although you do not need to face the enemy to dodge. If Jill is
          too far away, you will not dodge and will probably walk into the attack.
    NOTE: You do not need to have the enemy in your sights to dodge (although it is
          helpful) an attack. I have dodged attacks unintentionally while walking
          into a room but that was all luck...
    
    Anyway, onto the enemies and how to dodge their attacks.
    
    =Regular Enemies=
    
    -Ooze-
    Attack: Lunge
    Sign: the ooze will lift its left arm and lunge toward Jill and gives off a
          sutble roar before attacking.
    Difficulty:**
    Strategy: Stay close but not stuck on the ooze and stand still. After the ooze
              lifts its arm and moves forward, tilt forward to dodge.
    
    -Spiky Ooze-
    Attack: Slice
    Sign: the ooze pulls back both arms and you hear a "slash" sound before the
          attack
    Difficulty:***
    Strategy: stay relatively close and tilt up when you hear the slash sound.
    
    -Dog-
    Attack: Lunge
    Sign: Dog runs toward player, readies itself, and leaps
    Difficulty:****
    Strategy:stay close to the dog as it runs toward you and stop. Tilt up when the
             dog gets ready to pounce.
    NOTE: The dog's lunge has good range but is highly vulnurable to kickback. A
          good shotgun blast is easier to pull off and will throw the dog back.
    
    -Hunter-
    Attack: Slash
    Sign: Hunter lifts left arm and slowly pulls back before attacking.
    Difficulty:****
    Strategy:tilt up during forward motion of arm
    
    -Farfarello-
    Attack:Slash
    Sign: Farfarello appears, walks toward player with left arm up and pulls back
          before attacking (faster than hunter)
    Difficulty:*****
    Strategy:tilt up during forward motion of arm
    
    -Scagdead-
    Attack:Saw combo
    Sign:hear a revving of the saw before scagdead does slash combo
    Difficulty:*****
    Strategy: N/A
    
    NOTE: I recommend running away rather than dodging scagdead since standing still
          next to scagdead gives an opportunity to be instakilled. Stay away and
          attack with the rifle and use a pulse grenade if you are too close.
    
    -Scarmiglione-
    Attack:Swipe/Shield Bash
    Sign:you hear an unseathing sound as the ooze attacks
    Difficulty:***
    Strategy:stay close to the scarmiglione's shield and wait for the ooze to pull
             back sword. Tilt up on forward motion of sword.
             Stand far when scarmiglione readies shield. Tilt forward when
             scarmiglione gets close (similar to Graghignazzo).
    
    =Bosses=
    
    -Infected Comm Officer-
    Attack:Saw combo
    Sign:hear a revving of the saw before scagdead does slash combo
    Difficulty:*****
    Strategy: N/A
    
    See "Scagdead" above
    
    -Infected Rachael-
    Attack:lunge
    Sign:Rachael lets out a high-pitched scream before attacking
    Difficulty:*
    Strategy:Racheal is really easy to dodge since every attack is choreographed
             with a high-pitch scream. Stand still and tilt up a little after the
             start of the scream.
    
    -Graghignazzo-
    Attack:Rush
    Sign:Graghignazzo puts paw on ground, stops, and them runs toward player
    Difficulty:** (near)   *** (far)
    Strategy:stand still and wait for Graghinazzo to rush. When he is close, tilt
             up
    NOTE: Graghignazzo gets slightly faster and judging distance is still kinda
          hard which is why I added an extra * if far.
    
    -Infected Norman-
    Attack:Slash
    Sign:Norman pulls back his hand and slams it down (real one emits purple smoke)
    Difficulty:***
    Strategy:stay close to Norman and tilt up on forward motion of arm
    
    ==============================================================================
    -----------------------------------
    10. WEAPONS: Statistics and Tactics
    -----------------------------------
    ==============================================================================
    ------------------------------------------------------------------------------
    NOTE
    These are weapon stats for the weapons in campaign mode only. Weapon stats in
    raid mode are dependent on level and more varied.
    ------------------------------------------------------------------------------
    
    Handgun
    The gun you will probably rely on most during your adventure. The handgun does
    not pack much power but is relatively quick to reload and does not have much
    kickback, keeping your aim steady. You will also find handgun ammo to be quite
    abundant in this game so get used to this gun. Best to use against single
    enemies with some distance from you.
    ________________________________________________________________________
    |Name          |Obtain       |Fire power  |Auto Fire  |Capacity |Slots  |
    |______________|_____________|____________|___________|_________|_______|
    |M92F          | Initial     |    150     |   0.80    |   10    |   3   |
    |______________|_____________|____________|___________|_________|_______|
    |Government    | Initial     |    N/A     |   N/A     |    7    |  N/A  |
    |______________|_____________|____________|___________|_________|_______|
    |PC356         |B.O.W. Hunter|            |           |         |       |
    |              |Mission      |    130     |   0.80    |    8    |   5   |
    |______________|_____________|____________|___________|_________|_______|
    |G18           |30 Handprints|            |           |         |       |
    |              |Mission      |    120     |   1.20    |    16   |   3   |
    |______________|_____________|____________|___________|_________|_______|
    
    NOTE: The "Government" Handgun cannot be used by Jill in Campaign mode.
    
    Shotgun
    Everyone's favorite zombie killing gun. Simply aim up and fire when the bio
    weapons come close and with a good couple of shots, most should go down. The
    shotgun is a powerful weapon but has a relatively slow reloading speed compared
    to the handgun and is most effective up close so keep an eye on your shells
    so you donít get caught in a grab while reloading.
    ________________________________________________________________________
    |Name          |Obtain       |Fire power  |Auto Fire  |Capacity |Slots  |
    |______________|_____________|____________|___________|_________|_______|
    |Windham       |Ep.3         |    160     |   1.00    |    4    |   3   |
    |______________|_____________|____________|___________|_________|_______|
    |M3            |             |    130     |   1.20    |    6    |   4   |
    |______________|_____________|____________|___________|_________|_______|
    |Hydra         |Beat Normal  |    130     |   0.70    |    5    |   2   |
    |______________|_____________|____________|___________|_________|_______|
    
    Machine Gun
    The machine gun is a gun that can deal decent damage quickly to bio weapons.
    Do to is large clip size, it can shoot for quite a bit and has a decent
    reloading speed. However, donít get too trigger happy or you will run out of
    ammo soon. The best aspect of the machine gun is that it is good at stunning
    enemies, giving you the opportunity to pull off a melee attack if possible for
    extra damage without using additional ammo.
    ________________________________________________________________________
    |Name          |Obtain       |Fire power  |Auto Fire  |Capacity |Slots  |
    |______________|_____________|____________|___________|_________|_______|
    |MP5           |Ep.4         |    110     |    1.67   |   50    |   3   |
    |______________|_____________|____________|___________|_________|_______|
    |AUG           |Ep.5         |    120     |    1.00   |   42    |   3   |
    |______________|_____________|____________|___________|_________|_______|
    |G36           |             |    140     |    0.75   |   30    |   4   |
    |______________|_____________|____________|___________|_________|_______|
    |P90           |Not for Jill |     N/A    |    N/A    |   60    |  N/A  |
    |______________|_____________|____________|___________|_________|_______|
    
    Rifle
    A much slower but much more powerful weapon than the shotgun and at much
    farther ranges. The rifle is a powerful weapon, about 5x stronger than the
    un-upgraded handgun. Each shot packs a punch and goes into first-person scope
    regardless of setting on the controls menu. However, the rifle does not hold
    many shots and is slow to reload, leaving you open a strong weapon you can use
    at multiple ranges but best with from afar.
    ________________________________________________________________________
    |Name          |Obtain       |Fire power  |Auto Fire  |Capacity |Slots  |
    |______________|_____________|____________|___________|_________|_______|
    |M40A1         |Ep.3         |    1100    |   1.00    |    8    |   4   |
    |______________|_____________|____________|___________|_________|_______|
    |PSG1          |15 Handprints|     700    |   1.00    |    5    |   3   |
    |              |Mission      |            |           |         |       |
    |______________|_____________|____________|___________|_________|_______|
    
    Magnum
    Another stable gun of the Resident Evil series since Barry Burton introduced
    his trusty magnum in the first RE. The magnum is one of the strongest guns
    you have access to during the game. Reloading is slow but a single shot from
    the magnum is more powerful than that of a rifle and does not need to reload
    after every shot. However, magnum bullets are rare so you want to save this
    gun for special enemies or bosses.
    ________________________________________________________________________
    |Name          |Obtain       |Fire power  |Auto Fire  |Capacity |Slots  |
    |______________|_____________|____________|___________|_________|_______|
    |L. Hawk       |Ep.8         |    1200    |    0.80   |    8    |   2   |
    |______________|_____________|____________|___________|_________|_______|
    |Python        |Ep.7,10      |    1500    |    0.60   |    6    |   3   |
    |______________|_____________|____________|___________|_________|_______|
    
    Rocket Launcher
    A staple of the RE franchise, this weapon always makes an appearance to save
    the day. What game could be Resident Evil without the Rocket Launcher?
    Powerful and guaranteed to kill anything in one hit, the only issue with the
    rocket launcher is that you never get access to it until the end. Be more
    careful with blast radius rather than the enemies attacking you.
    _________________________________________________________________________
    |Name           |Obtain       |Fire power  |Auto Fire  |Capacity |Slots  |
    |_______________|_____________|____________|___________|_________|_______|
    |Rocket Launcher|Ep.7,11      |   30000    |   1.00    |    1    |   0   |
    |_______________|_____________|____________|___________|_________|_______|
    |Infinite Rocket|Beat Hell    |            |           |         |       |
    |Launcher       |             |   30000    |   1.00    |    -    |   0   |
    |_______________|_____________|____________|___________|_________|_______|
    
    =Sub-weapon=
    Sub weapons are weapons your character can equip and use with the Y button.
    
    Knife
    The trusty knife of RE lore. You probably wonít be using this to kill zombies
    unless you get really good at dodging but the knife is an essential survival
    tool. Use the knife to break locks on doors and boxes to save ammo and find
    items to pick up.
    
    Hand Grenade
    The hand grenade is a strong weapon with a decent blast radius to take out
    groups of enemies. With proper aim, you can take out or at least deal good
    damage to a group of enemies or a boss. However, remember that the grenade
    does not go off immediately and try to time your throws to damage the max
    number of enemies.
    
    B.O.W. Decoy
    A new weapon for RE and a great new addition. This is a great weapon to use
    against a swarm of bio weapons. Not only does the decoy emit a noise to
    attract bio weapons close to it, it follows it up with a blast to take out
    those bio weapons. Even if it doesnít kill the weapons outright, it should
    give you some time to recover with a herb or reload while your enemy is
    distracted.
    
    Sonic Grenade
    A grenade useful for dealing with enemies underwater. Use this to get rid of
    infected fish or stingrays in the water you cannot get to with your gun
    before going into the water. Only use on land.
    
    Pulse Grenade
    A grenade that can be used underwater. Unleashes a shock wave that can be
    used to stun nearby enemies so you can swim past them without fear of harm.
    The only weapon you can use when underwater.
    On land, use the pulse grenade to instantly stun enemies, giving you time to
    reload your gun and/or use a melee attack.
    
    =============================================================================
    ------------------------------------------------
    11. CUSTOM PARTS: Effects and Gun Compatibility
    ------------------------------------------------
    =============================================================================
    Campaign Mode
    ___________________________________________________________________________
    |Name          |Effect             |Handgun|Shotgun|Machinegun|Rifle|Magnum|
    |______________|___________________|_______|_______|__________|_____|______|
    |Damage 1      |Firepower up 10%   |   O   |   O   |     O    |  O  |   O  |
    |______________|___________________|_______|_______|__________|_____|______|
    |Damage 2      |Firepower up 20%   |   O   |   O   |     O    |  O  |   O  |
    |______________|___________________|_______|_______|__________|_____|______|
    |Damage 3      |Firepower up 40%   |   O   |   O   |     O    |  O  |   O  |
    |______________|___________________|_______|_______|__________|_____|______|
    |Damage 4      |Firepower up 60%   |   O   |   O   |     O    |  O  |   O  |
    |______________|___________________|_______|_______|__________|_____|______|
    |Damage 5      |Firepower up 80%   |   O   |   O   |     O    |  O  |   O  |
    |______________|___________________|_______|_______|__________|_____|______|
    |Damage 6      |Firepower up 100%  |   O   |   O   |     O    |  O  |   O  |
    |______________|___________________|_______|_______|__________|_____|______|
    |Damage 7      |Firepower up 150%  |   O   |   O   |     O    |  O  |   O  |
    |______________|___________________|_______|_______|__________|_____|______|
    |Fire Rate 1   |Fire rate up 15%   |   O   |   O   |     -    |  O  |   O  |
    |______________|___________________|_______|_______|__________|_____|______|
    |Fire Rate 2   |Fire rate up 30%   |   O   |   O   |     -    |  O  |   O  |
    |______________|___________________|_______|_______|__________|_____|______|
    |Fire Rate 3   |Fire rate up 60%   |   O   |   -   |     -    |  O  |   -  |
    |______________|___________________|_______|_______|__________|_____|______|
    |Fire Rate 4   |Fire rate up 60%   |   -   |   O   |     -    |  -  |   O  |
    |______________|___________________|_______|_______|__________|_____|______|
    |Fire Rate 5   |Fire rate up 60%   |   -   |   -   |     O    |  -  |   -  |
    |______________|___________________|_______|_______|__________|_____|______|
    |Long Mag. 1   |capacity up 20%    |   O   |   O   |     O    |  O  |   O  |
    |______________|___________________|_______|_______|__________|_____|______|
    |Long Mag. 2   |capacity up 40%    |   O   |   O   |     O    |  O  |   O  |
    |______________|___________________|_______|_______|__________|_____|______|
    |Long Mag. 3   |capacity up 80%    |   O   |   O   |     O    |  O  |   O  |
    |______________|___________________|_______|_______|__________|_____|______|
    |Long Mag. 4   |capacity up 100%   |   O   |   O   |     O    |  O  |   O  |
    |______________|___________________|_______|_______|__________|_____|______|
    |Long Mag. 5   |capacity up 200%   |   O   |   O   |     O    |  O  |   O  |
    |______________|___________________|_______|_______|__________|_____|______|
    |Bind 1        |stopping pwr up    |       |       |          |     |      |
    |              |100%               |   O   |   O   |     O    |  O  |   O  |
    |______________|___________________|_______|_______|__________|_____|______|
    |Bind 2        |stopping pwr up    |       |       |          |     |      |
    |              |500%               |   O   |   O   |     O    |  O  |   O  |
    |______________|___________________|_______|_______|__________|_____|______|
    |Daze 1        |put enemy in daze  |       |       |          |     |      |
    |              |up 100%            |   O   |   O   |     O    |  O  |   O  |
    |______________|___________________|_______|_______|__________|_____|______|
    |Daze 2        |put enemy in daze  |       |       |          |     |      |
    |              |up 200%            |   O   |   O   |     O    |  O  |   O  |
    |______________|___________________|_______|_______|__________|_____|______|
    |Daze 3        |put enemy in daze  |       |       |          |     |      |
    |              |up 300%            |   O   |   -   |     -    |  -  |   -  |
    |______________|___________________|_______|_______|__________|_____|______|
    |Critical 1    |up critical hit 30%|   O   |   O   |     O    |  O  |   O  |
    |______________|___________________|_______|_______|__________|_____|______|
    |Critical 2    |up critical hit 30%|   -   |   O   |     -    |  -  |   -  |
    |______________|___________________|_______|_______|__________|_____|______|
    |Burst 1       |fires 2 shots w/one|       |       |          |     |      |
    |              |pull               |   O   |   -   |     -    |  -  |   -  |
    |______________|___________________|_______|_______|__________|_____|______|
    |Burst 2       |fires 2 shots w/one|       |       |          |     |      |
    |              |pull               |   -   |   O   |     -    |  -  |   -  |
    |______________|___________________|_______|_______|__________|_____|______|
    |Burst 3       |fires 5 shots w/one|       |       |          |     |      |
    |              |pull               |   O   |   -   |     -    |  -  |   -  |
    |______________|___________________|_______|_______|__________|_____|______|
    |Burst 4       |fires 3 shots w/one|       |       |          |     |      |
    |              |pull               |   -   |   -   |     O    |  -  |   -  |
    |______________|___________________|_______|_______|__________|_____|______|
    |Burst 5       |fires 3 shots w/one|       |       |          |     |      |
    |              |pull               |   -   |   -   |     -    |  O  |   -  |
    |______________|___________________|_______|_______|__________|_____|______|
    |Burst 6       |fires 3 shots w/one|       |       |          |     |      |
    |              |pull               |   -   |   -   |     -    |  -  |   O  |
    |______________|___________________|_______|_______|__________|_____|______|
    |Edge Runner 1 |Max power +50%     |       |       |          |     |      |
    |              |as health decreases|   O   |   O   |     O    |  O  |   O  |
    |______________|___________________|_______|_______|__________|_____|______|
    |Edge Runner 2 |Max power +100%    |       |       |          |     |      |
    |              |as health decreases|   O   |   O   |     O    |  O  |   O  |
    |______________|___________________|_______|_______|__________|_____|______|
    |Infighter 1   |Firepower up if dis|       |       |          |     |      |
    |              |under 4m by 20% max|   O   |   O   |     O    |  O  |   O  |
    |______________|___________________|_______|_______|__________|_____|______|
    |Infighter 2   |Firepower up if dis|       |       |          |     |      |
    |              |under 4m by        |       |      |         |    |     |
    |______________|___________________|_______|_______|__________|_____|______|
    |Infighter 3   |Firepower up if dis|       |       |          |     |      |
    |              |under 4m by 100%   |   -   |   -   |     -    |  O  |   -  |
    |______________|___________________|_______|_______|__________|_____|______|
    |Narrow 1      |shotgun scatter    |       |       |          |     |      |
    |              |range narrower 4*  |   -   |   O   |     -    |  -  |   -  |
    |______________|___________________|_______|_______|__________|_____|______|
    |Charge Shot 1 |charge shot to up  |       |       |          |     |      |
    |              |firepower, long    |   O   |   -   |     -    |  -  |   -  |
    |______________|___________________|_______|_______|__________|_____|______|
    |Charge Shot 2 |charge shot to up  |       |       |          |     |      |
    |              |firepower, long    |   -   |   O   |     -    |  -  |   -  |
    |______________|___________________|_______|_______|__________|_____|______|
    |Charge Shot 3 |charge shot to up  |       |       |          |     |      |
    |              |firepower          |   O   |   O   |     O    |  O  |   O  |
    |______________|___________________|_______|_______|__________|_____|______|
    |Charge Shot 2 |charge shot to up  |       |       |          |     |      |
    |              |firepower, long    |   -   |   -   |     -    |  -  |   O  |
    |______________|___________________|_______|_______|__________|_____|______|
    |Auto Loader   |Auto-reload        |   O   |   O   |     O    |  O  |   O  |
    |______________|___________________|_______|_______|__________|_____|______|
    
    ==============================================================================
    --------------
    12.RAID STORE
    --------------
    ==============================================================================
    
    Although the items available in the store for Raid mode is often randomized,
    there are certain products that remain constant and are premanent additions
    to your character's arsenal. These items are marked with a box for restocking
    ammo/herbs/grenades, or with a sack for permanent upgrades.
    
    ___________________________________________________________________________
    |Name          |Available          |       Cost       |      Effect        |
    |______________|___________________|__________________|____________________|
    |Fully charged | Initial           | 12/bullet        |Refill handgun ammo |
    |Handgun       |                   |                  |                    |
    |______________|___________________|__________________|____________________|
    |Fully charged | Initial           | 32/bullet        |Refill shotgun ammo |
    |Shotgun       |                   |                  |                    |
    |______________|___________________|__________________|____________________|
    |Fully charged | Initial           | 6/bullet         |Refill machinegun   |
    |Machinegun    |                   |                  |ammo                |
    |______________|___________________|__________________|____________________|
    |Fully charged | Initial           | 36/bullet        |Refill rifle ammo   |
    |Rifle         |                   |                  |                    |
    |______________|___________________|__________________|____________________|
    |Fully charged | Initial           | 300/bullet       |Refill magnum ammo  |
    |Magnum        |                   |                  |                    |
    |______________|___________________|__________________|____________________|
    |Fully charged | Initial           | 270/grenade      |Refill grenade stock|
    |Grenade       |                   |                  |                    |
    |______________|___________________|__________________|____________________|
    |Fully charged | Initial           | 300/decoy        |Refill decoy stock  |
    |decoy         |                   |                  |                    |
    |______________|___________________|__________________|____________________|
    |Fully charged | Initial           | 300/grenade      |Refill s. grenade   |
    |shock grenade |                   |                  |stock               |
    |______________|___________________|__________________|____________________|
    |Fully charged | Initial           | 330/grenade      |Refill p. grenade   |
    |pulse grenade |                   |                  |stock               |
    |______________|___________________|__________________|____________________|
    |Fully charged | Initial           | 300/herb         |Refill herb stock   |
    |Herb          |                   |                  |                    |
    |______________|___________________|__________________|____________________|
    |Herb case 1   | Initial           |     4000         |Increases herbs held|
    |              |                   |                  |by 50%              |
    |______________|___________________|__________________|____________________|
    |Body Armor 1  | Lv. 5             |     7000         |Reduces damage by 8%|
    |______________|___________________|__________________|____________________|
    |Handgun bag 1 | Lv. 5             |     6000         |Increase handgun    |
    |              |                   |                  |ammo held by 50%    |
    |______________|___________________|__________________|____________________|
    |Shotgun bag 1 | Lv. 5             |     7000         |Increase shotgun    |
    |              |                   |                  |ammo held by 50%    |
    |______________|___________________|__________________|____________________|
    |M. Gun bag 1  | Lv. 5             |     8000         |Increase machinegun |
    |              |                   |                  |ammo held by 50%    |
    |______________|___________________|__________________|____________________|
    |Rifle bag 1   | Lv. 5             |     7000         |Increase rifle ammo |
    |              |                   |                  |by 50%              |
    |______________|___________________|__________________|____________________|
    |Magnum bag 1  | Lv. 5             |     16000        |Increase magnum ammo|
    |              |                   |                  |by 50%              |
    |______________|___________________|__________________|____________________|
    |Grenade Holder| Lv. 6             |     6000         |Increase grenade    |
    |1             |                   |                  |capacity by 50%     |
    |______________|___________________|__________________|____________________|
    |Decoy Holder 1| Lv. 6             |     7000         |Increase shotgun    |
    |              |                   |                  |ammo held by 50%    |
    |______________|___________________|__________________|____________________|
    |Shock Holder 1| Lv. 6             |     8000         |Increase machinegun |
    |              |                   |                  |ammo held by 50%    |
    |______________|___________________|__________________|____________________|
    |Pulse Holder 1| Lv. 6             |     9000         |Increase rifle ammo |
    |              |                   |                  |by 50%              |
    |______________|___________________|__________________|____________________|
    |Rocket Launch | Lv. 8             |     20000        |Purchase R.L        |
    |______________|___________________|__________________|____________________|
    |Herb case 2   | Lv. 11            |     12000        |Increases herbs held|
    |              |                   |                  |by 50%              |
    |______________|___________________|__________________|____________________|
    |Grenade Holder| Lv. 13            |     10000        |Increase grenade    |
    |2             |                   |                  |capacity by 50%     |
    |______________|___________________|__________________|____________________|
    |Decoy Holder 2| Lv. 13            |     12000        |Increase decoy stock|
    |              |                   |                  |by 50%              |
    |______________|___________________|__________________|____________________|
    |Shock Holder 2| Lv. 13            |     12000        |Increase shock stock|
    |              |                   |                  |by 50%              |
    |______________|___________________|__________________|____________________|
    |Pulse Holder 2| Lv. 13            |     13000        |Increase pulse stock|
    |              |                   |                  |by 50%              |
    |______________|___________________|__________________|____________________|
    |Handgun bag 2 | Lv. 15            |     12000        |Increase handgun    |
    |              |                   |                  |ammo held by 50%    |
    |______________|___________________|__________________|____________________|
    |Shotgun bag 2 | Lv. 15            |     17000        |Increase shotgun    |
    |              |                   |                  |ammo held by 50%    |
    |______________|___________________|__________________|____________________|
    |M. Gun bag 2  | Lv. 15            |     18000        |Increase machinegun |
    |              |                   |                  |ammo held by 50%    |
    |______________|___________________|__________________|____________________|
    |Rifle bag 2   | Lv. 15            |     17000        |Increase rifle ammo |
    |              |                   |                  |by 50%              |
    |______________|___________________|__________________|____________________|
    |Magnum bag 2  | Lv. 15            |     32000        |Increase magnum ammo|
    |              |                   |                  |by 50%              |
    |______________|___________________|__________________|____________________|
    |Body Armor 2  | Lv. 17            |     12000        |Reduces damage by 6%|
    |______________|___________________|__________________|____________________|
    |Body Armor 2A | Lv. 17            |     18000        |Reduces damage by 9%|
    |______________|___________________|__________________|____________________|
    |Additional    | Lv. 20            |     25000        |Increase weapon     |
    |Storage 1     |                   |                  |storage to 6x3      |
    |______________|___________________|__________________|____________________|
    |Herb case 3   | Lv. 21            |     24000        |Increases herbs held|
    |              |                   |                  |by 50%              |
    |______________|___________________|__________________|____________________|
    |Grenade Holder| Lv. 23            |     20000        |Increase grenade    |
    |3             |                   |                  |capacity by 50%     |
    |______________|___________________|__________________|____________________|
    |Decoy Holder 3| Lv. 23            |     24000        |Increase decoy stock|
    |              |                   |                  |by 50%              |
    |______________|___________________|__________________|____________________|
    |Shock Holder 3| Lv. 23            |     24000        |Increase shock stock|
    |              |                   |                  |by 50%              |
    |______________|___________________|__________________|____________________|
    |Pulse Holder 3| Lv. 23            |     26000        |Increase pulse stock|
    |              |                   |                  |by 50%              |
    |______________|___________________|__________________|____________________|
    |Handgun bag 3 | Lv. 25            |     24000        |Increase handgun    |
    |              |                   |                  |ammo held by 50%    |
    |______________|___________________|__________________|____________________|
    |Shotgun bag 3 | Lv. 25            |     34000        |Increase shotgun    |
    |              |                   |                  |ammo held by 50%    |
    |______________|___________________|__________________|____________________|
    |M. Gun bag 3  | Lv. 25            |     36000        |Increase machinegun |
    |              |                   |                  |ammo held by 50%    |
    |______________|___________________|__________________|____________________|
    |Rifle bag 3   | Lv. 25            |     34000        |Increase rifle ammo |
    |              |                   |                  |by 50%              |
    |______________|___________________|__________________|____________________|
    |Magnum bag 3  | Lv. 25            |     64000        |Increase magnum ammo|
    |              |                   |                  |by 50%              |
    |______________|___________________|__________________|____________________|
    |Body Armor 3  | Lv. 27            |     25000        |Reduces damage by   |
    |              |                   |                  |12%                 |
    |______________|___________________|__________________|____________________|
    |Body Armor 3A | Lv. 27            |     30000        |Reduces damage by   |
    |              |                   |                  |15%                 |
    |______________|___________________|__________________|____________________|
    |Additional    | Lv. 30            |     50000        |Increase weapon     |
    |Storage 2     |                   |                  |storage to 6x4      |
    |______________|___________________|__________________|____________________|
    |Herb case 4   | Lv. 31            |     48000        |Increases herbs held|
    |              |                   |                  |by 50%              |
    |______________|___________________|__________________|____________________|
    ==============================================================================
    ------------------
    13. TIPS & TRICKS
    ------------------
    ==============================================================================
    Here are a list of tips that could help you gain the edge you need to survive
    this viral outbreak.
    
    -Health Conservation-
    Health does not transfer over episodes but herbs do. If you are low on health
    but donít expect any or only a few enemies, try not to use a herb for the
    rest of the episode. Your health will be replenished for the next episode but
    your herbs carry over.
    
    -Ammo Conservation-
    Ammo conservation is usually very important in Resident Evil. However, your
    ammo and herb stock is dependent on the character and is not transferred
    between characters or reset at the beginning of every chapter. Consider you
    ammo usage when using these characters.
    
    Playable Episodes
    Jill		1,2,3,4,5,6,7,8,9,10,11,12
    Chris		2,6,8
    Keith		5,9
    Parker		3,10,11
    
    Chris only has one big fight (Dual Chainsaw) and no real endurance rights
    (dog fight in episode 2).
    Keith has 2 endurance fights (one each) but should have plenty for both from
    each episode.
    Parker has one endurance fight (hunters at elevator). Episode 10 can be ammo
    light and 11 rests Parker's ammo.
    
    Keith's last episode will require allot of ammo but since it will be his last,
    go nuts with your ammo.
    
    -Dodging-
    If you have trouble dodging, try double tilting the analog stick when the
    attack is close. Also try to keep the enemy in your line of sight.
    
    -Invincibility Frames-
    During certain actions you activate with Y, your character becomes invincible
    during the action, meaning that although they cannot attack, they also cannot
    be harmed by other attacks.
    
    -Reload Cancel-
    In Revelations, you can still move and dodge with your character while
    reloading. If you dodge and attack during the reloading animation, the game
    will skip the reload animation for the dodge and your gun will be reloaded. A
    good way to use guns that require frequent reloading such as the rifle.
    
    -Reload-
    A less quick tactic. For type A controls at least, you can reload either with
    R + A or with D-pad down. D-pad down allows you to enter the reload animation
    without having to take aim.
    
    -"Researcher" Mission-
    To clear the Researcher mission, you must scan at least one of each of the
    different enemies in the game.
    
    Ooze- scan before or after death
    Globster- scan before or after death
    Spikey Ooze- scan before or after death
    Projectile Ooze- scan before or after death
    Dog- scannable while dissolving
    Large Dog- scannable while dissolving
    Hunter- scannable while dissolving
    Farfarello- scannable while dissolving
    Infected Fish- scannable underwater
    Infected Stingray- scannable underwater
    Scagdead- scan before or after death
    Exploding Ooze- scan before death
    Scarmiglione- scan before death
    Scarmiglione (bottom half only)- scan after top explodes
    Infected Comm Officer- unique, scan before or after death
    Infected Rachael- unique, Can scan in later levels or after death
    Graghignazzo- unique, scan before death and after death
    Abyss Monster 1- scan one of tentacles in first fight
    Infected Norman- scan before death
    
    ==============================================================================
    -----------
    14. TRIVIA
    -----------
    ==============================================================================
    Just interesting trivia I found in the game.
    
    ----------------------
    Infected Comm. Officer
    ----------------------
    Before approaching the boss, you hear calls of "Mayday, Mayday" with the
    occasional mayday sounding inhuman. This is the first hint that the officer
    may not be human anymore.
    
    When shooting the Comm. Officer, you can hear the boss say "Don't Shoot. I'm
    Human!"
    
    Although modeled from the chainsaw ooze, its two heads have very
    distinguished features compared to the regular chainsaw ooze.
    
    ---------------
    Infected Rachel
    ---------------
    On the corridor on the way to find Rachel's dead body in episode 4, you can
    clearly hear a female voice saying "I found you."
    
    If you saw the trailer, you can see that the Rachel ooze retains many of the
    original person's characteristics, mainly her huge fringe covering her eyes.
    
    When Rachel still has health, she laughs when attacking you. After getting
    injured over time, Rachel will begin to say things like "It hurts" or cry
    when running away
    
    When sucking blood, Rachel will comment how tasty it is.
    
    Jill comments that it is unbelievable how fast Rachel mutated. This may be
    why she retains the ability to speak. Her diary also seems to indicate that
    she did not die immediately after the ooze killed and ate her.
    
    Although based off ooze, Rachel's right arm is split is very clear. Rachel
    also has a strong red hue (modeled after her suit) that regular ooze do not.
    
    When Rachel chases you in Episode 7, she has a floor grab where she can grab
    you and suck blood from your leg. Mash Y to escape this grab.
    
    ----------------
    Infected Norman
    ----------------
    Norman shares many similarities with tyrants from past RE games such as the
    exposed heart and huge mutated right hand. This makes sense since the T-Abyss
    virus is a mixture of the T-virus and the Abyss virus.
    
    When Norman grabs Jill, it is very similar to when the Tyrant grabs you in the
    original RE. If you do not mash quickly enough, Norman will shove his hand
    through Jill's abdomen, similar to the tyrant in the original RE.
    
    This last boss battle is different from most Resident Evil final bosses in
    that there is no rocket launcher to pick up to deal the final blow (unless you
    kept the one gotten in Episode 7).
    
    -------------
    T-Abyss Virus
    -------------
    T-Abyss species most likely do not need oxygen to survive. This can be seen by
    the fact that carcasses can swim in the water and Norman was alive in a ship
    with a limited air supply.
    
    Ooze likely sucks blood to gain some oxygen to keep the body living.
    
    ==============================================================================
    --------------------
    15.COPYRIGHT NOTICE
    --------------------
    
    This file is Copyright (c)2012 Khan Kikkawa. All rights reserved. This FAQ is
    only allowed to be posted on this website.
    
    GameFaqs
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    Copies appearing on other websites are a breach of copyright and will not be
    tolerated. If you would like to host this walkthrough on your website, please
    contact me before doing so. If you are making your own guide, please credit me
    for your use and not plagiarize my work.
    
    Please note that I am also a human being and will not be able to answer each
    and every question immediately. Please read the FAQ before sending in questions
    and dont spam me for answers to questions that are answered in the FAQ.
    
    If you would like to contact me for hosting, improvements, corrections, or
    questions to the FAQ, please contact me at heartbladegf@gmail.com
    
    Any donations would be appreciated too.
    
    ==============================================================================
    
    ===============
    SPECIAL THANKS
    ===============
    Capcom for making the awesome Resident Evil franchise and other franchises
    KongNinja for the proper names of some of the ooze.
    Inwspin for the proper names of some of the ooze.
    Kouryakutsushin.com for my missed custom parts
    You players who purchased this game.