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    Speed Walkthrough by cananyonesaveme

    Version: 1.0 | Updated: 05/05/04 | Printable Version | Search Guide | Bookmark Guide

    Resident Evil : Outbreak
    Speed Run and General Information FAQ
    Hello and welcome to my Resident Evil Outbreak FAQ. This is my first attempt
    at a guide so bear with me. If you need to contact me, my e-mail is
    Feel free to contact me about my guide, including suggestions and corrections.
    My message board name is cananyonesaveme.
    Table of Contents
    1.  Version Information
    2.  Controls
    3.  Chat Commands
    4.  Scenario One - Outbreak
    5.  Scenario Two - Below Freezing Point
    6.  Scenario Three - Hive
    7.  Scenario Four - Hellfire
    8.  Scenario Five - Decisions, Decisions
    9.  Weapons
    10. Rank Times
    11. Character Information
    12. Character Skill Information
    13. FAQ
    14. Legal Matters
    15. Thanks
    1.  Version Information
    0.25 - Scenario One and Two complete. Ranks times also complete. Tommarow will
           will have scenario three and character information.
    0.50 - Scenario Three and Four Complete. Also Character Information and Skills
           tommarow will be D,D.
    .075 - Completed the walkthrus for all the scenarios, and it is now a complete
           guide. I also added Character Info and Character Skills sections. I
           might be adding weapon lists, and maybe monster data in upcoming 
           updates. Later down the road, I might add information on the secret
           costumes and other un-needed but useful information.
    .1   - Updated mistakes and added a weapon section. Neoseeker now has my
           permission to post this guide.
    2. Controls (Default)
    D-Pad - 2d Movement
    Left Analog - 3d Movement
    Select - Pause
    Start - Inventory/Status Screen
    L1 - Reload/Adjust Aim
    L2 - Hold For Different Chat
    R1 - Aim
    R2 - Aim Forward
    Triangle - Map
    Circle - Cancel
    X - Fire Weapon/Search
    Square - Adlib
    Right Analog - Chat Commands
    3. Chat Commands
    Pushing the Analog in certain directions makes your character say certain 
    predetirmed voice commands. 
    Up - Go
    Left - Help
    Right - Thanks
    Down -  Come here
    R3 - Wait
    You can also hold L2 down to can access to more voice commands.
    L2 + Left -  Player 1
    L2 + Up - Player 2
    L2 + Right - Player 3
    L2 + Down - Yes
    L2 + R3 - No
    4.  Scenario One - Outbreak.
    Before we begin, we are going to go over a few things.  First, this guide
    mainly covers online, since in most cases you will need four human characters.
    Be it your real life friends, or players you met online, this guide isn't for
    new players. I will be naming areas and you should know exactly where to go.
    You will be playing on different gaming modes, depending on what I think will
    be the fastest.  While this IS a speed run faq, I will also give pointers to
    try and maximize your points. For the most part, you will not be using a 
    weapon and using what skills you have trying not to get hit. I will also be
    telling you which is the better playable character you absolutly need in your 
    group, as well as my prefered other characters, although you could use any 
    character you wish.
    1. Alyssa (lock-picking skills)
    2. Cindy (healing)
    Prefered Others
    3. David
    4. Kevin
    Note - If you are also going for record breaking point totals, and by that I
    mean you are going for the no weapon and no damage bonus' in the same run,
    use Jim. I will hint as to the reasons why later.
    Notes for this Scenario
    1. For scenario one, we will be playing on the very hard difficulty level, to 
    help players maximize thier point totals. The only difference is the fact that
    it will take the police officer longer to shoot his way thru the door, and 
    also what lockpicking tools Alyssa uses.
    2. Skip cutscenes. As of this writing, I do not know if the time continues to
    count down during cutscenes, so skip them just to make sure.
    3.99.9% of the time, you will not need a weapon to get by an enemy. You will
    not be hanging around long enough for the enemy to be a bother anyway.
    4. Master the characters shoulder technique. You can get by almost every
    zombie this way.
    Must Have Item/s : Lighter
    Bar - Ignore all items. Run to the door. Alyssa should pick the lock (S-type).
    Once successful, go thru the door.
    1F to 2F Stairway - Run up the stairs, ignoring all items. (and the window
    Staff Room - Alyssa should go straight for the locked door (the one that 
    requires the blue key) (use the S-Type again), while a designated member of
    your group heads to the Drawing room to pick up the lighter.(sometimes instead
    of the lighter, the blue key is here, if that is the case, go ahead and 
    restart the scenario, instead of wasting time going to get it in a different
    location.) By this time, Alyssa and the others should be on thier way or 
    already in the Liquor room, so basically, the person getting the lighter is
    playing catch up. This is also about the time you see the zombie burst into
    the bar.
    Liquor Room - Everyone should head straight for the shutter. If someone is
    David, use his wrenchs to knock the zombie to the ground. If someone is Kevin,
    and doesn't mind using a weapon, have him kill the zombie with his .45.
    Regardless of the stratagey you use, get to the shutter in as little time as
    It would probably be best to take him out, since the person going for the
    lighter will be coming thru here shortly.  Regardless of how you deal with
    him, once you reach the shutter, start bashing the shutter. Kevin should use 
    his kick, as it does more damage. As soon as the person who grabbed the
    lighter reachs the shutter, they should start helping too. With four people
    bashing the shutter, it is actually quicker to knock it down than to run,
    get the key, come back, than crawl over the boxes.
    2F to Rooftop - Run up the stairs and enter the door.
    Rooftop - Ignore the crows, and run straight for the fence. All four of you
    should bash it, and should be able to break it down in no time.  Climb up
    and iniciate the cutscene. After skipping it, head for the jump.  Now it is
    very importent that every member of your group knows how to make the jump
    without falling, as this not only saves time, but the crows have no chance of 
    knocking you down. Enter the door to the Apartments.
    Note For Jim Users - If you are going for no damage with Jim as suggested,
    then play dead as the group breaks the fence, and then be the first person
    to jump across. Once on the other side, run around in large circles just in 
    case any of the crows wants to dive you. Better yet, play dead until every
    one is on the other side, or enter the apartments. Don't trigger the elevator
    zombie though.
    Apartments - Someone should just shove the zombie repeatedly, until someone
    opens the elevator door again. Once open, everyone should dash inside 
    together. Better yet, if one of your teammates is designated gunner(meaning he
    uses weapons to help) then have him shoot the zombie.
    1F Apartments - Ignore/Dodge the zombies. The only one that is a major concern
    for you is the one at the end of the hall in front of the door. If you run by
    him on the right side together, he should miss all of you. If one of your
    team members does get hit, Cindy is in your group just for this reason.
    (Although this should be the first time anyone gets hits, except maybe from
    the crows)
    Front of J's Bar - After skipping the scene, two characters should take the
    north car while the other two take the south car. The bugs CANNOT hurt you
    while your in the pushing animation. If your lucky, none of the bugs will get 
    into the way of the cars.
    Alleyway - After skipping the cutscene, your job is now to dodge the bugs, not
    to help the cop (although if kevin wants to fire his remaining .45 ammo at the
    door he can go ahead and do that.)  The best stratagey for the bugs is just
    to keep away from thier faces, and run circles around them. Now only are thier
    attacks slow, but they are really easy to spot and avoid. You should get out
    of this area untouched, but you have Cindy if you are unlucky enough to get
    hit. Be sure to get a safe distance away before she trys and heals your group.
    Tanker Pt. 1 - After skipping the scene, run straight uphill for the tanker.
    One person should cut on the gas, the other three, including the person with
    the lighter, should be off to the side. After the scene, toss the lighter.
    Tanker Pt. 2 - After skipping the scene, jump into the water. Skip the next 
    scene, then go through the hole into the sewers.
    Sewers - Unless someone is in danger, do not pick up any items. You won't need
    them. Head straight for the ladder and climb up.
    In Front of Apple Inn - Head straight for the cop, as soon as he comes to a
    stop, press X beside him to start the next few cutscenes. Skip them all.
    Behind Main Street - After the scenes, the fastest person of your group
    should head for the footbridge to iniciate the cutscene. All the others
    should ignore all weapons/ammo/health items and get in front of the cop.
    After you skip the scene of the person on the footbridge, the person who
    iniciated it should do a quickturn and head straight back. The other three
    should open thier inventory and wait. As soon as the inventory of the person
    who went to the bridge appears, exit and talk to the cop to end the scenario.
    5. Scenario Two - Below Freezing Point
    1. Yoko
    2. Cindy
    3. Kevin
    4. David
    Note One - It's sort of hard to make a straight thru walkthru for this level,
    since you will be getting seperated and the simple fact I don't know who will
    land on what floor. Therefor, I will be making a walkthru for B6 and B7, so
    just follow whichever walkthru for the floor you land on.
    Note Two - We will be playing on easy for this scenario (or normal if you want
    points.)  The fastest way to end this scenario is to end the boss quickly
    and the fastest way to do that is to play on the easiest difficulty.
    Note Three - I will not be listing any ammo/weapon/health locations for this
    scenario. For one its random, and two you really shouldn't need it unless it's
    for the boss. 
    Note Four - We will be using a stratagey I obtained from the gamefaqs.com msg
    board, sending Yoko to get the magnum. If you use Kevin in your group as
    suggested, you will only need the magnum, his 7 shots from his .45, and one
    hit from the tram to end the boss battle. So like earlier stated, it would
    just be a waste of time to pick up any weapons or ammo. Cindy is also there
    for your health needs, although I assume you won't be needing her simply
    for the fact we are playing on easy mode and I take it you already know how
    to get past basic enemys.
    MUST HAVE ITEM/S - Valve Handel, Vp-017, UMB No. 3, Turn Table Key, Hand 
    Burner, Magnum.
    Tunnel - While waiting, collect the items if you want. Skip the next cutscene
    then head thru the large door that just opened.
    Train Platform - Climb up, then walk forward to iniciate the cutscene. Skip it
    then head north to the base of the lift/stairs. Climb up the long ass stair-
    case, and go thru the vent opening at the top.
    B6 Walkthru
    Whichever corrider you land in, head straight for the Secruity Center.
    Secruity Center - One player should bash the panel, while the other heads
    to the computer. The player that heads to the computer should enter the three
    passcodes to unlock the B4 shutter.(the codes are B482,D580,A195) After 
    inputting the code, head over and help the player to bash the panel. Once it
    opens, grab the valve handle and head for the Duct. Wait there.
    B7 Walkthru
    Depending on what corrider you land in, you will be gettting one of the two
    Landed in the East Passway
    Head to the Chemical Storage Room.
    Chemical Storage Room - Input the password into the computer, it will be one
    of the following three. 0634, 4509, 9741. After inputing the code, go around
    and grab the VP-017. Now your job is NOT to go get the other chemical, but to
    head straight to the Duct and wait for your partner. If your partner is 
    already there, give him the VP-017.
    Landed In the South Passway
    Head straight for the Chemical Disposal Room.
    Chemical Disposal Room - Go into the small room with the zombie. Either take
    him out with whatever weapon you have, or shoulder him, pick up the item, 
    shoulder him again, then leave. (note- if you are playing in easy, there might
    not be a zombie in this room at all). After obtaining the UMB No. 3, head for
    the Duct and wait. If your partner is already there (he shouldn't be since you
    landed in the South Passway to begin with) get the VP-017 from him/her.
    Duct - The two people on B7 should use the combined V-Jolt to kill the plant.
    After the cutscene, the people on B6 should use the Valve handle while the
    people on B7 head up the ladder. Now that the four of you are together, head
    up the ladder (skip the cutscene). We are completly skipping B5 and heading
    straight for B4.
    Passway of West Area - Head for Main Shaft.
    Mainshaft - You are going to split up here. Yoko and one other should head
    down the blue-lit bridge to the East Area. The other two character head down
    to the turn table and wait.
    Turn Table Path
    Someone should pick up the turn table key and wait in front of the control
    box. The other person should head to the hiding place on the back of the train
    and wait.
    Yokos Path
    East Area - The shutter is already open for you, imagine that >_>. Yoko should
    scan her fingerprint. Now this is where things might get confusing. Yoko is 
    going to turn around and go and get the Magnum, while the person she is with
    is going to the Culture room and get the blowtorch. I will assume Yoko knows
    where to get the Magnum and will not make a walkthru for it. After obtaining
    the magnum, she should head straight to the turn table to join her team-
    mates. The timer will be almost complete by this time.
    Culture Room - Pick up the blowtorch, ignore the rising zombie and exit.
    East Area - Head to the door on the opposite end.
    Low Temperature Experiment Room - Use the blowtorch, skip the cutscene, then
    East Area - RUN! Ignore the now thawed Hunter, and head for the Main Shaft.
    Main Shaft - RUN! Ignore/Dodge the hunters, and head straight for the Turn
    Table room.
    Group Convergence
    About the time the player enters, you will get the cutscene of the turn table
    melting. As soon as you skip it, the person waiting in front of the controls
    should use the key and start the timer, then both should head for the hiding
    place. Wait here until Yoko joins you later, then wait some more until the 
    timer counter hits 0. Now skip all cutscenes.
    Boss Battle - After the cutscene, three of you run to the middle, including
    Yoko with her Magnum, and blast the boss with whatever weapons you have. Keep
    hitting her, while the fourth person runs around the train and turns the tram
    on, sending the tram into the boss. Now, this should end the battle,
    especialy if you have Kevin with the .45, and are playing on easy.
    6.  Scenario Three - Hive
    1. Kevin
    2. Cindy
    3. Mark
    4. George
    1. We will be playing on easy mode (shorter boss fight)
    2. You need Kevins .45 for the boss. With Kevins .45 and Marks starting gun
    (add into the fact that you find to boxes of bullets at the end on the barrel)
    you will most likly not even have to use the steam/middle tank for this boss
    3. You will be spliting up in this scenario again, so just go to the part your
    doing for it's respected walkthru.
    MUST HAVE ITEM/S : B2 Card Key, B1 Card Key, Padlock Key, Bloodpack.
    301 - Exit the room after the FORCED(unskipable) cutscene. One person should
    grab the push brush in the corner.
    3F Passway - One person (a person without a starting gun) head for room 302.
    The other three should head into into the Nurse Center.
    Nurse Station
    Head to where the room is blocked by the objects and wait.
    Go straight for the locker and grab the gun to start the apperance of leech-
    man. As soon as you do, you will get the cutscene with the docter, since your
    buddys are waiting in the Nurse Center. Skip the scene.
    Now, everyone should head straight for the elevator, everyone. You are going
    to be going to different levels, so listen up. The three in the Nurses Station
    are heading to B1 to input the passcodes, then on to B2. The person in 302 is
    going to the 2F to pick up the Level B1 card key, then going for the padlock
    Head straight into the Nurses Station.
    Nurse Station - Grab the B1 off the desk, ignoring the zombie. Exit.
    2F - Get on the elevator and head to B1.
    B1 - Head for the door on the south end and unlock it with the keycard. Enter.
    South Passway - Run, ignoring the zombies, to the door at the end.
    Liquid Waste Disposal Room - Go down the stairs into the water, ignoring the
    floating leech. Go down to the end, climb up and grab the padlock key, being
    careful of the zombie playing dead.(heh) After obtaining the padlock key, head
    back to the elevator and select level B2.
    B2 Passway - Go south to the door at the end. Now skip down to Group
    Head into the Elevator Control Room.
    Elevator Control Room - The person with the scrub brush should knock the 
    leechs off the computer, then enter the password to be able to access B2.
    The possible passcodes are : 3555,5315, and 8211. After entering the pass,
    exit back to the passway.
    B1 Passway - Head to the elevator and ride down to B2.
    B2 Passway - Enter the door right across from you.
    Room (forget the name LOL) - Grab one blood pack from the machine then enter
    the Fixed Temperature Room.
    Fixed Temperature Room - Your waiting for the Leech man to appear now. Every-
    one should wait by then blueish/greenish door. When Leechy comes thru the
    ceiling, head thru the door and plant the blood pack, then exit. Set the
    controls on high to fry the leech man. After skipping the scene, set the 
    controls on low, then enter and grab the key card off the dead body of the
    docter. Exit back to the B2 Passway.
    B2 Passway - Head for the door at the south end, and enter.
    Underpass Entrance - You will most likly be waiting for the person with the
    padlock to get here. So while you are waiting, a person, such as Mark (hint
    hint) grab one of the boxes of ammo. The other should wait till whoever
    went and got the padlock key, so you will have three people gunning at the
    boss. If you want, also grab the First Aid Spray.
    Group Convergence
    Once the person with the padlock key gets here, they should grab the box of
    ammo, then unlock the boat. Next get on it. Skip the next scenes, and get
    ready for the boss battle.
    Boss Battle - Get a safe distance. Now, Mark Kevin and whoever has the other
    gun should blast the leech. Use Kevins Potshot ability to do double the 
    damage. Since you are on Easy mode, the Boss should be down in a matter of
    seconds. Cindy is on your team for healing if you even need it, although you
    shouldn't. Once killing the boss, head to the end to inciate the ending 
    cutscene. Now wasn't that easy? :-D
    7. Scenario Four - Hellfire
    1. Kevin
    2. Cindy
    Prefered Others :
    3. Mark
    4. David
    1. You are going to be playing on easy again, to make the boss easier, and to
    make it easier to move around the hotel. We are also going to be skipping a
    good bit of the side quests/optional rooms.
    2. At least person should grab an a shotgun, there are three of them in this
    scenario on easy, and will list them when you get to them (you'll need to find
    a few boxes of ammo yourself, but they are scattered all over the place in 
    3. Cindy is here for the boss battle, same as Kevin. Kevin for his powerful
    .45 ammo and Cindy for her healing abilites. Mark because he starts with a
    handgun and David since he can make his own powerful weapons(although you
    shouldn't go out of your way to make them)
    4. You will be splitting up again, so just go to the part of the walkthru that
    coincides with what you will be getting (silver key, gold key, ruby, etc.)
    MUST HAVE ITEM/S : Gold Key, Silver Key, Red Jewel
    Skip the opening scenes. Grab the map if you need it. Two of your characters
    should wait next to the zombie blocking the door, the other two head into the
    Boiler Room.
    Boiler Room Path
    Press X next to the dead fireman to iniciate a small scene. After skipping it,
    climb the ladder and enter the door at the top.
    3F Passway - Grab the Handgun at the south end, then head north and enter the
    only other door.
    Northwest Passage 3 - Head straight for the window and climb out on the fire
    escape. Shoot the crow then make your way across, dodgeing the fire shooting
    out of the window every few seconds. Climb down the ladder then enter the 
    2F Corrider - Ignore the Store Room and head into the Owners Room.
    Owners Room - Push the box over and climb down to the first floor. Enter the
    door at the bottom.
    Northwest Passage 1 - Ignore the licker and pick up the shotgun under the
    bench. Enter the door on the end into room 101.
    Room 101 -  Check the document to see what tennant you got this game. Then 
    head over to the safe on the wall to input one of the following passcodes.
    Mr. Andrew Evans : JIA
    Ms. Anna Lowell : BAE
    Mr. Joseph Wilson: DCH
    Mr. Toby Whitemen : GGF
    After entering the code, grab the Silver key and exit.
    Northwest Passage 1 - Unlock the south door (the one next to the power room)
    with the Silver Key and enter.
    Corrider - Ignore the zombies and head all the way down to the end of the 
    corrider, taking the stairs to the 3F.
    3F passway - Unlock the first door using the Silver Key and enter.
    Room 306 - Grab the Red Jewel and exit.
    3F Passway - Head down the stairs to the 2nd floor.
    2F Passway - Head to the secruity center.
    Secruity Center - Move the bookcase until you hear a click, then put in the 
    Red Ruby into the statue. If your teammates are not here yet, grab the 
    ammo if there is any. Head into the now open door.
    Lobby -Check and see if the ladder has power, if not, grab all the health and
    ammo items and check again. Keep checking, as this is about the time group
    2 should have supplied power. When power is supplied, head down the ladder.
    Go to the section on the boss fight. (Note - In most cases, you two will be
    able to take out the boss yourself, so its a good idea if this group contains
    Cindy and Kevin. Use whatever weapons you have to take down the boss. Go
    to the Boss section for a more detailed stratagey. After killing her, don't
    wait on your teammates, head straight into the door and exit the scenario.
    So basically, the group getting the silver key will get the faster time rank.)
    Dead Zombie Route (hehe)
    After watching the cutscene of the Boiler room, head into the door, ignoring
    the rising zombie.
    Corrider - There is a handgun at the south end if you want. You are going to
    go all the way to the end of the corrider and climb the stairs to the 2F.
    2F Passway - Enter room 204.
    Room 204 - Look at the map puzzel. Since it is completly random, I can only 
    tell you which number represents which room, and you have to go to that room
    and flip the painting switch. Once all the lights are lit on the map, return
    to room 204.
    No.1 - Room 102
    No.2 - Room 103
    No.3 - Room 104
    No.4 - Room 202
    204 - Grab the Gold Key and exit to the 2F passway.
    2F Passway - Follow the corrider all the way to the end and use the passcode
    to unlock the secruity center door. The possible codes are as follows : 0721,
    2287, 6354, 5128. Enter the door.
    Secruity Center - Pick up the shotgun off the gun display, then head into the
    door across from the one you just entered (you will unlock it automatically)
    Northwest Passage 2 - Ignore the zombies and head straight for the Owners
    Owners Room - Head down the hole, the other group should have already been
    here and pushed the box down for you. Exit the door at the bottom.
    Northwest Corrider 1 - Unlock the power room door with the Gold Key. Enter.
    Power Room - The puzzel is the same on easy mode, only one possible look, and
    that is none of the lights are lit. Here is the solution.
    Press the second button in the top row.
    Press the First Button in the third row.
    Press the third button in the bottom row.
    Press the fourth button in the second row.
    Once power is restored, return the way you came, thru the owners room, thru 
    northwest passage 2, back into the secruity room.
    Secruity Center - Most likly your teammates are downstairs and fighting the 
    boss, just for the simple fact it takes so long getting the Gold Key.
    If they are not, wait here for thier return, and once they get here and unlock
    the door, go thru it, then down the ladder, and fight the boss.
    Most likly, all you will have to door is go thru the already open door, down
    the ladder, and exit the front doors and end the scenario.
    Most likly group one will be fighting this boss alone, and should be Kevin and
    Cindy. After trigging the boss fight, run to the end next to the front door,
    and blast the boss from here, Kevin with the .45 and Cindy with the shotgun.
    Do not shoot her when she is about to do her 100 or 1000 lashes attack, as
    she is invurnable at this point (the attack where she moves her tongue back
    and forth, causing damage to anyone in range.) It should not take long since
    you are playing on easy. Once the boss is down, do a quickturn and exit the
    door to end the scenario.
    8. Scenario Five - Decisions, Decisions
    None, you don't really have to have character for this scenario.
    1. Kevin
    2. Cindy
    3. Yoko
    4. George
    1. We will be playing on easy, for pretty much the same reasons as Hellfire.
    Easier enemies means moving around alot easier, and mean plenty of ammo to
    blast your way thru the entire scenario. The boss battle really won't matter,
    because you will be killing him in one hit both times.
    2. You should have a Cindy, since it will save time and trouble to get the
    blue gem. In fact, my guide is assuming you have a Cindy and shes going 
    straight and playing the piano.
    3. You need need the files to operate the elevator. Once you trigger the scene
    involving the dead docter, you can head straight for the elevator and enter
    one of the codes I provide.
    4 This will probably be the must confusing part of the guide, as you will
    all be going different places (all four) and most of the time you will be
    alone. Just go to the section your team assigns you.
    MUST HAVE ITEM/S : Blue Gem, Red Rem, P-Base, T-Blood, V-Poison, Red Key.
    Your going to split up right away. Cindy and someone will head straight for
    the 2nd Floor, the other 2 are going into the Student Affairs Office.
    Student Affairs Office
    Grab the gun in the drawer if you want, then enter the north door.
    Clock Room(no idea what this is called, I forget) - One person should go to
    the painting and press the hidden button, while the other braces the door to
    keep enemies out. Enter the time 3:25 and grab the Red Jewel. Exit.
    Student Affairs Room - Enter the south door back to the entrance hall.
    Entrance Hall - Run behind the stairs and insert the Red Jewel into the Deer.
    (or whatever animal it is.) Now you are waiting for your second floor team.
    2F Path
    Head down the hall, ignoring/dodging the roaming zombies. Enter the blue door.
    Art Safe Room - Cindy should play the piano, then grab the blue jewel from
    the statue. Exit.
    2F Passway - Head back to the entrance Hall.
    Entrance Hall - Rejoin your group behind the stairs, putting in the blue gem
    into the deer.
    Now one person should head down the stairs and inciate the cutscene. The other
    three head into the 1F Elevator Pass.
    Ok, here is where things get tricky. The person going for the cutscene is
    going to wait right there, until someone triggers the Thanatos Cutscene.
    Then they are going to get the T-Blood and wait on the 3F.
    1F Elevator Pass - Somone should enter the code at the computer. They can be
    one of the following four : 4032, 4161, 4927, 4284. Now all three of you enter
    the elevator. One of you is going to B4, the other two are heading for B2.
    B2 Route
    One person is going for the ladder and going down. The other is heading for
    the docks.
    Docks Route
     Head thru the pier, dodging the sharks and needed. Once on the other side,
    climb the stairs and head thru the door.
    Back Square - After skipping the cutscene, head over to the north end, grab
    the card, and swipe it on the door. Now head over and climb down the ladder
    next to the boxes.
    Water Purifying Facility - Climb down the ladder, down the box, then climb
    back up and head thru the door.
    Water Tank - Open up your map and wait. Wait until you see the cutscene of the
    Hunter Gammas breaking loose, then count down in your head a full minute. Now
    Exit the the opposite of the one you entered.
    Ignore the hunter here and enter the door.(if it's still locked, run around
    dodging the Hunter, or kill it if you have a weapon. Keep checking the door
    until you can open it.)
    Thru the door, climb up and grab the Sealed Reagent Case. Exit the room, and
    then jump down into the water with the swimming Hunters. Quickly get onto the
    small bridge and head south. Climb up and enter the door.
    Water Works Administration Office - Use the Sealed Reagent Case on the machine
    then you and your teammate exit the door opposite the one you entered. You
    will now be heading straight for the elevator, and then selecting the 3F.
    I will assume you know your way back to the elevator since you are attempting
    a speed run.
    3F ELevator Pass - Enter the door almost directly across from you.
    Lab - Go thru the only other door.
    Lab 2 - Put the P-Base in the machine. Your teammates should be here, if not,
    your playing the waiting game again. If they are here, head to the section
    entitled Group Convergence.
    B2 Ladder Route
    Your job is going to be obtaining the red key, then supplying power to the
    door so your partner can come from behind and make the P-Base. Your now in
    the sewers on 3F.
    3F Sewers One - Head to the gate and enter the door.
    3F Sewers Two - Ignore the zombie, and climb the ladder to the top. Ignore or
    dodge this zombie and enter the door.
    Access Way A - At the T-Split, head to the right and enter Access Way B.
    Access Way B - Head to the end and enter the door
    Water Purifying Facility - Take a right and head up, then down, the small 
    staircase, and you will get the cutscene of the Hunter bursting out of its
    cage. Skip it. Now either kill the Hunter in front of you or move around it,
    and grab the red key. Run back the way you came and enter the door you just
    came from.
    Access Way B - Move as fast as you can as your teammate will be waiting on
    you. Enter the door at the opposite end.
    Access Way A - Ignore the zombie, and go straight at the T-Junction. Enter the
    door, and keep going. At the end of the passage, ignore the zombie and enter
    the door.
    Water Works Administration Office - Run over and unlock the red door with the
    (gasp) red key. Enter the now unlocked door.
    Water Tank - Ignore/Dodge the Hunters as you cross the small bridge. Climb up
    at the end and unlock the door with the computer. Now recross the bridge, and
    enter the Water Works Administration Office.
    Water Works Administration Office - Wait for your partner arrives, then after
    he receives the P-Base, exit it and return to the elevator.
    3F Passage - Head into the only other door.
    Lab - Enter the only other door.
    Lab 2 - All four of you should be here now. Insert the P-Base into the machine
    If for some ungodly reason everyone else isnt here yet, wait. If they are here
    head down to the section titled Group Convergence.
    Waiting In The Universty Path
    As you are waiting beside the dead docter, pick up any of the items or files
    you want. You are waiting for the Thanatos cutscene that one of your partners
    should trigger shortly, as soon as you see it, climb up the stairs and exit.
    Entrance Hall - Thanatos busts in with style, RUN! for the Waiting Room Door
    and enter.
    Waiting Room - Run as fast as you can to the door at the opposite end, and 
    enter the door.
    U-Turn Corrider - Run the long corrider until you reach the next door. Enter.
    Testing Passage A - Wait at the door you entered from for Thanatos. As soon as
    he enters, lure him to the next camera angel. Then head over to controls, and
    when he charges you, zap him with the switch when he passes under the eletric
    wires. If you miss, keep trying till you hit him. When he's down, pick up the
    T-Blood, and exit thru the one way door to the entrance hall.
    Entrance Hall - Head for the 1F elevator room, and use the elevator to get to
    the 3F.
    3F Passage - Enter the door across from you.
    Lab - Enter the only other door.
    Lab 2 - Put the T-Blood in the machine. Your going to be the first person here
    so you will be waiting for a few minutes on your teammates. Pass the time
    however you like. :-D
    B4 Route
    After exiting the elevator, enter the middle door in the hallway.
    Spider Hallway - Climb down the stairs, staying to the right or left side to
    dodge the spider, then jump down. Go all the way to the end and climb back
    up ignoring the spiders, then go into the big open space of blackness at the
    end. ;)
    Subway 1 - Grab the assualt rifle if you want, then head north and enter 
    subway 2.
    Subway 2 - Ignore the train, and head straight for the door on the right side.
    The bees should be no problem.
    T-Shapped Passage - Head straight, ignoring the right turn and the doors. If
    there is a zombie at the end you can take him out if you want, or dodge him.
    Enter the crawlspace.
    Air Exhaust Tower - Shoot the bee, then shimmy your way to the other end.
    Enter the crawlspace.
    Storeroom - Either kill the zombie or ignore him. Head to the north end and
    push the locker looking silver thing (LOL) and enter the now visable crawl-
    Power Room - Solve then puzzel, then exit back thru the door to the store
    Store Room - Head south to the door and unlock it. Exit thru the door.
    T-Shaped Passage -  Head south until you reach the junction, then run to the
    end you haven't been to yet, dodging the zombies and ignoring the doors.
    Climb up the ladder at the end.
    Air Exhaust Tower Access Way - Head north and enter the door.
    Air Exhaust Lower Part - Head straight for the elevator and enter. Use the
    controls to get it moving.
    Decent - I personally never shoot at the bees, I just run around in a large
    circle, dodging them. They usually never hit me.
    Air Exhaust Tower Upper Part - Get off the elevator and run around the circle
    platform and grab one of the V-Poison. Now decend the stairs and enter the
    door at the top.
    Air Exhaust Tower Station - Unless you need them, ignore the items and head
    thru the only other door.
    Back Square - Head straight into the double doors, they should be unlocked.
    Testing Passage A - Head thru the one way door into the entrance hall.
    Entrance Hall - Head for the elevator room.
    1F Elevator Passage - Take the elevator to the 3F.
    3F Passage - Enter the door Across from you.
    Lab 1 - Enter the next door.
    Lab 2 - You should find the person who went after the T-Blood here, and MAYBE
    the other group. If not, insert the V-Poison and wait. When everyones here, go
    to the section entitled Group Convergence.
    Group Convergence
    Now that your all here, and all of the ingrediants are in the machine, enter
    the now unlocked door.
    Weapon Room - You shouldn't need ANY weapons, as you are going to take down
    Thanatos with the Rocket and Daylight, the fastest method. So just run
    straight thru the curtains to the second hall.
    Second Hall - Skip all cutscenes. After its over, the timer starts. Someone
    should run around the computer and turn on the power to the reagent machine
    and unlock all the doors on the campus. Head back to Lab 2.
    Lab 2 - One person should grab three daylights, and will be the designated 
    person to kill Thanatos in the second fight with the Ampoule shooter. I say
    three since you have to wait the full 7 minutes anyway, you might as well
    carry extra anyway, and this way you dont have to switch the ampule shooter
    with your group during the boss. If anyone wants to take daylight they can,
    but you reall shouldnt worry about it since this is a speed run.
    After getting daylight, head back to the Second Hall.
    Second Hall - Run over to the only other door and enter.
    Testing Passage B - Head north, climb down the ladder, then run south and
    unlock the door leading to the President Room. Enter it.
    President Room - Enter the only other door.
    Drawing Room - Enter the only other door.
    2F Hallway - Head to the entrance hall.
    Entrance Hall - You have two choices. 1. You can take the long way thru the
    waiting room to get to the back square. or 2. you can shove or shoot the one
    way door open and enter. Whichever way you choose, get to the door leading
    to the backsquare.
    Backsquare - Wait till the timer runs out. When it does, skip the cutscenes.
    When you resume control over your character, run to to door leading to the
    unloading passage, ignoring/dodging the now loose bees.
    Unloading Passage - Ignore any weapons as you won't need them. Climb over the
    truck, and then into the small hole, then finally back up on the other side.
    Walk forward and iniciate the boss fight.
    Boss Fight - Someone, who you should have decided on before you began, should
    run over and bash open the locker holding the Rocket Launcher. Take it, equip
    it, then use it on Thanatos. You only get one shot so MAKE IT COUNT. You did
    not pick up any weapons or ammo, and besides, it takes more time to bring him
    down without the Rocket. If you do miss, just restart the scenario again. I 
    know it sucks, but if you want the fastest time, you need to hit him with the
    After Thanatos falls, skip the next scenes. On to fight 2.
    Boss 2 - The person with the 3 daylights should run over and grab the ampoule
    shooter off the tank, then equip it and load a daylight into it. Fire at 
    Thanatos to quickly end the fight. If you miss, you have two backups. If you
    miss with those two, well then your pretty much screwed unless someone else
    took a daylight.
    But really, if you want the fastest times, you need to be able to hit him with
    the first shot.
    Following the boss fight, skip all cutscenes, as again I do not know at this 
    point weather the timer counts during them. This ends this scenarios walkthru.
    9. Weapons
    Melee Weapons
    Damage - 42
    Range - Very Short
    Found in - Decisions, Decisions
    Damage - 70
    Range - Short
    Found in - Below Freezing Point
    Damage - 55
    Range - Short
    Found in - All
    Damage - 60
    Range - Medium
    Found - All
    Damage - 55
    Range - Short
    Found In - All
    Damage - 240
    Range - Long
    Found In - Hellfire (David makes it)
    Damage - 360
    Range - Short
    Found In - Hellfire (David makes it)
    Damage - 40
    Range - Medium
    Found In - Outbreak, Hellfire, Hive
    Damage - 50
    Range - Medium
    Found In - Outbreak, Hellfire, Hive
    Damage - 40
    Range - Short
    Found In - Hive
    Damage - 120
    Range - Long
    Found In - Outbreak, Hive, Hellfire (David makes this)
    Damage - 100
    Range - Medium
    Found In - Hive
    Damage - 40
    Range - Short
    Found In - Hive
    Throwing Weapons/Sprays
    Damage - 120
    Range - Short
    Found In - Outbreak, Decisions Decisions
    Damage - 150
    Range - Short
    Found In - Outbreak, Decisions Decisions (David makes this)
    Damage - 100
    Range - Medium
    Found In - Hellfire
    Damage - 40
    Range - Medium
    Found In - Outbreak, Hive, Hellfire
    Damage - 500
    Range - Medium
    Found In - Below Freezing Point
    Damage - 600
    Range - Medium
    Found In - Below Freezing Point
    Damage - 250
    Range - Medium
    Found In - All (David only, starts with it)
    Damage - 80
    Range - All
    Found In - All
    Damage - 500
    Range - Medium
    Found In - Outbreak
    Damage - 130
    Clip - 15
    Found In - All (Mark only)
    KEVINS .45
    Damage - 450
    Clip - 7
    Found In - All (Kevin only)
    Damage - 140
    Clip - 15
    Found In - All
    Damage - 160
    Clip - 13
    Found In - Below Freezing Point
    Damage - 110
    Clip - 20
    Found In - Hive
    Damage - 120
    Clip - 20
    Found In - Outbreak
    Damage - 600
    Clip - 7
    Found In - All
    Damage - 900
    Clip - 7
    Found In - Below Freezing Point (Yoko)
    Damage - 1000
    Clip -  6
    Found In - Outbreak
    Damage - 100
    Clip - 30
    Found In - Hive
    Damage - 130
    Clip - 30
    Found In - Decisions,Decisions
    Damage - BURST: 1200, VITRIOL: 1000
    Clip - Infinite
    Found In - Hellfire, Decisions Decisions
    Damage - A LOT
    Clip - 1
    Found In - Decisions, Decisions
    Damage - ALOT
    Clip - 1
    Found In - Decisions, Decisions
    10. Rank Times
    All times are given from max to anything under it. For example, if it says 
    10:00 mins for DVD on Outbreak, that means 10:00 mins and under will get you
    the said Rank.
       Single          DVD          HDD
       -----          ---          ---
    S  10:00         13:00        11:00
    A  15:00         20:00        17:00
    B  20:00         27:00        23:00
    C  30:00         38:00        34:00
    D  45:00         50:00        46:00
    E  45:01+        50:01+       46:01+
    Below Freezing Point
         Single          DVD          HDD
         ------          ---          ---
    S     20:00          18:00        16:00
    A     25:00          25:00        22:00
    B     30:00          33:00        29:00
    C     40:00          47:00        40:00
    D     55:00          68:00        58:00
    E     55:01+         68:01+       58:01+
          Single          DVD          HDD
          ------          ---          ---
    S     10:00           11:00        9:00
    A     15:00           18:00        16:00
    B     25:00           27:00        23:00
    C     35:00           38:00        34:00
    D     50:00           50:00        46:00
    E     50:01*          50:01+       46:01+
         Single          DVD          HDD
         ------          ---          ---
    S    09:00           11:00        09:00
    A    25:00           20:00        17:00
    B    45:00           42:00        35:00
    C    70:00           63:00        52:00
    D    95:00           90:00        75:00
    E    95:01+          90:01+       75:01+
    Decisions, Descisions
         Single          DVD          HDD
         ------          ---          ---
    S    28:00           28:00        25:00
    A    45:00           40:00        35:00
    B    65:00           60:00        50:00
    C    90:00           80:00        70:00
    D    120:00          110:00       90:00
    E    120:00+         110:01+      90:01+
    11. Character Information
    Hp: 2300
    Personal Item: .45 Handgun with 7 loaded shots
    Special Action: Kick
    Special Action: Potshot
    For more information on Kevins special actions, head to the Character Skills
    Information section.
    Hp: 3000
    Personal Item: Handgun with 15 loaded shots
    Special Action: Guard
    Special Action: Full Swing
    For more information on Marks special actions, head to the Character Skills
    Information section.
    Hp: 2100
    Personal Item: Medical Set
    Special Action: Tackle
    For more information on Georges special actions, head to the Character Skills
    Information section.
    Hp: 2200
    Personal Item: Tool Tray
    Special Action: Wrench Toss
    Special Action: Knife Combo
    For more information on Davids special actions, head to the Character Skills
    Information section.
    Hp: 1800
    Personal Item: Lucky Coin
    Special Action: Playing Dead
    Special Action: Item Finder
    For more information on Jims special actions, head to the Character Skills
    Information section.
    Hp: 2000
    Personal Item: Picking Tools
    Special Action: Potshot
    Special Action: Backwards Dodge
    For more information on Alyssas special actions, head to the Character Skills
    Information section.
    Hp: 1500
    Personal Item: Herb Case
    Special Action: Duck
    For more information on Cindys special actions, head to the Character Skills
    Information section.
    Hp: 1300
    Personal Item: Backpack
    Special Action: Crawl Away
    For more information on Yokos special actions, head to the Character Skills
    Information section.
    12. Character Skills Information
    .45 Handgun : This powerful weapon can take down almost any zombie with one or
    two shots. Ammo is VERY limited, and you only start with seven bullets.
    How much comes in a box of ammo depends on difficulty level. I do know that
    21 comes in one box on the easy difficulty, and 3 on hard, although I have
    only tested this on the outbreak scenario.
    Kick : By holding R1 then hitting the [o] button, you perform a front kick
    attack. This does 20 damage to enemys and objects, twice as strong as the 
    normal shove attack. You can also have a weapon equiped when using this
    ability, which makes it great for knocking a zombie out of your way and moving
    on. Since it also does twice as much damage as the shove, it is also great at
    knocking down locked doors, shutters, etc. etc.
    Potshot : When you press R1 to aim, hold it down while staying still to re-
    adjust your aim. Now without moving, fire your shot. This only works with
    handguns, and thier are exceptions such as the Busrt handgun and the Magnums.
    What it does is double the normal damage of one bullet. With the normal
    handgun you find thruout the scenario, it deals around 140 damage. With Kevins
    Potshot ability, it does a whopping 280 per bullet. You can also use this with
    Kevins special handgun, the .45. This gun already does 450 points of damage,
    but with potshot it does an amazing 900 damage, the same attack power as the
    Magnum Handgun, making it one badass killing machine. It would be best to save
    Kevins .45 for boss battles or tougher enemies.
    Handgun : This is just Marks Customs handgun that he carries. Thier are great
    advantages to him having this. For one, it doesn't take up an inventory slot.
    For two, ammo for this game can be found all over the game, as it uses the
    same ammunition as all the other handguns you find laying around. This gun
    also does not suffer from distance, making it a good choice for long range
    Guard : By holding R1 and pressing [o], you can guard against enemy attacks,
    not receiving no damage from the attack, although some of the unique enemys
    will still damage Mark even while guarding. The other downside is that the
    Virus meter will still go up even if you guarded the attack.
    Full Swing : Basically, this is the same thing as Kevins or Alyssas potshot
    ablility, only with melee weapons. With a melee weapon such as an Iron Pipe,
    Crutch, or Long Pole equiped, press R1 to raise your weapon. Keeping holding
    R1, and Mark will take the weapon back further. Now you may release this 
    attack on your target, dealing more damage than a normal swing. This is great
    for conserving ammo.
    Medical Set - The good docter can take herbs he finds in the various scenario,
    and mix them with his set to make certain medicines, such as recovering pills,
    Anti-Virus pills, Anidote to stop poison, etc. Why would you want to do this?
    The pills are stackable, meaning if you mix one blue herb to make a recovery
    pill, you can mix another blue herb and make another, and have the two pills
    in the same inventory spot. At one time on Decisions, Decisions, I had 9
    pill stacked in the same inventory spot. Basically 9 green herbs. The 
    following list shows what all medicines he can make and what are the required
    Recovery Medicine -         Blue Herb
    Large Recovery Medicine -   Blue+Red herb combined
    Anidote -                   Green Herb
    Hemostat -                  Red Herb
    Anti Virus -                Green+Blue Herb combined/Green+Green+Blue combined
    Large Anti Virus -          Green+Blue+Red combined
    Tackle : Holding R1 and pressing [o], you can perform Georges special Tackle
    ability. This move can be used in all sorts of situations. If timed right, you
    can duck an incoming zombie grab or swipe. You can use it just like the shove,
    knocking the zombie a little ways back, giving you enough to escape or out-
    manuver. If held for the max amount of time, George will tackle the enemy,
    sending them to the ground, makeing this great for getting past lone zombies.
    It also does a little more damage at max then a normal shove, but it's not
    really a good idea to use agaisnt locked doors, as it takes to much time to
    get to the max, and by that time, you could have bashed it a few times useing
    a normal shove. Another plus is that George can have a weapon equiped while
    performing this action.
    Tool Tray : Includes a Folding Knife, which is equipable, 3 pieces of junk
    parts, ninr pieces of vinyl tape, and 12 wrenchs. We will go over each 
    Folding Knife - Same as the knife you can find in some of the scenarios, only
    this one doesn't take up an inventory slot and you start with it, and can also
    be used with one of his other abilites. More on that later.
    Junk Parts - Used to fix broken Handguns or Shotguns. This is mostly used in
    the BFP scenario, as the hunter can break your weapons with one of thier 
    Wrenchs - Used with one of his special abilites, David starts with 12 and you
    can not replace them. Once they are gone, they are gone. (12 per scenario)
    Vinyl Tape - Used to make home made weapons out of two other weapons/items.
    The weapons and items need are listed below.
    Flame Spray - Pesticide Spray + Lighter
    Hammer -      Iron Pipe + Concrete Piece
    Spear -       Wooden Stick + Kichen Knife
    Stun Rod -    Iron Pipe + Battery
    Wrench Toss : By holding R1, and hitting the [o] button, David can toss one
    of his wrenchs at an enemy, doing a good amount of damage. (260) He can also
    use it on doors. When thrown at zombies, it will knock them to the ground,
    giving you a great oppertunity to stomp the rest of the life out of them.
    Remember, you only have 12, so use them wisely.
    Knife Combo : By holding R1 and pressing the [o] button three times, David 
    will make a three stab attack with the knife he has equiped. It takes precise
    timing, so be sure to practise it before using it on enemys. I believe this
    will also knock the enemy back a few steps, giving you time to slice them up
    Lucky Coin - Go into the inventory and select the coin, then select to use it.
    Jim will then flip the coin onscreen, and give you the results. Heads means
    your attack power goes up 15%. So if you get say, four heads in a row, you
    will be dishing out 60% more than the normal damage. BUT, if it lands on tails
    it goes right back down to 0%. So, if you coudln't tell, there is alot of luck
    Playing Dead : Just like it sounds. Press and hold R1, then press [o] to make
    Jim play dead. Holding [o] means Jim will stay playing dead until you let go.
    The good part about this, is that any enemy, including bosses, will ignore
    you compleatly. I don't think I have ever been damage by an attack while 
    playing dead.
    The bad side, is that the virus meter will raise just as fast as it would if
    you were crawling on the ground near death. So use it sparingly. If you get
    your hands on an Anti-Virus pill, you could actually play dead until the 
    effects of the pill wear off, makeing some areas of the game a breeze to pass
    Item Finder : When Jim first enter the room, open the map. Normally it would
    just show you the empty room your in, but with Jim, if any items are in the 
    room, it will be shown with a ? mark, making hard to find items, or hidden
    items, so much easier to find. NOTE - You cannot find Special Items using this
    Lockpick - Alyssa can use one of her four lockpicks to open some of the locked
    doors, and some of the locked lockers in Outbreak. Depending on what type you
    select, you will either unlock it very fast, or very slow. Once you have
    selected which type you want to use, rapidly press X until the door unlocks.
    Below is a list of Scenarios, what doors she can unlock, and what type to use
    on which difficulty (it changes per difficulty.)
    Door or Locker               Easy          Normal        Hard        Vhard
    Staff Room Door:             I-Type         I-Type       P-Type      S-Type
    Blue Door:                   P-Type         P-Type       P-Type      S-Type
    Drawing Room Cabinet:        S-Type         S-Type       W-Type      W-Type
    Below Freezing Point
    Break Room Locker:           S-Type         S-Type       I-Type      S-Type
    Locker in Locker Room:       P-Type         P-Type       P-Type      S-Type  
    Drawer in Docter Office:     W-Type         W-Type       I-Type      I-Type
    Tools Room Locker:           S-Type         S-Type       W-Type    (backdraft)
    Room 102 Bathroom:           I-Type         I-Type       P-Type      S-Type
    Room 202 Bathroom:           W-Type         W-Type       I-Type      P-Type
    Room 201 Bathroom:           S-Type         S-Type     (backdraft)   W-Type
    Decisions, Decisions
    1F Passage Elevator:         S-Type          S-Type       W-Type     W-Type
    B4 Control Room:             P-Type          P-Type       P-Type     S-Type
    I am too lazy to go back and find out what each locker gives you(or bathroom)
    since I was too lazy to write it down when I discovered which lockpick works.
    (actually, I didn't know I would be doing a guide, so I was just writing down
    the type of pick for future use in my games)
    Backwards Dodge: By pressing the R1 button and hitting the [o] button, Alyssa
    will do a do a big backstep. This is useful to get out of the way of enemy
    attacks and also to put you at a good range to use her potshot ability.
    Potshot: Same as Kevins potshot, so look in his section for details.
    Herb Case: This baby comes loaded with 2 of each type of herb, green, red, and
    blue. It can hold a maximum of three, and when you pick up a herb you can just
    select the herb case to put it directly into it. There is one empty space in
    the case for the herbs you mix, so say if you mixed a red+green+blue herb, you
    can have it take the empty slot, and then add one more of each type back into
    the case. You can also aid other allies directly by selecting the desired herb
    or mixed herb from the case, then selecting aid from the menu. If you want to
    take out an already mixed herb, just select it and open the menu and hit
    the switch command. You cannot put anything other than herbs in the herb case.
    Duck: Press and hold R1, then hit [o] to perform a ducking manuvere. This is
    basically only useful agaisnt zombies, as you can duck thier outsteached arms
    or swipe.
    Backpack: Yoko gets the have four addtional item slots, meaning she can lug
    more crap around. You can either directly put it an item into the backpack
    when you pick it up, or you can select an item in your inventory and combine
    it with the backpack to move it into the backpack, if there is enough space.
    You cannot use items while they are in your backpack, so if you need to use
    an item stored there, select it and then select the switch command to either
    replace the item or put it into an empty slot.
    Crawl Away: Basically, by pressing and hold R1, the hitting the [o] button,
    Yoko will get on her knees and crawl in the opposite direction of the way
    she is facing. If facing an enemy, which is why you would want to use it, she
    will crawl away from the enemy. This is very useful to escape enemy attacks,
    or just to escape from them. The longer you hold [o], the farther away she
    will crawl.
    13. FAQ
    To be completed as soon as someone asks me a bunch of the same questions. ;)
    14. Legal Matters
    This guide is mine and mine alone. At the moment, only www.gamefaqs.com 
    and www.neoseeker.com have my permission to use this guide. 
    If I find it on any other than those that have permission from me, I will take
    legal action. This guide is copywrite cananyonesaveme/DeadReckoning. You 
    cannot sell this document, but you may print it out and use it at your
    leisure. If you wish to post this guide on your website, feel free to contact 
    me by e-maril at residentevil1998@cox.net.
    Resident Evil and all Character/Item names used are from the game and owned by
    15. Thanks
    Thanks to:
    Gbone - for all sorts of stuff
    CjayC - for making gamefaqs
    gamefaqs - for hosting this site and being the greatest game site ever!
    Capcom - for making a great game
    funkytoad and K_prime - for an alternate method to go thru Below Freezing 
    neoseeker - for hosting my guide and emailing me for permission :-D
    Copywrite 2004 James Lavinder