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O ooOOoOo O o -------------------------------FOR PLAYSTATION 2------------------------------- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ --------------------------------By DjSiXpAcK14--------------------------------- ******************************************************************************* Resident Evil: Dead Aim Playstation 2 FAQ & Walkthrough Copyright 2003 by DjSiXpAcK14 Version 1.2 January 13, 2004 "Establishing a kingdom where beauty has absolute authority is the dream..." MORE INFORMATION THAN PRETTY PICTURES! NAMES OF BOSSES, WEAPONS, AND ITEMS ARE FROM THE REAL AMERICAN VERSION! =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= Table of Contents =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= NOTE: You can use the Ctrl+F function of your browser to easily navigate this FAQ/WALKTHROUGH. Type the text in the search box just as it appears here. Don't include the numbers. 1. Intro 2. Version Info 3. The Basics 4. Characters 5. Prologue 6. Walkthrough 7. Enemies/Bosses 8. Weapon Information 9. Map Locations 10.File Locations 11.Items 12.Files 13.Wesker's Report + Notes 14.Wesker's Report 2 + Notes 15.Resident Evil Games 16.Resident Evil Timeline (By WeskerFanGirl) 17.Cheats and Codes 18.Links 19.Credits, Contact Info, and Everything Else =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= 1. Intro =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= This entire file is Copyright 2004 DjSiXpAcK14. NOTE: This file may not be reproduced in part or in whole without the consent of the author, DjSiXpAcK14. =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= 2. Version Info =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= ======================= Version 1.2 ======================= Big Steve has provided a wealth of information for me, like he has done with many of my walkthroughs. You'll find his information in the walkthrough, as well as the place where I compare Easy to Normal Mode. ======================= Version 1.1 ======================= I added the Resident Evil Timeline by WeskerFanGirl. Enjoy! ======================= Version 1.0 ======================= Completed: Intro Version Info The Basics Characters Prologue Walkthrough Enemies/Bosses Weapon Information Map Locations File Locations Items Files Wesker's Report + Notes Wesker's Report 2 + Notes Resident Evil Games Resident Evil Story & Plot Cheats and Codes Links Credits, Contact Info, and Everything Else and waiting for the wave of e-mails of people telling me what I've done wrong! =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= 3. The Basics =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= ======================= Controls ======================= -----Playstation 2 (Controller)----- ///// A-Type \\\\\ X/CIRCLE - Action Button. It is used to open doors, pick up items, and confirm things when they're highlighted on a menu. SQUARE/TRIANGLE - Cancel Button. This cancels things when on a menu. R1 - Draws Weapon, Fires, and confirms when a menu selection is highlighted. R2 - Reloads, and cancels when a menu selection is highlighted. L1 - Hold to sneak (walk slowly). L1 also functions as the X/CIRCLE button. L2 - Hold to sneak (L2 allows you to sidestep). L2 also functions as the X/CIRCLE button. D Pad - Used to move the character in a given direction and navigate menus. Left Analog Stick - Used to move the character in a given direction and navigate menus. Right Analog Stick - Used to adjust aim in first-person view. Start - Displays the Status Screen. Select - Displays the map (when one is available). ///// B-Type \\\\\ X/CIRCLE - Action Button. It is used to open doors, pick up items, and confirm things when they're highlighted on a menu. SQUARE/TRIANGLE - Cancel Button. This cancels things when on a menu. R1 - Draws Weapon, Fires, and confirms when a menu selection is highlighted. R2 - Reloads, and cancels when a menu selection is highlighted. L1 - Hold to sneak (L1 allows you to sidestep). L1 also functions as the X/CIRCLE button. L2 - Hold to sneak (walk slowly). L2 also functions as the X/CIRCLE button. D Pad - Used to move the character in a given direction and navigate menus. Left Analog Stick - Used to move the character in a given direction and navigate menus. Right Analog Stick - Used to adjust aim in first-person view. Start - Displays the Status Screen. Select - Displays the map (when one is available). ----Playstation 2 (Guncon2)----- ///// A-Type \\\\\ A/B - Action Button. It is used to open doors, pick up items, and confirm things when they're highlighted on a menu. A - Hold to sneak (walk slowly). B - Hold to sneak (B allows you to sidestep). C - Reload (I LOVE THIS BUTTON!) D Pad - Used to move the character in a given direction and navigate menus. Trigger - Draws weapon, fires, and is also an Action Button. Select - Displays map (when one is available). Start - Displays the Status Screen. ///// B-Type \\\\\ A/B - Action Button. It is used to open doors, pick up items, and confirm things when they're highlighted on a menu. A - Hold to sneak (A allows you to sidestep). B - Hold to sneak (walk slowly). C - Reload (I LOVE THIS BUTTON!) D Pad - Used to move the character in a given direction and navigate menus. Trigger - Draws weapon, fires, and is also an Action Button. Select - Displays map (when one is available). Start - Displays the Status Screen. ======================= Game Difficulty ======================= When you start a new game, you have these difficulty choices: -----Easy----- Ammo and healing items are plentiful, zombies are weak. Recommended for beginners and people who play the game not for the challenge, but for the story. ----Normal----- You have a sufficient amount of ammo and health, but you won't drown in it like in Easy mode. Zombies are average. -----Hard----- Zombies are hard to kill, and you'll have to seriously control your ammo and health item usage if you want to make it through this. ======================= Health-Replenishing Items ======================= FINE Always Green, this position indicates you are at full health. CAUTION (YELLOW) This position indicates you may have been attacked some. CAUTION (RED-ORANGE) Low Health. This is the time to cure if you are fighting a powerful boss. DANGER (RED) One more hit and you will die. Cure as quickly as possible. MEDICINAL SPRAY Restores health to "Fine" status. GREEN HERB Raises health one or two notches. HERBAL MEDICINE Has the power of what seems like a GREEN HERB and a half or 2. ======================= Survival Tactics ======================= Conserve ammo. When you can, knock down enemies rather than kill them. Also, use the type of ammo best suited to kill an enemy. For example, the Ivys in the basement lab are defeated easily by FLAME ROUNDS or the FLAMETHROWER. Search EVERYTHING. If you're stuck, search everything in every room. Eventually, you'll probably find the item you need. Dodge enemies when possible. If you can get around an enemy, don't waste ammo on it. This is especially true in this game because, like in RE3, you can press a button and push or duck under enemies. Aim for the head! Head shots can save lots of ammo when fighting zombies. Although their heads won't fly off, they will take much more damage. Knock enemies into each other. If you line it up correctly, you can knock down multiple enemies by only hitting the first one. Just like dominoes. Only use health items when you need them. Unless fighting a powerful boss, only use a Full-healing item when you're in "Danger" condition. ======================= Easy Vs. Normal (By Big Steve) ======================= Normal: In the freeze room you get the shotgun instead of the assult rifle. Normal: You get the assult rifle in the room with the space outfits. The gun is in a locker. Normal: It is harder to get critical hits. Normal: Morpheus 1 can take between 15 and twenty hits with the special gun. Normal: There are 5 glimmers in one room on normal setting. Normal: There is no point in going into the bathroom of the captains cabin because there is nothing in there apart from a zombie. =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= 4. Characters =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= As described on ResidentEvil.com. In alphabetical order. B.O.W. Umbrella’s term for Bio-Organic Weapon. Morpheus D. Duvall Ex-member of the Umbrella Research and Development Department. The "T-virus" was stolen by a fanatic group of Morpheus-worshippers, who also easily captured and overpowered the cruiser. But Duvall was crazy enough to make his followers the prey of "T-virus." Fong Ling Covert operator for the Safety Department of China. Pursued and arrested her brother, a democracy activist, as ordered by the government. He was executed the same day. Ling harbors no grudge against her superiors or the government. Bruce McGivern Covert Operator for the Anti-Umbrella Pursuit Investigation Team of the United States Strategic Command (U.S. STRATCOM). Has a strong sense of justice and may act recklessly without concern for his own life, often bordering on out of control. But does a first-class job. T-Virus One of Umbrella’s first bio-organic creations which mutates living beings into monsters. Tyrant Another one of Umbrella’s deadly bio-orgainc creations featured in many Resident Evil games. Umbrella A large, powerful pharmaceutical company secretly providing the military with deadly bio-organic weaponry—the cause of the Resident Evil. * = Altered or completely made up by me, DjSiXpAcK14, because Capcom was too lazy to put them on their web site. They could also be taken from the instruction booklet. =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= 5. Prologue =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= You remember that a town was destroyed by the "T-virus" developed by Umbrella Pharmaceuticals, right? And you knowthat Umbrella has secretly continued to develop biological weapons. So that what happened next was the inevitable outcome... Three days ago, the "T-virus" disappeared from the safe where trial drugs are kept at the Paris branch of the Umbrella Pharmaceuticals Development Center. Yesterday, in the Atlantic Ocean, a large cruiser carrying a party of VIPs from numerous countries was sea-jacked. The ship just happened to be owned by Umbrella! =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= 6. Walkthrough =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= This walkthrough is for Easy mode, basically because of the common fact that the key items are in the same places for Normal and Hard mode, there are just more non-key items in Easy mode, such as GREEN HERBs and HANDGUN ROUNDS. Second of all, GET THE GUNCON! This game was made for it, and it is WORLDS better with it. TRUST ME. You can buy generic "Killer Guns" on eBay, and they work fine. The only difference is that the A button is in a slightly different place. _Opening Cutscene_ I would hope that if I had a gun to my head, SOMEONE would throw a grenade. ======================= Room 104 Dead End Hallway ======================= Why is this hallway here? Nobody knows... Well, open the door at the end. ======================= Room 104 ======================= Looks like there was a struggle in here. Hmmm. Go through the open door and take the HANDGUN ROUNDS from the bed and the GREEN HERB from between the beds. NOTE: In this game, you can carry up to a bazillion GREEN HERBs, so pick up EVERY one that I point out. The same goes for MEDICINAL SPRAY, HERBAL MEDICINE, and all weapons. However, you have only 6 slots for ammo, and ammo boxes can't be combined. You should always fill up your empty slots with HANDGUN ROUNDS due to the fact that if you run out of slots when picking up something better, the game will let you drop them. Other than HANDGUN ROUNDS, don't pick anything up unless I tell you to. NOTE: You may notice that there's a door in the bedroom that won't open. That's because Capcom made the ship symmetrical in many points, which left a bunch of empty rooms. You can't open these doors, and you don't need to. So don't worry about them. Alright. Now leave using the only other door here. ======================= Guest Room Hallway 1 ======================= Ignore the zombies. They won't bug you...yet. Look across the hall. There's a door that's lit and a door that's not. If you're interested in a GREEN HERB, go into the unlit room (102), through the open doorway and to the end of the useless hallway. If not, just go and open the lit door. ======================= Room 101 ======================= Woah. There's a person hanging here. That's pretty gross. Ignore it and take the GREEN HERB from the floor by the coffee table with the SHOTGUN ROUNDS on it, which you should also take. Then, go through the open door to the end of the useless hallway to find the UPPER DECKS MAP and the 1ST CLASS KEY. Take both and you'll hear a sound kinda like a rope snapping. Walk back into the main room. _Cutscene_ OH MY GOD!!! IT'S A...ZOMBIE!!!! :-\. If you're in Easy mode, you can kill it, but if you're about to wet your pants or you're playing in a different difficulty, I'd recommend just leaving. Well, leave. ======================= Guest Room Hallway 1 ======================= The unlit room across from you (103) cannot be opened. Also, if you check the double doors at the west end of the hallway, you'll realize that they take a keycard. Looks like we'll have to find one. If you walk around a little bit, ONE zombie will get up and chase you around. Just ignore him, unlock, and proceed through the doors at the east end of the hall. ======================= First Class Hallway ======================= Here, you can go left or right, each way having one zombie, a door that won't open, and a set of double doors that will. Either way will take you to the Stairs Hall 2F, so use either set of doors. ======================= Stairs Hall ======================= Not much here. Stay on the second floor and (even though it won't make too much of a difference) go through the door at the southeast corner of the room. ======================= VIP Hallway ======================= There are 2 zombies here. Hmm. Well, the door straight in front of you won't open, so use the doors on your left. ======================= VIP Room ======================= BEFORE you take the gold card that's sparkling, take the GREEN HERB from the planter, the other GREEN HERB from the southwest, and the EMERGENCY FAX FROM PARIS BRANCH (bright white papers on the floor). They'll tell you that some T-virus samples were stolen and they think Morpheus, the guy that was trying to kill you at the beginning, stole them. Hmm. Now take the sparkle. It's the GUEST KEYCARD, which should work nicely for that card reader back in Guest Room Hallway 1. Now that you did something right, the zombies have decided to kill you, so duck out the closest door before things get nasty. ======================= VIP Hallway ======================= Dodge or kill the zombies here, and exit using the door leading back to the Stairs Hall. ======================= Stairs Hall ======================= Holy pumpkins! There's zombies everywhere! Most of them are retarded, though, so you can walk around them. Use the door straight ahead of you. NOTE: This would be a good time to use your dodging abilities. For the controller, use L1 or L2, and for the Guncon, use A or B just as the zombie attacks. ======================= First Class Hallway ======================= Now use the middle door leading to Guest Room Hallway 1. ======================= Guest Room Hallway 1 ======================= AHHH! THEY'RE ALIVE! But you'll never see them again cuz you're never coming back here again. So if you want to waste a bunch of ammo, go ahead, but otherwise, unlock the double doors on the other side of the room and proceed through. ======================= Spiral Staircase Hall ======================= _Cutscene_ Hmmm. So we meet the amazing mystery woman. Her name's Fong Ling. But judging by how close their faces were together (even if Fong had a gun to Bruce's neck), they'll be falling in love and you'll end up cooperating with her. If you check the doors up here, they're all locked by an electronic lock. Well, that sucks. Go down the stairs and walk forward a bit and you'll see some glowing lights. An keycard-controlled electronic lock thingy! Just what we needed. Use your GUEST KEYCARD on it to unlock the 2F locks. The locks for the doors on the floor you're on are still enabled, though. :-\. There are some HANDGUN ROUNDS to the left of the doors to your left (that won't open). There are also some more HANDGUN ROUNDS by the stairs on the bottom floor. However, don't go near your broken radio or a couple zombies will have a little chat with you. After you're finished, head back up to the 2F and use the southern-most door in the room. ======================= Sleepy Zombie Corridor ======================= All of these zombies are very sleepy, so don't shoot any zombies while you're in here. You can't go into Room 202, so enter Room 201 (the first door on your right). NOTE: There ARE some explosives here, but how would you like someone shooting explosive tanks while YOU were sleeping? I'm sure you'd probly wake up and want to chew somebody's head off. ======================= Room 202 ======================= Go into the bathroom to find another hanging person and a "twice-folded document". Take it, it's REGULAR REPORT NO.1162. It talks about how the aid of Morpheus is conspiring against him. It appears that wasn't a very good idea. In the room itself there's a GREEN HERB and HANDGUN ROUNDS, but you probably can't carry the HANDGUN ROUNDS. Take them if you want to, though. NOTE: If you're playing in Easy Mode, I'd recommend using the SHOTGUN from now on. It's a lot more fun and if you haven't used it yet, you should have 63 shots (plenty). Leave. ======================= Sleepy Zombie Corridor ======================= The door in front of you is locked from the other side, so continue down the hall and take the next door on your left. ======================= North Guest Room Hallway 2 ======================= Well, Room 205 is un-open-able, so if you want to take out 2 magically appearing zombies, go down the mini-hall between the rooms for a GREEN HERB. Otherwise, go into Room 206, which is beside Room 205. ======================= Room 205 ======================= Take the SILENCER HANDGUN from the chair, the SHOTGUN ROUNDS from the bed (you will probably have to drop some HANDGUN ROUNDS) and the GREEN HERB against the wall beside the bed. There isn't much special about the gun except for the fact that you will miss it alot if you don't have it later... Leave. ======================= North Guest Room Hallway 2 ======================= Go to your right and you should see a zombie fall from behind the wall. Quickly run through the door in front of you before he gets up. ======================= Lounge ======================= Ahh. Our first save room. There's an ammo box, which consists of 6 boxes of HANDGUN ROUNDS, a typewriter, and 2 GREEN HERBs against the glass across from the ammo box. If you're a fan of the original RE series, you'll probably enjoy the fact that there is no such evil thing as an ink ribbon! However, you'll be bummed out to find that there's no item boxes! I consider it an even trade considering how many things you can hold at once. Anyway, save and head out the other door. ======================= South Guest Room Hallway 2 / Room 203 ======================= Well, Room 204 won't open, so all that's left is the door leading to Sleepy Zombie Corridor and Room 203...but the door's open... Go and check it out. There's one zombie in here. Introduce his face to your gun, then take the ID CARD from the bed. Maybe it will work to unlock the doors on 1F in Spiral Staircase Hall. Okay. Now there's one zombie in the bathroom, one behind the farthest bed and 2 or 3 out in the hall... There's not much you can do here except for kill the ones you have to, then run out of the room and through the door to the Sleepy Zombie Corridor (You'll have to unlock it first). ======================= Sleepy Zombie Corridor ======================= You won't be coming through here, so if you want to scratch that itch you have for shooting the explosives, now would be the time to scratch. Anyway, head back through the doors to the Spiral Staircase Hall. ======================= Spiral Staircase Hall ======================= Go down the stairs and to the Electronic Lock Keycard Reader Thingy (ELKRT). Use your ID CARD on it to unlock the doors on this floor. WooT! Look at your map and use the southwestern door in this circle (it's circled). ======================= Dining Hallway ======================= Go through the steel doors on your right labeled "Kitchen". ======================= Kitchen ======================= There are 2 GREEN HERBs and some HANDGUN ROUNDS here, but you probably can't take the HANDGUN ROUNDS. When you're finished, use the big ugly door to enter the "Freezing Room". ======================= Freezing Room ======================= Looks like some survivors tried to survive here. It also appears that it didn't work. Now naturally you'd assume that after you pick up that ASSAULT RIFLE and ASSAULT RIFLE ROUNDS that the zombies would all decide to chew you out... literally. However, you'd be wrong. After you take the gun and ammo, the zombies give you a 3 second head start. See! They play fair! You may have to dump some HANDGUN ROUNDS, but trust me, you'll like the ASSAULT RIFLE better. So take the stuff, then make a desperate run towards the exit. You should be able to make it before they get to you. Only the last zombie should have a chance. NOTE: Normal and Hard players will find the SHOTGUN and SHOTGUN SHELLS here. The ASSAULT RIFLE is found later in the game (it's marked in the walkthrough). ======================= Kitchen ======================= That was freaky. Exit to the Dining Hallway. ======================= Dining Hallway ======================= The doors to the Dining Room won't open, so don't try that. However, you need to go past them, because the doors to the Pool Deck on our side are locked. You'll see a zombie, but you may as well avoid her unless you want the HANDGUN ROUNDS she's guarding. Anyway, use the doors leading to the Pool Deck. ======================= Pool Deck ======================= Run forward until you see two zombies looking over the railing of the boat. That's Jack and Rose. Don't look now, but I think they're about to go at it again. You might wanna blow their heads off. Take that sparkle to the right of their corpses (;-)). It's the MAINTENANCE KEY! Yay! And since you took the key (:-\), a pressurized hatch appeared. You get ADMIN REPORT 9/16/2002, which tells you that you need the ever-popular (valve) HANDLE, which is located in the Store House on the other side of the ship. Well crap! Unlock and take the southern door, as the shutter in the middle of the room is shut. ======================= Dining Hallway ======================= Run back to the Spiral Staircase Hall. ======================= Spiral Staircase Hall ======================= Well, all the doors except for the one circled on your map won't open, so take the circled one. ======================= 3rd Class Hallway ======================= Well, there's a plant here. Use the other door. ======================= 3rd Class Guest Room Hallway ======================= There are 3 zombies here. 2 are chasing after you and one is waiting for you by the southern door leading to the hall to Stairs Hall. You'll probably have to kill them. Anyway, Rooms 301, 303, 304, 306, and 307 won't open, and 208 won't open either but it doesn't "seem to be closed". Hmm. Oh well. Let's check in Room 302. ======================= Room 302 ======================= Here you'll find a GREEN HERB and the SEMI-AUTOMATIC HANDGUN. However, when you take it, the zombie in the bathroom will attack you, so exit quickly or test the weapon on him. ======================= 3rd Class Guest Room Hallway ======================= Well, all that's left is 305. So check it. ======================= Room 305 ======================= The zombie in the bathroom is already alive, so shoot him down. Then take the GREEN HERB and the HANDGUN ROUNDS if you can. NOTE: It appears as if the bathroom is missing a very important item. See if you can figure out what it is! Leave. ======================= 3rd Class Guest Room Hallway ======================= Use the door on your left. ======================= 3rd Class Maintenance Hall ======================= Run down the hall and check the panel beside the shutter. Use the key to raise it, then go through the doors. ======================= Stairs Hall ======================= The door in front of you is "shuttered" on the other side, so use the southeastern doors that are circled on your map. ======================= South Recreation Corridor ======================= You know you want to...go into Bar Seven Seas. ======================= Bar Seven Seas ======================= Pick up the GREEN HERB and WAITER'S LETTER on your left, then pick up the first pack of HANDGUN ROUNDS by the roulette wheel and the second pack by the slots if you have the room. If you look on your map, you can see some doors leading to Stairs Room, but one won't open and the other is locked with a club etched by the keyhole (RE2 fans). So use one of the northern doors by the slots. ======================= North Recreation Corridor ======================= Go right to the door at the end. ======================= Storage Area / Store Room ======================= Run to the open double doors and into the Store Room. Take the FREIGHT CREWMAN'S DIARY from the boxes with the red and white ring buoy. Also take the (VALVE) HANDLE from the shelf, along with the GREEN HERB in the corner by the other double doors and the SHOTGUN ROUNDS from the shelf there. There are also some HANDGUN ROUNDS that you should leave. Now exit the way you came in. _Cutscene_ For being attacked by a strange creature, Bruce seemed pretty happy. :-\. Now you're playing as Fong Ling. ======================= North Recreation Corridor ======================= Run forward and you'll see a bunch of zombies bust through the door. If you wanna use her ASSAULT RIFLE, you can, but if you're not in Easy mode, I'd recommend that you don't. Now we're heading to the Pool Deck, but the door at the end of the hall is shuttered, so enter Bar Seven Seas. ======================= Bar Seven Seas ======================= Are those zombies or just extremely drunk, seasick, passengers? Either way, run around them to one of the doors on the other side. ======================= South Recreation Corridor ======================= Go right into Stairs Hall. ======================= Stairs Hall ======================= I'm pretty sure these guys are zombies... Anyway, get to the door diagonal from yours, as the others will not help you. ======================= 3rd Class Maintenance Hall ======================= No zombies here! Take the other door. ======================= 3rd Class Guest Room Hallway ======================= When you walk forward past the first zombie, Room 208 opens up and 3 zombies pour out. Kill them if 2 GREEN HERBs is worth it to you. Otherwise, use the door in the southwest corner of this room that isn't Room 304. ======================= 3rd Class Hallway ======================= Another zombie-less corridor! Use the door at the end. ======================= Spiral Staircase Hall ======================= Use the door past the glowing panel while dodging the zombies as best you can. ======================= Dining Hall ======================= Run straight ahead and through the door at the end. Ignore any zombies you may see. ======================= Pool Deck ======================= Capcom should invest in some Scooby-doo chase music! That'd be AWESOME! Go over to the maintenance hatch to the west and use the HANDLE. _Cutscene_ Heroically, Bruce pulls out his...HANDGUN?!! If your SHOTGUN isn't already equipped, do it now. Bruce is an idiot. Run straight ahead until the Hunter notices you. Then shoot it 'til it stops movin'. After that, concentrate on the other. Whatever you do, don't stay where you are, or you'll have 2 Hunters to deal with instead of one! After you beat them, you see a _Cutscene_ It looks like Morpheus is having a bad day. So like Wesker AND Birkin, he injects himself with some kinda virus to make him superpowerful. Oh well. ======================= Lower Decks Save Room ======================= Other than the HANDGUN ROUNDS, there's nothing here but a typewriter. So save and use the lift. ======================= Boiler Room ======================= Go right and down the hall. Go into the gray door tiny-ly labeled "PRIVATE". ======================= Dark Corridor ======================= The windows are shut, so it's dark and scary. Run until you pass through a doorway. You should hear a door open and shut. That's 2 zombies behind you. Ignore them and continue forward. You'll have to shoot one zombie, but if you are using the SHOTGUN, you'll probably hit the other one, too. Continue to the next doorway. Proceed through, then kill the zombie at the corner. You should them come to another gray door, this one marked "LIFT". Use it, whilst evading the zombie. ======================= Shutter Walkway Lift ======================= Run to the lift at the end (not too exciting). ======================= Spiral Staircase Hall B1F ======================= Run right and you'll see the LOWER DECKS MAP (YAY!) on the wall. Take it. NOTE: If you run just past where you got the map, you'll see a door with a key card lock. Well, crap. Now we have to find it. Maybe it's in the Cargo Room! So continue around the circle and go into the Cargo Room. ======================= Cargo Room ======================= Here you can find 8 crates that say "SHIP CREW - PRIVATE PROPERTY" on them. If you check your map, the keycard-locked door leads to the crew's bunks. That's probably where the keycard is! However, you're gonna need something like a CROWBAR to get into those crates. Hmm. Use the other unnecessarily large door here. ======================= Presentation Hallway ======================= Turn right to find some HANDGUN ROUNDS that you no doubt don't need. On the other side of the forklift [thingys] is a sitting down zombie. He won't be here when you come back, so just ignore him and run to the next unnecessarily large door. ======================= Presentation Room ======================= Turn left and check out that staircase in the middle of the room. It leads to a dead end. How peculiar. Check the switch. It doesn't do anything. I guess we'll have to resupply power sometime in the future. Take the GREEN HERB at the far left side of the glass containment area, then enter the glass containment area. Although these large glass containment tubes DO look threatening to any RE fan, they aren't threatening in THIS game. Take the CROWBAR from the ground and RESEARCH REPORT #220329 from the desk. With the CROWBAR, we can get into the crew's stuff! Whoopee! So leave. _Cutscene_ OHMYGOD! This isn't a boss battle, since you're not fighting him/her. It appears that our "ugly, useless, guns" won't work here. So make like Scooby Doo and RUN! Get up the stairs, through the funky door and out the unnecessarily large door. NOTE: Don't fool around, as Morpheus can come back through the funky door. ======================= Presentation Hallway ======================= Unlike Nemesis, you don't have to see this freak come through the door. He's already on the other side! Hurry and get to the unnecessarily large door in the middle of the hall before he does. ======================= Cargo Room ======================= He's already here! Turn right and start hackin' open crates. The placement of the items is randomized, so just keep trying! The 2 items you can get are the CREWMAN'S KEYCARD and some HERBAL MEDICINE. As soon as you get the CREWMAN'S KEYCARD, however, high-tail it to the Spiral Staircase Hall B1F! ======================= Spiral Staircase Hall B1F ======================= He's still chasing you! Run left to the keycard reader, use it, and go through the door! ======================= Ship Crew Room ======================= _Cutscene_ ======================= Engine Room ======================= Although the music may disagree with you, you're in no immediate danger. You need to unlock that unnecessarily large door so you can let Bruce in to escape from Morpheus! But it's locked...electronically... Check the machine to your left that looks like a diagram of the ship. It says it controls the electronic locks, but there's no power supplied. The power switch must be downstairs... Here is a map of the downstairs: +-----------------------------------+ |M | +-----+ +-----+ | X | | | | | | Z | | +=======+ B +=======+ | | = WEST = = EAST = | | =STAIRS = A C =STAIRS = | | +=======+ +=======+ | | Y | | | | | +-----+ +-----+ | N| +-----------------------------------+ A & B & C = Bodies Y & Z = Hunters M & N = Explosive Tanks X = Power Panel (Where you want to go) Alright. You want to take the west stairs, go left, and make a mad dash for the Power Panel, switch it on, then dash back up the stairs. The ASSAULT RIFLE does not work very well on Hunters (unless you can use the Explosive Tanks to your advantage...) However, if you are idiotic enough to waste 2-4 clips of 100 rounds on them, Body A has nothing, Body B has HANDGUN ROUNDS, and Body C has ASSAULT RIFLE ROUNDS. After you're back upstairs, check the panel with the ship display to unlock the door. Then open it to let Bruce in. _Cutscene_ Ya know, I dont think don-gua means you are cool... Oh well! Now you're Bruce again. ======================= Engine Room / Ship Crew Room ======================= Enter the Ship Crew Room. Alright. First, let me tell you which doors won't open. They are: Room 001, 002, 004, 005, and 007. Room 008 is open, but don't worry about it just yet. Let's check out room 003. Its the second door on your right. ======================= Room 003 ======================= There's not much in here at all. Just a zombie and some SHOTGUN ROUNDS on the boxes to your left. Just take 'em and leave. ======================= Ship Crew Room ======================= Now let's check out 006. It would be around the corner, second door on your left. ======================= Room 006 ======================= This room contains 2 GREEN HERBs guarded by one zombie. If it's worth it, kill him and take them. Leave. ======================= Ship Crew Room ======================= Now let's check out the open Room 008. ======================= Room 208 ======================= Take the SHOTGUN ROUNDS from the desk and leave. ======================= Ship Crew Room ======================= Now zombies are here. You need to get to the Spiral Staircase Hall B1F, which requires you to run all the way around because the door to your left won't open. There are 4 zombies here, but you'll never come here again, so ignore them and head out the door. ======================= Spiral Staircase Hall B1F ======================= Check your map. You'll see 2 things circled. The door to the Monitor Room, and that switch beside the stairs in the Presentation Room. Take the eastern door in this room to get to the Cargo Room. ======================= Cargo Room ======================= There's ONE Hunter here that wants to be your friend. Hunters have cooties, so stay away from him and use the door on the other side of the room. NOTE: For some reason, I'm finding a bunch of ammo in the unopened crates. If you are low on ammo and found the CREWMAN'S KEYCARD on your first or second guess, you might wanna blow the Hunter away, risk getting the cooties, and check the rest of these crates. I found 2 boxes of SHOTGUN ROUNDS and a box of HANDGUN ROUNDS. ======================= Presentation Hallway ======================= Go into the Monitor Room in front of you. ======================= Monitor Room ======================= Look familiar? Take the MEDICINAL SPRAY from the chair, the RECREATION ROOM KEY from the desk, and the DISMISSAL NOTICE found where Morpheus was bleeding all over the place. Save here if you want, then leave. ======================= Presentation Hallway ======================= Now re-enter the Presentation Room. ======================= Presentation Room ======================= No items here, just a bunch of zombies and that switch. Press it to open a hatch at the top and climb the stairs. ======================= Stairs Hall ======================= GASP! How cool is that?! Remember that door in Bar Seven Seas with a Club on it? Let's go there. Take the southeast doors in this room. ======================= South Recreation Hallway ======================= Enter the bar. ======================= Bar Seven Seas ======================= Now unlock that door on the east side of the bar and proceed through, whilst evading the zombies. ======================= Stairs Room ======================= Those double doors would lead to the Store House, but then the game would be a lot shorter (you could've just walked from the Store House to here). Climb the stairs. Up here, there's a zombie that you can probably find and a GREEN HERB in the northeast corner of the room. Use the door with a window on it, as the other won't open. ======================= Captain's Hall ======================= Kill the one zombie you should encounter and open the first door you find. ======================= Captain's Room ======================= Run around the desk and take the purple SHIP'S LOG. _Cutscene_ AHHH! Tell the Cap'n he AIN'T gonna make it happen by trying as hard as you can to blow his head off, even though it's impossible. He should take at least 2 shotgun blasts. He then drops some MAGNUM ROUNDS. So run into this bedroom and take the MAGNUM. Take the MAGNUM ROUNDS from the desk here, but don't take the Cap'n's because you really only need one box of MAGNUM ROUNDS, considering you only get half as many shots as with a box of SHOTGUN ROUNDS. If you need to blow out some rounds to carry them, I'd have to recommend the indestructible wine bottle or the swordfish on the wall. If it's worth it to you, run into his bathroom, kill his...secretary...and take the GREEN HERB. Otherwise, just use the door leading to another Stairs Room! ======================= Stairs Room (2) ======================= There are 3 zombies here that are probably gonna get in your way. Kill the ones you have to, then climb the stairs cuz the door won't open. Here there's one zombie, a box of SHOTGUN ROUNDS, and a GREEN HERB. Take the GREEN HERB and exit using the door. WAOW! WAOW! WAOW! ======================= Vessel Control Room ======================= _Cutscene_ Take the SHOTGUN ROUNDS if you already exhausted a box or two, then go right and out the door there. Kill a zombie or two if you have to. ======================= Heliport ======================= _Cutscene_ It's payback time...for knocking me down and giving me a boo-boo! Shoot him with your dinky handgun, Bruce! ////////////////////////////////// ********************************** Boss: Rubber Tyrant Difficulty: Medium Weapon of Choice: Shotgun ********************************** \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ If you did your homework (read RESEARCH REPORT #220329 that you found in the Presentation Room), you should know that this guy has a vital organ exposed. That would be that big ugly glob of heart on his back. To get a good shot, you need to dodge one of his attacks, then run behind him. Not too hard, is it? Remember how to dodge? L1 or L2, Guncon2: A or B. Well, anyway, be sure you aim for his heart. Sometimes you hit him good enough, he'll kneel down to give you a better shot. Take advantage of this. His moves consist of the Rubber Stretch, Leaping Slam, and the Simple Punch. The Rubber Stretch is when he stretches his arms out from a long way away and hits you. The Leaping Slam is like it sounds. He leaps at you and tries to slam you. And of course the Simple Punch. The best one to dodge is the Leaping Slam, but he doesn't use it too often. When he kneels down and feels his heart with his [hand], he's done. _Cutscene_ _Cool Cutscene_ I'm not a boat person, but if I was on top of a boat that was crashing into an island, I'd probably just hold onto something, rather than jump off. Oh well. ======================= Tiny Room ======================= Open the door in front of you. ======================= Entrance Passage ======================= Take the GROUNDWATER WAYS B1 MAP from the wall on the left. Then use the door behind you leading to the Store Room. ======================= Store Room ======================= Take the 2 GREEN HERBs, BIOLOGICAL REPORT 1, and the OPERATOR'S NOTEBOOK. I'll tell you before you confront any Torpedo Kids. They aren't THAT bad. Save if you wish and leave. ======================= Entrance Passage ======================= Go down the hall and turn right you'll find the GRENADE LAUNCHER and some SHOTGUN ROUNDS. Then, noticing the door here is impassable, go through the door across from it. ======================= Waterway A ======================= Alright. If you look at your map, you need to get to the LIFT at the southeast corner of the map. However, if you go straight through the waterway, you'll encounter a bunch of Torpedo Kids and may not make it alive. So go down the stairs and go north up the waterways. Turn right when you can, then go up the stairs and through the door. NOTE: There's some ASSAULT RIFLE ROUNDS on the ground in this hallway. ======================= Passage 1 ======================= If you go through the door right in front of you, you'll end up face-to-face with a Torpedo Mother and her famous children, so run down the passage, past the 2 easy-to-evade zombies, and through the door. ======================= Waterway B ======================= Go down the stairs and head south. You'll run into a Torpedo Mother, but she'll be aiming them toward that doorway I told you not to go through. ~Applause for me~ So go to the left of her and up the stairs. Open the door. ======================= Passage 2 ======================= Go past the 4 naked zombies to the door at the end. ======================= Waterway C ======================= There are some GRENADE ROUNDS on the ground here. I think you should take them, even if you have to shoot out some rounds. Only this one, though. Go down the stairs and head east. There's a Torpedo Mother right in your face, so you should shoot her from a distance with the MAGNUM. When she deflates, she's done. She should only take one or two shots. Climb the stairs and use the lift. NOTE: If you look at your map, there's a room with a dead end north of your location. The door is rusted shut, but there's some GRENADE ROUNDS just outside the door. ======================= Radio Room ======================= Take the GREEN HERB here, then check out the radio. Use it. _Cutscene_ Yeah, Bruce. They COULD launch a nuke at your current location and pull you out with a chopper, but instead, we're gonna put the lives of about 1.5 billion people in your hands so we can save the life of one obnoxious lady. RIGHT. Fong sees a very fat thing, but it walks away. You'll have to fight him later...heh heh heh. ======================= Passage 3 ======================= Turn right, take the GREEN HERB, then run to the end of the small corridor and take the GROUNDWATER WAYS B2 MAP and ASSAULT RIFLE ROUNDS from here. Then use your map to guide you to the door and take it. ======================= Waterway D ======================= Here, you can see the Control Room on the map. However, it is locked. You need a key, which we will be getting shortly. Climb down the stairs and head south. Turn left as soon as you can, the head up the stairs. The zombies won't bug you until you turn left. At the top of the short staircase, you can see a sparkle in the hand of the corpse of the facility manager. Check it to get the SECTOR ADMIN KEY. That will unlock the Control Room! Wee! However, there's a bunch of zombies that can't hurt you, but you can see and shoot them..."is you thinkin', what I'm thinkin'?" So shoot them off, then run back toward the way you got here and continue going north. Run up the stairs past the ones you came in with and into the Control Room. ======================= Control Room ======================= Take the ASSAULT RIFLE ROUNDS, then check the map-like display to unlock that door. Leave. ======================= Waterway D ======================= Now all those zombies that you saw and were hoping wouldn't wake up, will. So you're gonna have to run faster than Forrest Gump. That's right. Faster. The good news is, if you killed the zombies from before, they won't be there to bug you now! Yay! So run back to the facility administrator's body, then through the now unlocked door (it's circled on the map). NOTE: Momma always said life is like a box of chocolates. Ya never know what you're gonna get. ======================= Passage 4 ======================= No zombies here! Yay! Just run to the end and through the door. ======================= Waterway E ======================= There are some HANDGUN ROUNDS by the steps. Run down them, then head north. There are about a bazillion zombies ready to hug you, and remember all those songs you used to sing about Barney? Well, don't waste your .44 shots, but do kill any zombies that get a little too touchy. NOTE: Just out of curiousity, I turned left into that little alcove. That's a bad idea, as the zombies will follow you RIGHT in. If you go up the first stairs you come to, you'll find some MEDICINAL SPRAY and a door that's rusted shut. So anyway, head north to the next set of stairs and go up them. Operate the lift. ======================= Heliport Tunnel ======================= Not much here. Run to the door labeled Heliport at the end. ======================= Heliport ======================= _Cutscene_ That's one of the few things I don't like about this game. There should have been some hinting to Bruce that there was a computer chip inside her body. Oh well. ======================= Passage R03-01 ======================= It's very important that you go into the room on your right. It's kinda hard to see. ======================= Store Room ======================= First and most importantly, take the FREIGHT PASSAGE MAP from the bulletin board. Then take the MEDICINAL SPRAY and BIOLOGICAL REPORT 2. It talks about Glimmers, which we'll see later. You'll also get EXPERIMENT ALPHA LOG. There are also some GRENADE ROUNDS here that you probably shouldn't take. Save if you want and leave. ======================= Passage R03-01 ======================= Only a few zombies here that you can easily avoid. Turn right, then take the next right, and then turn left at the fork. Open the door there labeled "R03-06". ======================= Passage R03-06 ======================= Go forward, then turn left when you can. Open the door with the blue light. ======================= Passage R03-12 ======================= NOTE: This will be your first encounter with the Glimmers. They have a bunch of red eyes on their heads. They have only two attacks. 1. Jump on your back and puke all over you (No blue herbs, so you can't get poisoned). 2. Puke at you from a distance. They ARE scared of you, so chasing them into a corner isn't too hard. After they're there, you can blow them apart. However, I don't recommend trying to kill them, as you'll probably just get injured. I do recommend shooting the tank if they happen to run in a corner with a gas tank. You should probably just ignore them here and make your way to the lift at the east side of the passage. Use the lift. ======================= Passage R04-04 ======================= Alright. There are 2 Glimmers here and there's also a gas tank. Don't waste too much ammo or health items and get to the southern exit of this room. It should say "R04-05" on the door. ======================= Passage R04-05 ======================= Ya got a couple flamers in this passage. Stay away from anything that's on fire and head to the left when you can. That will lead you to door "R04-11". ======================= Passage R04-11 ======================= Go straight and then head right. Continue down the passage to the lift. There's a few zombies here, but I'll bet they won't surprise you too well. Operate the lift. ======================= Corpse's Keycard Room ======================= Check the corpse here for the ELEVATOR KEYCARD. There's also a pack of MAGNUM ROUNDS here. Both of the doors won't open, so use the lift again. ======================= Passage R04-11 ======================= Now head north to door "R04-25". Avoid the flamers. ======================= Passage R04-25 ======================= Head northeast to the lift. Watch out for the Glimmers. There's a BUNCH of them here. ======================= Passage R05-04 ======================= Run straight ahead to passage "R05-13". ======================= Passage R05-13 ======================= Go south and pick up the MEDICINAL SPRAY in the southwest corner of the main passage. If you want 2 boxes of SHOTGUN ROUNDS, go into Passage R05-08 and run to the end. You'll find yourself behind that gate you couldn't get through from the Corpse's Keycard Room. That's where the SHOTGUN ROUNDS are. Now go north and then east to door "R05-19". ======================= Passage R05-19 ======================= Ahh. A zombie free passage. If you want a GREEN HERB, there's one to the right of eastern door "R05-20". Head south into the cleverly named Elevator Room. ======================= Elevator Room ======================= Now, you need to make at least one space for HANDGUN ROUNDS, so unless you have some now, shoot out whatever's left in your clip. Now. Here's a map of this large room that almost makes you think you're going to fight a boss in it: ENTRANCE +-------------==-------------+ / \ / \ + ////// ////// + N | / / / 6 | | | / A / 5 B / | | | / / / / | W----+----E | 34//// ////// | | | | | | | S | ////// ////// | | / / / / | | / C / 7 D / | | / 12 / / | + ////// //8/// + \ / \ / +-----------*=====-----------+ PANEL ^ ^ ELEVATOR | | | | +--------+ +---------+ A-D = Piles of Boxes 1-8 = Boxes of HANDGUN ROUNDS Pick up one of the boxes of HANDGUN ROUNDS and equip the SILENCER HANDGUN. Then check the elevator panel and use the card. _Cutscene_ ////////////////////////////////// ********************************** Boss: Fat Tyrant / Pluto / Experiment Alpha Difficulty: Medium Weapon of Choice: Silencer Handgun ********************************** \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ This guy is one of the scariest bosses I've ever fought in the series, and he's also one of the strongest (health-wise). If you read EXPERIMENT ALPHA LOG, you know that this guy had his eyeballs removed, so he relies solely on his hearing to find his enemies. That's why we're using the SILENCER HANDGUN. You also need to sneak (Controller: L1/L2, Guncon2: A/B) in order to avoid detection. You need to stay a good distance away from him while popping shots off at his head. Blood will squirt out A LOT when you hit him in the head. If you DO get detected, he has these moves: 1. Punch - Yeah. He punches you. This will usually knock you down. 2. Body Slam - It looks like he trips and falls. It also hurts you. 3. Running Punch - He punches you while running. [I'm detected and he won't leave me alone!!! WHAT DO I DO?!] If you get detected, let him punch you, then get up. He may punch you again, or he might use his Body Slam attack. If you haven't moved since getting up, he will miss. After he misses, RUN away, don't sneak. After you're a good distance away, start sneaking again. Keep firing off shots at his head. When you run out of ammo, get some more and keep it goin'. After his brain pops out, I like to let him get to me (he won't attack you if you don't move, and then when his fat is rubbing against my tv screen, shoot his brain. Luckily, he falls backwards and not forward. He took me 2 1/2 boxes of HANDGUN ROUNDS, that includes misses and non-head shots, though. After you finish him, you'll see a _Cutscene_ and take control of Fong Ling. ======================= 3F Elevator Landing ======================= Go forward and you'll see a weird brownish door on your right. Open it. ======================= 3F Save Room ======================= Nothin here but a bunch of HANDGUN ROUNDS and a typewriter. Save if you want and leave. ======================= 3F Elevator Landing ======================= Well, there's a bunch of zombies here, but they're all inactive. The only thing you can do here is to run to the other elevator. You'll notice that every exit on this floor has some excuse for you not going in it...except for the waste chute just to the right of the elevator. Go down it. ======================= 1F Elevator Landing ======================= Alrighty. Now there's 3 exits. One is that elevator that has no power, one is the gray door in that tiny alcove that has a chain or something on the other side of it, and the other is a simple unlocked door. Use the only one you can. ======================= Power Supply Room ======================= Check the glowing monitor. Press the key to run on main power, which will return power to the elevator. The lights are on, as well. A zombie gets up to attack you. Kill him if you wish, then head out the door. ======================= 1F Elevator Landing ======================= Now go into the elevator and push the button. ======================= Futuresque Walkway ======================= Run to the door at the end and open it. ======================= Morpheus' Office ======================= _Cutscene_ ======================= 1F Main Hall ======================= Now, you're Bruce again. First, re-equip your SHOTGUN. Then head down the hallway. You'll come into a room that's tiled like a bathroom. Kill the Hunter, then take the 2 GREEN HERBs from beside the gray door that looked like the brown door we went through as Fong Ling. Then, go inside. ======================= Benthic Lab Store Room ======================= In this room, there are two shelves. On either side of each shelf is a zombie. Kill all of them. Then, check where the first zombie was for the ARCHITECT'S MEMO and the BENTHIC LABORATORY MAP. The second zombie was guarding a box of HANDGUN ROUNDS. The third zombie was guarding a POD BAY KEYCARD. Take it. There are also some HANDGUN ROUNDS on this shelf as well as some SHOTGUN ROUNDS on the boxes here. Leave. ======================= 1F Main Hall ======================= NOTE: If you check that door with the little blue light beside it, it says that it is a voice recognition device. Looks like we might need to find a tape recorder like in RE3. There isn't much left to do here, so use the big gray double elevator doors in the middle of the room. Choose to go to Floor 3F. ======================= 3F Elevator Landing ======================= Now the zombies are alive and kickin'! Head left, unlocking and proceeding through the door at the end with your keycard. ======================= Pod Landing Bay ======================= I guess this is how you would escape if there was a submarine here... Go take the DIGITAL RECORDER from the desk (it's blank right now), then take the MEDICINAL SPRAY from those big waterproof crates and leave. ======================= 3F Elevator Landing ======================= Get back to the elevator, and try not to waste too much ammo on the zombies. Head to 2F. ======================= 2F Elevator Landing ======================= Alrighty! Now let's see if we can get that administrator's voice onto the DIGITAL RECORDER! Go right and turn right when you can. Go through the only door in the mini hall. No enemies here. ======================= Room 2B-01 ======================= Take the document on the chair. It's the ORDERS FROM MORPHEUS. Well, that's all that's in here. And the zombies won't even attempt to kill you. NOTE: According to the ORDERS FROM MORPHEUS, there's an e-mail on a computer somewhere with his voice in it. Maybe it's on this floor... Let's check! Leave. ======================= 2F Elevator Landing ======================= Now head to the mini-hall on the other side of the circle. First, take the door on the left. ======================= Room 2D-02 ======================= Take the RESEARCH REPORT #220120 from the table and the SHOTGUN ROUNDS from the ground by the table if you have room. The bathroom's locked, so leave. NOTE: They really make the creature in the report sound beefy, but he's really not that bad. ======================= 2F Elevator Landing ======================= Now use the door in front of you. ======================= Room 2D-01 ======================= Kill the zombie that falls out of the bathroom, then check out the computer with the extremely large, blue light-emitting monitor. It'll say there's new mail and by luck, it's the voice-mail from Morpheus! "Because thou hast obeyed my voice" Record it on your recorder and leave. ======================= 2F Elevator Landing ======================= There are a few Hunters here now. You can hear one walking. It is patrolling in a circle around the room, so when it passes you, shoot it 'til it dies. Then get back in the elevator and head to 1F. NOTE: There are a couple zombies in the first mini-hall we went into that will drop some nice ammo if you kill them, but you probably don't have room for it, anyway. ======================= 1F Main Hall ======================= Turn right and go over to the voice regonition-locked door. Check the panel to unlock it, then proceed through. ======================= Clean Room ======================= There's one zombie in here in a biohazard suit, but just ignore him for now. Head through the next door. NOTE: If you're playing in Normal or Hard mode, you will find the ASSAULT RIFLE here in the open locker. The zombie in the biohazard suit won't attack you until you take it, either. ======================= Cleansing Room ======================= Walk through the loud cleaner thingys and go through either door at the end. ======================= Simple Hall ======================= Kill the zombie that drops down in front of you, then go through the door he hopefully flew up against. ======================= Secret Lab Hallway ======================= Bees are here. The doors to the Analyze Room and Laboratory won't open, so head into the Plant. NOTE: Bees are annoying, but they won't be here when you come back. Just run quickly and they won't get a chance to "bug" you. HAHAHAH! That's a good one. ;-) ======================= Plant ======================= Run to the right, towards the Laboratory. _Cutscene_ Oh crap. ////////////////////////////////// ********************************** Boss: Halberd Difficulty: Easy Weapon of Choice: Grenade Launcher ********************************** \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ Whip out your GRENADE LAUNCHER and fire away! The only hard part about this boss is that she's constantly spawning new bees. If you use the GRENADE LAUNCHER, however, they'll get blown apart as soon as they are spawned. In Easy mode, she only takes about 8 shots. This is what I had you save your GRENADE ROUNDS for, so do whatever you want with the extra shots. After you're done, head into the Laboratory. ======================= Laboratory ======================= Yay! There's nothing like contained zombies! Take the CHARGED PARTICLE RIFLE USER'S MANUAL from the desk to the left of the zombie container. Oh boy! It's like the Linear Launcher from REC:VX! Run and get it in the caged southeast corner of the room. You now have the CHARGED PARTICLE RIFLE. Ignore what the paper said about it being specifically charged, cause it runs out of power after you fight a certain boss, not after a certain amount of times firing it. Equip it to take out the zombies that just opened their cage. Wow! It's fun! Check the head of the corpse in the zombie chamber for the BACKYARD KEY. There aren't any locks in this place's back yard, but maybe there's a padlock somewhere... with a chain on it... that's holding back a door... back in the 1F Main Hall... Just maybe! Use the other door here to take you to the Secret Lab Hallway. ======================= Secret Lab Hallway ======================= I know you wanted to check out the Analyze Room, but you can't because the shutter on that side of the Plant never did open and the door here won't open. :-\. Take the door you didn't take to get in here originally. ======================= Simple Hall ======================= Whee! Shoot the zombie with the cool gun! YAHAHAHAHA! GO through door. ======================= Cleansing Room ======================= Now go through the loud things to the other door. ======================= Clean Room ======================= NOW kill the zombie in the biohazard suit. Didn't help now, did it, PUNK?! ======================= 1F Main Hall ======================= Go right to the door at the end and unlock it. Proceed through. NOTE: Thank God we got that key. Without it, we might have to think of a different way to open the lock. THINK THINK THINK (tapping gun on head). ======================= 1F Elevator Landing ======================= Use that elevator Fong used right before she went into Morpheus' Office. ======================= Futuresque Hallway ======================= Run to the cool door at the end. ======================= Morpheus' Office ======================= Take Morpheus' THOUGHTS ON MY KINGDOM. Man. This guys a real Class-A nut. Move the chair to reveal a switch. Push it to raise a wall. _Cutscene_ Use the lift. ======================= Missile Facility Save Room ======================= Here you can find some MAGNUM ROUNDS, some SHOTGUN ROUNDS, a GREEN HERB, a MEDICINAL SPRAY, some ASSAULT RIFLE ROUNDS, and GRENADE ROUNDS. I recommend you shoot out a box of something and take the MAGNUM ROUNDS. Now you should have 2 boxes of MAGNUM ROUNDS and 4 boxes of whatever you want, preferably with at least one box of SHOTGUN ROUNDS. So save, and bravely head through the door. ======================= Morpheus Battle Room ======================= _Cutscene_ ////////////////////////////////// ********************************** Boss: Morpheus 1 Difficulty: Medium/Hard Weapon of Choice: Charged Particle Rifle ********************************** \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ This is the hardest boss in the game. This is also the point at which you get scared to death of the sound of high heels. Whether it looks like he's taking damage or not, keep shooting at him. The best time is when he's doing back hand-springs toward you. That way he falls down and you get a few extra shots. If he DOES know you down, you're going to have to dodge his next attack when you get up, because he's very cheap and will keep knocking you down. Morpheus CAN dodge your shots, but keep firing anyway. You have unlimited energy, so a few misses won't make much of a difference. After he goes to his knees, he's finished. _Cutscene_ ======================= Unnecessarily Large Walkway 1 ======================= Run to the end. Fong Ling will let you know of our friend being still alive. _Cutscene_ ======================= Maze-like Walkway A ======================= There's a GREEN HERB on the ground here. Run forward Fong Ling will tell you which way to go, but I will, too, so it's okay. Also, with every wrong turn you make, you'll be rewarded with items. I'll tell you what they are, that way you don't have to waste your time getting dumb items. NOTE: There are zombies around most turns, so be careful. First turn: Right. Wrong Way: HANDGUN ROUNDS. Second turn: Left. Wrong Way: MEDICINAL SPRAY. NOTE: There are some HANDGUN ROUNDS on the ground between these two turns. Third turn: Right. Wrong Way: HANDGUN BULLETS Go through the doors at the end. ======================= Unnecessarily Large Walkway 2 ======================= Run to the end again. Check the door. It's locked, so Fong Ling is trying to open it from her current location. Meanwhile, [Morpheus] is right on your tail, and he isn't happy (if you can tell). ////////////////////////////////// ********************************** Boss: Morpheus 2 (Super Ugly) Difficulty: Easy/Medium Weapon of Choice: Magnum ********************************** \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ Alright. His big ugly red head keeps poppin' out every where. Act like you're playing Whack-a-mole and keep shooting at it. Everytime you hit it, it scoots back and if it touches you, you die. Not much else to say. Get close to your if you're using the Guncon2. After a while, Fong unlocks the door and you can head through. ======================= Maze-like Hallway B ======================= Back to this stuff again. First turn: Right. Wrong Way: HANDGUN ROUNDS. Second turn: Right. Wrong Way: HANDGUN ROUNDS. Third turn: Left (not mentioned). Wrong Way: HANDGUN ROUNDS, MEDICINAL SPRAY, ASSAULT RIFLE ROUNDS. Go through the door. ======================= Final Unnecessarily Large Walkway ======================= Run to the end. The door is, once again, locked. ////////////////////////////////// ********************************** Boss: Morpheus 3 (Super Ugly) Difficulty: Easy/Medium Weapon of Choice: Magnum ********************************** \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ The same as last time. Just this time the door doesn't open. Keep shootin' at his head and eventually, he'll die. NOTE FROM BIG STEVE: When the head comes on the bottom left shoot the head with the magnum and when the blob moves backwards simply move the target a tiny bit to the right and shoot. You should be able to hit him three times and this should speed up the killing of the blob. You can do this trick also when the head appears on the bottom right. _Cutscene_ How did that happen? Morpheus got SOOOO big, that when the missiles launched, they went into his fat, ugly body. Sorry, but my dance car's full. - Who knows what that's supposed to mean? NOTE FROM BIG STEVE: Well what he actually says is "Sorry pal but my dance card's full" what he is trying to say is that he has danced (had a fight with) the T/G virus blob thing and he is now p*ssed off and wants to shoot it in the head. _Credits_ _Ending Cutscene_ So he did know what a don-gua was. Well that's nice. _Ending Credits_ You may feel good because you have an A rank. Well, there's only 2 ranks: A and S. So, you probably didn't do too great. =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= 7. Enemies/Bosses =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= ////////////////////////////////// ********************************** ----------Common Enemies---------- ********************************** \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ======================= Zombie ======================= The most basic T-virus creation. This is a human infected with the T-virus. Some are faster and stronger than others, but they're all generally the same. ======================= Hunter ======================= These guys are fast, powerful, and hard to defeat in numbers. They have razor sharp claws and jump very well. However, they can't cut your head off in this game. ======================= Glimmer ======================= This new enemy is very shy of humans. They have very nasty insides, and their only attacks involve puking all over you. It's not poisonous, though. ======================= Torpedo Mothers ======================= These can't hurt you directly, but they do spew out Torpedo Kids. ======================= Torpedo Kids ======================= They look like torpedos and fly in different directions. They latch onto your face and bite. However, they disappear after attacking, so you only get hurt by them once. ////////////////////////////////// ********************************** --------------Bosses-------------- ********************************** \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ======================= Boss: Rubber Tyrant Difficulty: Medium Weapon of Choice: Shotgun ======================= If you did your homework (read RESEARCH REPORT #220329 that you found in the Presentation Room), you should know that this guy has a vital organ exposed. That would be that big ugly glob of heart on his back. To get a good shot, you need to dodge one of his attacks, then run behind him. Not too hard, is it? Remember how to dodge? L1 or L2, Guncon2: A or B. Well, anyway, be sure you aim for his heart. Sometimes you hit him good enough, he'll kneel down to give you a better shot. Take advantage of this. His moves consist of the Rubber Stretch, Leaping Slam, and the Simple Punch. The Rubber Stretch is when he stretches his arms out from a long way away and hits you. The Leaping Slam is like it sounds. He leaps at you and tries to slam you. And of course the Simple Punch. The best one to dodge is the Leaping Slam, but he doesn't use it too often. When he kneels down and feels his heart with his [hand], he's done. ======================= Boss: Fat Tyrant / Pluto / Experiment Alpha Difficulty: Medium Weapon of Choice: Silencer Handgun ======================= This guy is one of the scariest bosses I've ever fought in the series, and he's also one of the strongest (health-wise). If you read EXPERIMENT ALPHA LOG, you know that this guy had his eyeballs removed, so he relies solely on his hearing to find his enemies. That's why we're using the SILENCER HANDGUN. You also need to sneak (Controller: L1/L2, Guncon2: A/B) in order to avoid detection. You need to stay a good distance away from him while popping shots off at his head. Blood will squirt out A LOT when you hit him in the head. If you DO get detected, he has these moves: 1. Punch - Yeah. He punches you. This will usually knock you down. 2. Body Slam - It looks like he trips and falls. It also hurts you. 3. Running Punch - He punches you while running. [I'm detected and he won't leave me alone!!! WHAT DO I DO?!] If you get detected, let him punch you, then get up. He may punch you again, or he might use his Body Slam attack. If you haven't moved since getting up, he will miss. After he misses, RUN away, don't sneak. After you're a good distance away, start sneaking again. Keep firing off shots at his head. When you run out of ammo, get some more and keep it goin'. After his brain pops out, I like to let him get to me (he won't attack you if you don't move, and then when his fat is rubbing against my tv screen, shoot his brain. Luckily, he falls backwards and not forward. He took me 2 1/2 boxes of HANDGUN ROUNDS, that includes misses and non-head shots, though. After you finish him, you'll see a _Cutscene_ ======================= Boss: Halberd Difficulty: Easy Weapon of Choice: Grenade Launcher ======================= Whip out your GRENADE LAUNCHER and fire away! The only hard part about this boss is that she's constantly spawning new bees. If you use the GRENADE LAUNCHER, however, they'll get blown apart as soon as they are spawned. In Easy mode, she only takes about 8 shots. ======================= Boss: Morpheus 1 Difficulty: Medium/Hard Weapon of Choice: Charged Particle Rifle ======================= This is the hardest boss in the game. This is also the point at which you get scared to death of the sound of high heels. Whether it looks like he's taking damage or not, keep shooting at him. The best time is when he's doing back hand-springs toward you. That way he falls down and you get a few extra shots. If he DOES know you down, you're going to have to dodge his next attack when you get up, because he's very cheap and will keep knocking you down. Morpheus CAN dodge your shots, but keep firing anyway. You have unlimited energy, so a few misses won't make much of a difference. After he goes to his knees, he's finished. ======================= Boss: Morpheus 2 (Super Ugly) Difficulty: Easy/Medium Weapon of Choice: Magnum ======================= Alright. His big ugly red head keeps poppin' out every where. Act like you're playing Whack-a-mole and keep shooting at it. Everytime you hit it, it scoots back and if it touches you, you die. Not much else to say. Get close to your if you're using the Guncon2. ======================= Boss: Morpheus 3 (Super Ugly) Difficulty: Easy/Medium Weapon of Choice: Magnum ======================= The same as last time. Just this time the door doesn't open. Keep shootin' at his head and eventually, he'll die. NOTE FROM BIG STEVE: When the head comes on the bottom left shoot the head with the magnum and when the blob moves backwards simply move the target a tiny bit to the right and shoot. You should be able to hit him three times and this should speed up the killing of the blob. You can do this trick also when the head appears on the bottom right. =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= 8. Weapon Information =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= ======================= Handgun ======================= My Description: Bruce's weapon of choice, whether you like it or not. He always pulls it out right before fighting a powerful boss, like it'd be a good idea to use. Location: Inventory Power: **/***** Reload: ***/***** ======================= Silencer Handgun ======================= My Description: I use it only against Pluto, the Fat Tyrant. Other than against him, I find little use for it. Location: Room 005 Power: */***** Reload ***/***** ======================= Semi-Auto Handgun ======================= My Description: This pretty much replaces the Handgun, as it carries more bullets and can fire 3-round bursts. Location: Room 302 Power: **/***** Reload: ****/***** ======================= Shotgun ======================= My Description: Ammo is plentiful, and it's quite powerful. The Shotgun is always my first choice when tearin' up some zombies. Location: Inventory Power: ****/***** (at close range) Reload: **/***** ======================= Assault Rifle ======================= My Description: Well, it's alright, especially if you're against a slow-moving crowd of zombies. You can't reload unless you've emptied the clip, though. Location: Freezing Room / Kitchen Power: */***** Reload: *****/***** ======================= Grenade Launcher ======================= My Description: This is a fun weapon, but I don't use it much because ammo is not quite as plentiful. I recommend it mostly for use against Halberd. Power: ****/***** Reload: */***** ======================= Magnum ======================= My Description: Ahhh. The legendary, ever-powerful magnum. I use this on the boss of the game and a zombie if it REALLY ticks me off. I LOVE this gun. Power: *****/***** Reload: ***/***** ======================= Charged Particle Rifle ======================= My Description: It's similar to the Linear Launcher from Code: Veronica. It's super-powerful, but it kinda takes the fun out of killing the zombies. Oh well. It's still fun for a little while... Power: *****/***** Reload: **/***** =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= 9. Map Locations =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= ======================= UPPER DECKS MAP ======================= Found in Room 101. ======================= LOWER DECKS MAP ======================= Found in Spiral Staircase Hall B1F. ======================= GROUNDWATER WAYS B1 MAP ======================= Found in Entrance Passage. ======================= GROUNDWATER WAYS B2 MAP ======================= Found in Passage 3, or, the first passage you're in as Fong Ling. ======================= FREIGHT PASSAGE MAP ======================= Found in the Store Room. ======================= BENTHIC LABORATORY MAP ======================= Found in the Benthic Lab Store Room. =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= 10. File Locations =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= ======================= Intelligence Operations Manual ======================= Found in your inventory. ======================= Emergency FAX from Paris Branch ======================= Found in the VIP Room. ======================= Regular Report No. 1162 ======================= Found in Room 202. ======================= Admin Report ======================= Found on the Pool Deck. ======================= Waiter's Letter ======================= Found in Bar Seven Seas. ======================= Freight Crewman's Diary ======================= Found in the Store Room. ======================= Research Report #220329 ======================= Found in the Presentation Room. ======================= Restructuring Notice ======================= Found in the Monitor Room. ======================= Ship's Log ======================= Found in the Captain's Room. ======================= Operator's Notebook ======================= Found in the Groundwater Ways Store Room. ======================= Biological Report 1 ======================= Found in the Groundwater Ways Store Room. ======================= Biological Report 2 ======================= Found in the Freight Passage Store Room. ======================= Experiment Alpha Log ======================= Found in the Freight Passage Store Room. ======================= Architect's Memo ======================= Found in the Benthic Lab Store Room. ======================= Research Report #220120 ======================= Found in Room 2D-02 of the Benthic Lab. ======================= Orders from Morpheus ======================= Found in Room 2B-01 of the Benthic Lab. ======================= Charged Particle Rifle User's Manual ======================= Found in the Laboratory of the Benthic Lab. ======================= Morpheus's Journal ======================= Found in Morpheus's Office. =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= 11. Items =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= 1ST CLASS KEY - A fancy gilt key taken from a corpse in first class cabin 101. ASSAULT RIFLE - This special-forces drum machine gun can fire 100-round bursts. ASSAULT RIFLE ROUND - The drum magazine for the assault rifle. BACKYARD KEY - A fancy key taken from a laboratory researcher. C.P. RIFLE - This anti-life form weapon accelerates and fires highly charged particles. CREWMAN'S KEYCARD - A crew member's keycard found among the crew's personal belongings. CROWBAR - A tool for opening wooden crates. DIGITAL RECORDER - A digital audio recorder. Uses an internal mic for recording. DIGITAL RECORDER (FULL) - A digital audio recorder. It contains the recording of a voice mail message. ELEVATOR KEYCARD - This keycard is used to activate the Floor B5 freight elevator. GREEN HERB - A special herb with restorative powers, found in the Raccoon region. GRENADE LAUNCHER - This launcher fires six grenade rounds from a revolving chamber. GRENADE ROUNDS - 40mm explosive grenade round. Attached fast loader. GUEST KEYCARD - A guest room keycard found in the VIP room. HANDGUN - This customized automatic pistol holds a clip of 9x19mm parabellum rounds. HANDGUN ROUND - These standard 9mm parabellum rounds can be used in most handguns. HANDLE - A rusty handle for the pressurized hatch found in 1st floor bow storage. HERBAL MEDICINE - Recovery medicine developed by Umbrella Corp. Its effects last a short while. ID CARD - This is the ID card of one of the crew members. MAGNUM - This large pistol fires magnum shells for max damage and penetration. MAINTENANCE KEY - A key found near the pool deck hatch. Maybe it can be used elsewhere as well. MEDICINAL SPRAY - A medicinal spray for emergency use. Completely restores health. POD BAY KEYCARD - This keycard is used to gain access to the 3rd floor pod bay. RECREATION ROOM KEY - This key from the crew's quarters is adorned with a club symbol. SECTOR ADMIN KEY - A sector admin key taken from nearby an electronically locked door. SEMI-AUTOMATIC HANDGUN - This handgun can fire bursts of three rounds at one time. SHOTGUN - This wide-area attack weapon is most effective at close range. SHOTGUN ROUND - 12-gauge shotgun shell. Fits most shotguns. SILENCER HANDGUN - This silencer handgun is good for avoiding detection while =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= 12. Files =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= [NOTE: Anything in brackets was either edited or added by the writer, DjSiXpAcK14.] ======================= Intelligence Operations Manual ======================= Good morning, Bruce: This time, your target is a former executive of Umbrella named Morpheus. This man has stolen the "t-virus" and hijacked Umbrella's cruiser. Your mission is to infiltrate the cruiser and report the status immediately to the Base of Strategic Forces. We've prepared some equipment for you to review. Good luck. ITEMS Your standard equipment consists of a handgun and some recovery items for first-aid. However, you will find other useful items during the mission. Some of them are essential items you will need to proceed like keys for locked doors and special tools. Also, by using the Sneak Move, you will be able to locate items more easily. VITALITY Every time you receive damage, your status will vary as follows: FINE > CAUTION > DANGER View the Status Screen (Press the START button) and keep your status at FINE with the recovery items. POSITION If you fight against two or more enemies at close range, you will almost certainly be damaged. Therefore, if you are surrounded by enemies, move quickly to keep enough distance between you and them and then target them. In case you are cornered, use the "Escape button" to evade. SHOOTING Your amount of ammo is limited. Therefore, do not shoot more than is necessary and always aim for the enemy's fatal spot. Although the number of bullets you can carry is limited, you can re-supply indefinitely. ======================= Emergency FAX from Paris Branch ======================= DATE: Sep. 18, 2002 TO: Int'l Sales Division ATTN: Roberto Today three "t-virus" samples have been stolen from this Paris lab. Our prime suspect is Morpheus D. Duvall, who belonged to the R&D Division of the HQ. His motivation appears to be based upon retaliation against our company. Therefore, we are sending out this general warning to all divisions. Anyone who obtains any information regarding this matter should contact HQ immediately. Regards, Umbrella Corporation, Paris ======================= Regular Report No. 1162 ======================= TO: HQ Int'l Investigation Dept. ATTN: O'Neal This will be my final report on Morpheus for a while since it appears that he is starting to suspect something. Until further notice from me, please refrain from contacting me, so that I can devote myself to doing my "Regular" job as his aid. After robbing the lab in Paris, Morpheus appears to be preparing to board "The cruiser" to auction the items. His obsession with "The beauty" keeps escalating. And just recently he has undergone plastic surgery to retain his youthful looks. He often says questionable phrases like, "I will eliminate the ugly things in this world and create my kingdom filled with beauty". We need to take action agaisnt him before it becomes too late, since he's currently in negotiations with several countries including the United States. P.T. ======================= Admin Report ======================= Admin Report 9/16/2002 We will begin the facility improvements today. The handle to open and close the hatch for pool drain on 1F is quite rusty and should be replaced. We'll keep the current one in the storage of 1F just in case. ======================= Waiter's Letter ======================= Sep. 14, 2002 Brother, How's everything? My life has taken a turn for the better because I'm on a luxury cruiser... Well actually, I work as a waiter on a cruiser. Most passengers are well known and I've seen them before on TV. My colleague told me that they came from various countries to discuss business and that a world famous drug company owns this cruiser. Anyway, I'm doing fine. Take care of mother for me. Love to all, Joseph Carter ======================= Freight Crewman's Diary ======================= Aug. 27 (Tue), 2002 Yes! Today is my 100th day anniversary since coming aboard. But that's all I can write about since this place is so boring!! I expected a lot because this is a "Luxury cruiser", but I've learned that there is almost no difference from working on a cargo vessel. Sep. 4 (Wed), 2003 I finally have something to write about. Today large cargo was carried into the Presentation Room, which is beyond the Boiler Room. Recently, many people are going in and out of that room. I wonder what's taking place there? I'm curious because the crew doesn't have access to that room... Sep. 6 (Fri), 2002 I saw a red mark through a break in the sheet of one of the cargo crates today. I think it's a symbol for biological and chemical weapons. Somehow passengers are still going in and out of that room. Maybe there is a hidden door in that room, but I'm not sure where it would lead... Sep. 7 (Sat), 2002 My boss yelled at me today for not paying more attention to my job. What a jerk! But, I'd better be more careful since I really need to keep this job... ======================= Research Report #220329 ======================= [Hunter Slide] The special "Elite" version has been modified for presentation. It is faster and more powerful than a standard Hunter. [Tyrant-091 Slide] The sample was created with a newly developed virus. It attacks objects with its huge arms. While its agility and striking power are outstanding, it currently has a fatal flaw because an essential organ is exposed. However, this will be rectified in future models. [T+G Virus 0.9.1 Slide] [WARNING] STRICT SECRECY: ACCESS RESTRICTED. We have succeeded in fusing the "t-virus" and the "G-virus" so that it has electrical properties. However, after observing the prototype known as [T-091], we have to concede that there is much room for improvement. In this newest version (ver.0.9.2), we have finally been able to achieve a high voltage current, which was our initial goal. Its electromagnetic barrier should make it near invulnerable. Now we require a human test subject that matches the conditions to experiment on and observe. ======================= Restructuring Notice ======================= Dismissal Notice DATE: August 20, 1998 To: R&D Division ATTN: Mr. Morpheus D. Duvall Upon investigation, we have concluded that you are responsible for the incident in Raccoon city on May 11th, 1998. YOur services with this company are hereby terminated. However, your nondisclosure agreement shall remain in effect. Finally, your final paycheck will be fulfilled in accordance with the "Dismissal Procedure" portion of your agreement. Regards, Umbrella Corporation Personnel Division ======================= Ship's Log ======================= Sep. 20th (Fri), 2002 It will be four months tomorrow since the Spencer Rain left port. I'm proud that we have been having a safe voyage so far. A representative from Umbrella, the owner of the cruiser, spoke words of appreciation to me. Sep. 21st (Sat), 2002 Something is strange. Although the crew has reported "Nothing special", I am concerned that "The ones" may be breaking free. I will make sure to always have my Magnum pistol with me. Sep. 22nd (Sun), 2002 I can't send a signal for rescue. What should I do? The passengers and crew are all dead now... All I can do is acept what has been happening on my ship as my destiny. ======================= Operator's Notebook ======================= June 16th, 1997 One month has passed since I was dispatched here. I am astounded at the sloppy supervision of this Umbrella waste disposal facility. It's not surprising this accident happened. I know that if I must die, I want to die as a human. June 24th, 1997 The supervisor here called Morpheus, is so annoying. He drives me nuts. He must pay more attention to worker health management and biological weapons than anyone I have ever met. This facility belongs to Umbrella, but he obviously doesn't think so... I have no idea how long I've been here. I don't wanna stay in this facility, But I can't move. My body won't move... ======================= Biological Report 1 ======================= This is a survey report on the changes to the B.O.W.s, which have been considered failures and have been disposed of in this facility. [Torpedo Kids slide] April 7th The unknown water creatures are increading rapidly, primarily in the drainage ditch. Since their body fluid contains strong acids, they are extremely dangerous to touch. I named them "Torpedo Kids", since they swim like torpedoes. April 9th I have learned that there is a mother that spawns all of the "Torpedo Kids". If I can find this mother and kill her, I will be able to exterminate all creatures in this area. April 16th I decided to try and exterminate the "Torpedo Kids", and so I explored the drainage ditch in order to destroy their mother. However, "Torpedo Kids" appeared to try and protect their mother and badly injured me. Now they've extended their territory to my place, so I must find a way to get rid of them... ======================= Biological Report 2 ======================= This is a survery report on the changes to the B.O.W.s, which have been considered failures and have been disposed of in this facility. [Glimmer Slide] May 18th Today I will relocate the observation area to be underground. This area is low on power and so most areas are very dark. I assume creatures fond of dark places must inhabit this area. May 19th We saw red shining objects. They look like the eyes of some creature but we have not confirmed the entity yet. It moves extremely quickly and runs away as soon as we approach. I named this creature "Glimmer", for its glimmering eyes. May 20th In order to collect samples, I had some workers go and try to capture a "Glimmer". However, the plan did not work out and instead, the target attacked them and two people are now dead. May 22nd I increased the number of workers in order to try and capture a "Glimmer". This time they succeeded in shooting down one of them. According to the workers, the "Glimmer" will open itself up just before it goes to attack. Although it is dead, I have gained valuable samples. June 1st I have been examining the collected samples but I don't have any idea as to how the "Glimmer" evolved and transformed into this figure. It seems it is a subspecies of "Hunter". I, however, need to research this further... ======================= Experiment Alpha Log ======================= [Research on Test Subject Alpha Code Name 'Pluto' Slide] Sep. 26th, 1996 Today we will begin the experiment. The subject is a condemned criminal called "Alpha". It has been one month since the subject was transported to this facility. He is not exactly aware of what is going to happen to him. However, he seems to be very frightened... Day 1: Commence Experiment We hammered a metal rod into the subject's frontal lobe in order to alleviate some of the pain. This was done only for humanitarian reasons. Day 4: Removal of Eyeballs We have removed the eyeballs in order to observe its reactions to external stimulation. Day 14: Dose of Muscle Booster After administering the muscle booster, we confirmed the unusual development of the muscles. It gained a drastic amount of weight before the treatment. In the future we will consider using hampering items... Day 36: Sharpened Hearing An effect of the eyeball removal procedure has been an enhanced sense of hearing. It recognizes precisely where a sound originates and its distance from that sound. Day 41: Experiment Suspended The experiment has been suspended due to the fact that the subject has escaped. Even without its vision, the subject is quite dangerous. We should use extreme care not to make sounds when we try to capture it. ======================= Architect's Memo ======================= We have completed construction on the missile base. I assume that HQ doesn't know that this facility is operating and is under Morpheus's control. Furthermore, even though I am only an architect, I'm concerned about how this facility will be used. Morpheus tends to go too far after the Raccoon incident. ======================= Research Report #220120 ======================= [Halberd Slide] A being that has an external skeleton of a horseshoe crab and the survival power of a cockroach. We have confirmed that its ecology is similar to ants and/or bees, which have been known to work in groups. ======================= Orders from Morpheus ======================= I have arrived and have begun the plan. I need you to make sure all the instrument panels work properly. The facility is on strict alert and you will need to input my voice to the voice recognition panel at the entrance of the clean room in order to enter the Research Area and check the instument panels. I've sent an e-mail containing my voice. You can receive it on a terminal in the residence area. Be sure to delete the e-mail after your work is complete and remember to keep this confidential. Morpheus ======================= Charged Particle Rifle User's Manual ======================= [Charged Particle Rifle * T -Exodus Slide] A Charged Particle Rifle that was developed to cope with any biohazard that was caused by "t-virus". It is based on a particle acceleration device, which virus researchers use for gene manipulation and decomposing molecules. By hitting accelerated particles, it induces physical destruction on the molecular level. This weapon can penetrate barriers of electric discharge and give damage to the target. Currently, we have confirmed this on animal experiments only. However, we are confident that this weapon can damage "tG" charged beings. Remember that this weapon has limited usage because it requires a lot of power. Make sure that you properly charge it before you decide to use it. ======================= Morpheus's Journal ======================= Thoughts on My Kindgom The symbol of power is in Africa... The symbol of knowledge is in the Bio-Sphere... The symbol of beauty is mine... The beauty controls everything and I shall dominate it... Establishing a kingdom where beauty has absolute authority is the dream, which I must make a reality. I was disappointed by Umbrella's betrayal, but that's fine, I''ll just use them in return. If I secure enough funds, I will materialize the construction of my kingdom deep in Africa. Morpheus D. Duvall =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= 13. Wesker's Report + Notes =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= [NOTE: Anything in brackets was either edited or added by the writer, DjSiXpAcK14.] My name is Albert Wesker. I aspire to become a leading researcher at Umbrella, Inc., a pharmaceutical enterprise who covertly coonducted bio-organic weapons. Better known as B.O.W. for development. But at the leader development training ground situated in Raccoon City I met a brilliant and talented researcher who made me decide to take a different path--William Birkin. In time, I shifted my position to S.T.A.R.S. [Special Tactics and Rescue Service], a special forces unit of the Raccoon Police Department. Umbrella, for crisis management reasons of their illegal bio-organic weapons development, had many of its people working in the police department. I became the leader of S.T.A.R.S. and conducted all sorts of intelligence activities for Umbrella. As I continued to serve, I devised my own plans and waited for the right moment to execute them. Then at last, opportunity knocked. 7.24 The freak murder incident that occured in a forest near the mansion started it all. The mansion was Umbrella's secret B.O.W. laboratory and it was clear that the indevelopment, T-Virus, was the cause of the murder. Initially Umbrella instructed me secretly to keep S.T.A.R.S. out of the case. But, with the heightened emotions of the citizens, S.T.A.R.S. had no choice but to move in. That's when my next order was given. Dispatch S.T.A.R.S. to the mansion, dispose of them, then report the situation to headquarters so that their combat with the B.O.W. could be used for data analysis, allowing Umbrella a comprehensive portrait of the B.O.W.'s combat abilities. From the 2 S.T.A.R.S. teams, I first pitched in the BRAVO team. As expected, the top elite of S.T.A.R.S. gave all they had and became useful sample data. Then following, I geared up the ALPHA team to 'search and rescue' the lost BRAVO team. The members of the ALPHA team also proved their worth and as expected, many died. There were 5 survivors from the initial 11 S.T.A.R.S. members. From the ALPHA team were Chris Redfield, Jill Valentine, and Barry Burton. And from the BRAVO team were Rebecca Chambers and Enrico Marini. It was time to begin executing my plans. In the midst of the whole affair I could take Umbrella's ultimate bio-organic weapon, The Tyrant, and join forces with an opposing corporation of Umbrella. To buy into that opposing corporation, I would need the actual combat data of the Tyrant. The surviving privileged members of S.T.A.R.S. were just the perfect bait. I decided to have one of them play the Judas and draw them to the Tyrant. That Judas was Barry. Barry was the 'strong truth and justice' kind and cherished his family more than anything. His type is easy to manipulate. I simply took that most important thing away from him. My only miscalculation was the high potential of Chris and Jill. But with the family man Barry playing Judas, the scene went as planned. Then the winds turned unexpectedly. I had to eliminate Enrico, who had found out what was behind it all. I used Barry to get to him. After I had successfully gotten rid of that nuisance, I awaited the sample specimen that Barry would bring to me in the Tyrant's room. [The diaglogue from the cutscene here is below. Jill: Wesker! Wesker: You did a fine job, Barry. Jill: Just as I thought. Why do you have to destroy S.T.A.R.S.? Wesker: That's Umbrella's intention. This laboratory has been engaging in dangerous experiments and recently an accident has occured. Anyway, this disaster cannot be made public. Jill: That's why having S.T.A.R.S. know anything is so inconvenient. So, you're a slave of Umbrella now, along with these virus monsters. Wesker: Barry, go up on the ground and wait there. Jill: Barry! Wesker: I just used him for my...personal purposes. Though both you and Barry seem to think I was just following orders from Umbrella. Jill: So you're planning something else?! Wesker: If you succeeded in producing the world's most powerful biological weapon, what would you do? What if you were in charge? Jill: So, you're going to steal all the research? Wesker: Better yet, I'm going to show you the Tyrant.] I injected the virus I obtained from Birkin in advance. If I made Umbrella believe I was dead, it made it far more convenient to sell myself to the opposing corporation. According to Birkin, the virus had profound effects. It would put my body in a state of temporary 'death'. It would then bring me back to life with super human powers. Therefore, I unleashed an awesome Tyrant from its slumber and let it attack me. As my consiousness faded away I was certain that the whole scheme would end in success. Never did I imagine that S.T.A.R.S. could slay the evil creation. I lost the Tyrant and that plan that I devised which had cost me my humanity ended in failure. Now anyone or anything that stood in my way would be terminated. It has been that way for a long time and it always will be. At all costs, I had to make S.T.A.R.S. pay. SEPTEMBER Two months have passed since the mansion incident. To regain all that I had lost in my new organization, I joined hands with Ada Wong, a female agent who's also sent to spy on Umbrella. I knew in my bones that the key developer was William Birkin, but what he didn't know was that Umbrella did not play games with anyone. Eventually, Birkin would be assassinated and the G-Virus would be in the hands of Umbrella. But the salvage team led by Hunk was ahead of us. By the time they got to Birkin, he had already injected himself with the G-Virus. He became his own creation and decimated them. Soon after, the T-Virus carried by rats spread throughout Raccoon City and Umbrella faced its worst scenario. 9.28 The good citizens became zombies and the city had headed for its devastating fate. Humans were no match against zombies. In the chaos, Umbrella Europe applied a new type B.O.W. called Nemesis. The Nemesis would hunt down and destroy the surviving member of S.T.A.R.S., Jill. It became imperative that our organization also obtain the Nemesis data. 9.29 To cover up the whole affair, Umbrella jettisoned a Tyrant to take care of Leon and Claire, who were trying to unveil their secrets. Then, a new revelation. Birkin used to hide the findings in his daughter Sherry's pendant. It was very possible the G-Virus was there, while Umbrella was busy with their cover up, we had to capture Sherry before they did. I sent Ada undercover to seek the location of Sherry. I, the 'dead man' on the other hand, had to work in the shadows. A spy's obligation and priorities in the mission: to carry out the mission like a machine without any emotional interference. But through her interaction and involvement with Leon S. Kennedy, There had been an affection growing inside her. My instincts sensed danger. Something had to be done quickly. My instincts did not disappoint me. Even though Ada almost had her hands on the G-Virus, which Leon had acquired from Sherry, that affection of hers drove her to her death. But she was still of some use, I had to save her life. My people hurried to retrieve the G-Virus that Leon threw away. But Hunk, the only survivor of Umbrella's salvage team, was there before us. 9.30 Our only option left was to bring back Birkin, the monster, as the sample specimen and have him finish off Leon and Claire in order to obtain his combat data. Although Birkin lost the battle with Leon and Claire, we succeeded in gathering samples of the G-Virus from his dead body. 10.1 In the morning, the government bombed Raccoon City in an attempt to stop viral outbreak. This was of course their famed reason. Later Claire left to Europe to find her lost brother. Chris and Leon joined forces with an underground anti-Umbrella organization. Sherry is safe in our hands; I would never underestimate Birkin. There's something about this little girl... =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= 14. Wesker's Report 2 + Notes =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= [NOTE: Anything in brackets was either edited or added by the writer, DjSiXpAcK14.] [NOTE: The following record contains spoilers about Resident Evil, part 2, 3, 0, and Code: Veronica.] [NOTE: I will be spelling Birkin's name Birkin, as opposed to Burkin, due to the fact that in the game, it is spelled Birkin.] Wesker's Report II - Update on March 22 (Friday) Wesker's Report II Update on March 22 (Friday) (5) G Virus Before the "Resident Evil incident" occured, Wesker left a record of the past 20 years and all of the events that occured between himself and "the incident." He sent it to a "Eda Won" but we have no details on her. [Ada Wong] We have posted that record here. 1. The Experiment 2. Alexia 1 3. Alexia 2 4. Nemesis 5. G-Virus The Experiment July 31, 1978 The first time I visited that place, it was the summer of my 18th year. That makes it about 20 years ago. As I got off the helicopter, I remember the sight of the swirling wind that the helicopter blades whipped into the air. When I viewed from above the old mansion seemed quite normal, but when seen from the ground there was something foreboding and unapproachable about it. Birkin (my junior by 2 years) seemed, as usual, to only be concerned with the document he was holding. We were assigned to the mansion days earlier, on the day that the "executive training center", we had belonged to, was closed. It all seemed like it was planned and too much of a coincidence. But probably the only person who knew the real truth was Spencer. Spencer was one of the main guys in charge of America's "T-Virus" research at the Arklay Research Facility. As soon as we got off the helicopter the head of the facility was standing in front of the elevator ready to greet us. I can't even remember the guy's name. Who really cares about formalities and figureheads like him; from that day on, the Arklay Research Center was ours. As Chief Researchers, we were put completely in charge of all aspects of the facility. Of course that is just how Spencer had planned it all out. He chose us. We ignored the facility head and got on the elevator. I had already memorized the building layout the day before, and Birkin, although he has no bad intentions, never really pays much attention to other people. Most people probably get irked from the first 5 seconds that they meet us. However, the facility head had no reaction at all. Back then I was a young-buck completely full of himself, so I didn't really pay the facility head any mind. But in the end, I was really only Spencer's puppet, and the facility head, whose boss was Spencer, at least actually knew what Spencer was up to, and what he was thinking. The whole time we were riding in the elevator, Birkin never took his eye off the documents he was holding. The document that Birkin was scrutinizing so closely was a report about a new virus that has shown up in Africa. It was called "Ebola". At this moment there were many people, all throughout the world, who were studying the Ebola Virus. However, I think there are two major reasons why they were studying it. To help people and... to kill them. As you probably know, the death rate of someone affected by Ebola is 90 percent. In 10 days it quickly destroys the person's organs. Even now, there are no known ways to prevent it or cure it. It could, quite possibly, destroy a large part of the human race. Of course even before this, due to the "Biological Weapons Prohibition Pact", it was illegal for us to study the virus as a weapon. However, even if we weren't the ones to research it, there was no proof that someone else wouldn't be doing that same thing and so it was considered legal for us to research it--just in case. There is a thin line in "international law" between what is acceptable and what is prohibited. And so, it became necessary to research how the virus study information would be used as a method of prevention, not as a weapon. There really is no difference in the way in which you research a virus as a cure, from how you research it as a weapon. But since the two are very similar, it is possible to pretend you are researching a cure, while in fact, be researching the virus as a weapon. Even though, at that time, for whatever reason, Birkin may have been looking at the Ebola report, he wasn't really researching the Ebola virus. The Ebola virus had to many "weak spots". First of all, the virus could only survive for a few days if not inside a human body. It would soon "die" if under sunlight (ultra-violet light) for too long. Secondly, since it kills the host too quickly there isn't enough time to transfer/infect other hosts. Finally, the virus is only transferable through direct touch and so it can be easily prevented. Try to imagine the following: If a person who was heavily infected (the disease had spread all throughout their body) could actually stand and walk around? And, without knowing it, was in direct contact with other people, of their own accord... What if the RNA of the Ebola Virus could actually alter a person's genetic code? And if, through that, a person was able to carry the virus without dying? What if this person had the resilience of a monster? That is, wouldn't this person be a "living dead" whose body carried the virus? Something that could infect others, sort of like a "living biological weapon". I guess we are lucky that the Ebola Virus doesn't have the potential to do such things. I wonder if we will be successful in holding on to such a virus without it getting into the wrong person's hands? The Arklay Lab headed up by Spencer was built for that purpose, it seemed. To create a disease capable of the characteristics I listed before. Officially it was just pharmaceutical company researching cures to viruses, but the truth is, it was really a factory for manufacturing biological weapons. The origin of the company was to create new "starter" viruses by recombining genes. In order to produce "biological weapons" out of these new "starter" viruses, they began studying "virus mutations" in order to "strengthen" the basic viruses they had created. This was known as the "T-Virus" experiment. RNA based starter viruses can easily be mutated. Through those mutations, it is possible to "strengthen" their traits. The reason Birkin was so interested in the Ebola Virus was that he was thinking of recombining the Ebola genes into a starter virus to strengthen its attributes. By the time we had arrived at the research center there was already a sample of the Ebola Virus waiting for us. We changed elevators several times and finally reached the upper level of the complex. When we arrived even Birkin looked up. It was the first time we had met "her". We hadn't heard a single word about "her" before. She was a secret of the utmost confidentiality at the research center. And they didn't let any information about her out of the compound. According to the records, she was at the research center from the very moment it was first built. She was 25. But we didn't know her name, nor why she was here. She was used as the experimental subject host for the T-Virus. The day we began the experiment was November 10th, 1967. We did T-Virus experiments on her for all of 11 years. Birkin mumbled something. Maybe they were words cursing our situation. Maybe they were words of praise. In any case, we had come to the point of no return now. We had two choices: to succeed in out research.... or to lay here rotting like she was. Of course that meant we really only had one choice. She was bound to a "pipe bed" and something about her made me think.... Had this been a part of Spencer's plan all along? (The report continues 3 years later) Alexia 1 July 27, 1981 Today, a 10 year-old girl was sent here, as a cheif researcher, from Umbrella's Antarctica Research Facility. Her name was Alexia Ashford. I was 21 and Birkin was 19. As annoying as it was, the whole Arklay complex was rampant with rumors of "Antarctica Alexia". Nobody talked about anything else. She had been at Umbrella for a long time. The older guys at Umbrella knew the legendary Ashford name. Before, if we ever reached a dead end in our research, one of the old timers would say "if only Professor Edward were still alive"... If I remember correctly, "Edward Ashford" was one of the people who first discovered the "Starter Virus" and who originally planned creating the T-Virus. However, he died soon after Umbrella was founded. It's been 13 years since his death. So is there really anything to gain by having high expectations of the "Ashford" lineage? And, in fact, the Antarctic Research Center founded by his son hadn't yielded a single result. Don't people know the limits of Alexia's smarts? She is only Edward's grandchild after all. But from the day she came, our worthless, good for nothing subordinates began to say "It's a good thing Alexia is here". She may be from a famous family, carry great "genes" within her, but nonetheless, I knew it was gonna be a real hassle having subordinates with such a lack of good judgement. It's idiots like that, who, if they accidentally stuck their foot in a bucket, wouldn't be able to move or figure out what to do unless someone told them. At least I could still tell the difference. However, if, at that time, I would have gotten upset about the whole thing, it would have just slowed down our progress on the T-Virus research. Unless you can keep cool and still be decisive no matter what the circumstances, then success will always evade you. At that time I was thinking this: By making good use of the "past", then we could definitely yield good results. And iff some of those "old timers", who feasibly could die at any second, then they would make great test subjects. After all, do you think it is possible to stand above the people, if you can't rationally use their "human resources" well? However, the problem was Birkin. The way he reacted to the Alexia rumors was terrible. He never really said it, but for Birkin, the fact that he was the youngest person to ever be a chief researcher was always something he was proud of. That "pride" was severely injured by having a mere 10 year-old become a chief researcher. It was probably the first time someone so talented as he had ever tasted defeat. He just couldn't accept the "younger, girl of good lineage". To be made a fool of by someone who hadn't gotten any results. Someone who had worked so far away. The face that he couldn't get over it, showed his immaturity. However, even though he was still immature, no matter what, I had to bring him back to his senses. It was during these three years that our research moved up to the 2nd level. It was at this point that we fixed upon the idea of making a "living biological weapon". We started to call the "T-Virus" by a new name--"Zombie". However, it was impossible to get a 100% infection ratio. Within people there is a subtle difference that the virus couldn't totally overtake. It seems "capability" was also a major factor. About 10 percent of the people who were injected with the "Zombie Virus" didn't get infected. And this was something that, no matter how hard we researched, we just couldn't overcome. A disease that would affect 90 percent of all humans seemed to me to be quite a powerful weapon. But Spencer didn't see it that way. Spencer said that he was hoping for a specialty virus that could "easily" wipe out EVERYONE. But, why in the world would he want something like that? One important characteristic of biological weapons was that they could be developed cheaply. However, the "biological weapon" that we were researching started to become very costly. If Spencer was in it just for the money, then he probably wouldn't have chosen to spend the extra money on researching a specialty virus that infected and wiped out 100% of its victims. It just wasn't financially "worth it". Why would he want to ignore all financial concerns just to continue research? If by changing the idea of war (through biological warfare), he was attempting to monopolize all military industries then I would have understood that but... Even to this day, I have no idea what his true intentions were. But whatever Spencer's real reason was, Birkin was planning on making a biological weapon that would increase a country's military capacity. Not to just manipulate the genes of the "T-Virus", but also by adding other genetic code he was planning on creating "him". A military biological weapon that could annihilate those who went unaffected by the virus, as well as, people who were wearing anti-viral gear and equipment. This weapon was later named "Hunter". However, that experiment was temporarily put on hold. In order to protect the test subjects from Birkin. Birkin's pace was quickened by Alexia's existence. He began to act "out of the ordinary". He would stay in the lab for 24 hours straight. Attempt experiments that he hadn't really thought out. I tried to use other researchers to get as many samples from the subjects before they died, but I just couldn't keep up with his pace. The head facilitator brought in a new subject, as if nothing had ever happenned. But she, too, soon died. It was [heck]. And within that [heck] there was but one person living--The female test subject's body that continued to live on. [Lisa Trevor] She was already 28 years old. Having lived 14 of her years in this research facility. Someone whose "consciousness" had been taken away by the "Starter Virus" that had been injected into her 14 years ago. Someone who, if their "heart" did happen to actually be alive, would only hope for "death". But she continued to "survive". Why was only she able to survive this long? Her basic experiment data and that of other subjects seemed to be the same. It would still take a long time for us to solve this riddle. (The report continues 2 years later) Alexia 2 December 31st, 1983 The winter of my sixth year at the Arklay Research Center. For the past 2 years, there were no significant results and time seemed to just stagnantly flow along, but before long we had a breakthrough. The thing that started it all was a report we got that morning. Antarctica Alexia had died. The cause of her death was that she accidentally got infected by a virus that she, herself, was researching. It was called the "T-Veronica Virus". Alexia was 12 years old. It seems she was just a little too young to be undertaking such dangerous experiments. There were many rumors to be heard. One particular rumor actually suggested that she injected the "T-Veronica" into her own body. But no matter what the circumstances I find that particular "theory" to be implausible. Probably she was just so shaken up over her father's disappearance one year earlier that she just made a mistake in the experiment. After that Alexia's last remaining blood relative, her twin brother [Alfred] who had worked in the Antarctica Research Center came and picked up where she left off. But no one had any expectations of him. In the end, the "Ashford" family was basically "dead"... without even yielding a single advance for the experiment. It was just as I thought. A legend is, after all, merely that....a legend. After the news of Alexia's death, Birkin changed. Or I guess I should say, he returned back to his normal self. But I guess the biggest thing was that all of his subordinates now had no choice but to think of him as the main researcher. Since, now, there was no one who could surpass his talents. However, with that, it became "taboo" for anyone to talk about Alexia in front of him. He fiercely opposed me when I planned on getting a sample of the T-Veronica Virus. I had no choice but to put finding the truth about Alexia's research on the back burner. In the end, even though the situation was at its best, Birkin, himself, failed to grow up and advance his research. However, at that time I was concerned more about a different question at hand. The Arklay Research Center was surrounded by a dense forest. I often hiked through the forest but since the center was located in a mountain region there was never anyone to be found nearby. The only method of transportation was by helicopter. And the center wasn't exactly the type of place people came to visit. One important reason for the fact that the center was located in such an isolated location was to prevent the virus from getting out in the instance of a "leak". However, "biological weapons" aren't that simple. "Viruses" don't only infect humans. The[y] can infect "other" things as well. Any virus is usually capable of infecting more than one host. For example, the number of species that the ordinary "influenza virus" (the common flu) is recognized as infecting birds, pigs, horses, seals, and humans. The difficult part is that not all types of animals/people within a species are affected. Even though, within the bird species, ducks and chickens are affected, all other birds are not. And, if a virus mutates, then the kinds and number of hosts it affects changes. So it is impossible to create a virus that is capable of affecting everything. And that was the main problem--trying to adapt the T-Virus so that it would affect "everything" that it came into contact with. After Birkin became "useless", I started investigating the T-Virus's communicative infection rate. It was then that I found out that, it was a fact that the T-Virus could infect almost any kind of living thing. Not just animals, but plants, insects, fish--almost any species. The virus had the power to expand and disperse all over the earth. Whenever I would leave the center for a walk in the woods I would always think to myself... Why did Spencer choose this place? Because there were lots of different types of species concentrated in the woods. If the virus ever did get out here, then what would happen to a place where there were this many types of living things present? In the case of insects, they are small so you might not think of them as "dangerous" even if they are secondary carriers of the virus. However, insects usually exist in "swarms" and that huge number makes them a very dangerous "carrier", indeed. If they were carriers then how far would the virus spread? If a plant was a carrier then, since they can't move, you wouldn't expect them to be able to infect many people. However, what about the "pollen" that comes from plants? Considering those factors, the center was an extremely dangerous place to run "virus research". And if you really think about it, the location of the Ashford's Antarctica Research Center was really a much safer and obvious choice. It would almost seem as if this place was specifically chosen, as a location, for the purpose of "spreading" the virus. But, I just can't imagine that would really be so. What is Spencer trying to get us to do? This was a major issue. So big that I couldn't tell the other researchers. At this time the only person that I felt I could have talked with about this was Birkin, but it was evident that telling him would be meaningless. I needed more information. It was at that time that I first began to feel the limitations of my position as researcher. I needed to get myself to a position that had more access to information that would reveal Spencer's true objective. I felt no love lost for throwing away my position as researcher in order to find out. But I couldn't rush things. Because if Spencer ever got wind to what I was doing then it would be all over. I jumped back into my research and it was "business as usual" so as not to call attention to my plans. During those times, the female test subject that continued to survive was left in some corner and forgotten. A living "could've been". We began to call her that, sometime after she stopped yielding useful data for us. At least, until 5 years later that is... (This report continues 5 years later) Nemesis July 1st, 1988 [My birthday! Woo hoo!] The summer of our 11th year at Arklay was just starting. I was already 28. Birkin had become a father and already had a 2 year-old daughter. [Sherry Birkin] His wife was one of the researchers that worked at Arklay. You would normally think it [would be] hard to understand someone wanting to get married and raise a child, all while doing their research. But, it is said that only "non-ordinary" people ever continued to do research at Arklay. Only the crazy ones ever succeeded there. And so, after 10 long years, our research finally reached the 3rd stage. To create a living biological weapon that was a soldier that would follow strict orders, obey its program, and have intelligence. It was the so-called "Tyrant", basically a monster, that we set out to create. However, there was a major obstruction to our research back then. Finding a basic body for "Tyrant". The biggest problem was that suitable bodies for Tyrant were, at that time, genetically very limited. The source of the problem lay in the nature of the T-Virus. The T-Virus mutation used to create "zombies" and "hunters" could be used on just about any human but it would also cause a decline in the subject[']s brain capacity. If the subject didn't have a certain amount of "intelligence" then it couldn't function as a Tyrant. Birkin tried to solving the problem by picking out new mutagens that would keep down the "wear and tear on the subject's brain" so long as the subject fit the "Tyrant Profile". However the number of people that had "suitable" genetics to accept the tyrant cells were very limited. In a genetic analysis simulation it was found that only 1 in a million had the genetic make-up to become a "Tyrant", any other person would merely become a regular zombie. If we would have continued with our research then I'm sure we would have found a way to make a different type of T-Virus that could change more people into "Tyrants". However, in order to do that research, we first needed people that were perfectly suitable for the new mutation. However, the odds of us being able to bring one of those few people, living in America, that fit the profile was extremely low. In the end, the only thing they were able to do was to, by force, bring a few "close contenders" in from other labs[.] Even before we had the chance to start our research, it seemed we had already hit an obstacle. At that time I heard a rumor about another location in Europe where they had already reached the "third level" of producing a biological weapon using a method that no one had thought of. It was known as the "Nemesis Plan". In order to change the stagnant working pace and conditions, I took it upon myself to get a sample of one of the subjects from that "plan". Of course Birkin first disagreed with me, but in the end I was able to get him to reconsider. Everyone had no choice but to recognize the fact that, until we found a suitable "Tyrant" subject, our research wasn't going anywhere. The "package" from Europe came at midnight, several days later, after a series of broadcasts, proposals, and counter-proposals. The box that contained "it" landed on the helicopter pad. It reads "Nemesis Prototype". I had to use some very strong tactics to get the incomplete "thing" where it was being researched in France, but all the while, Spencer was backing me up, pulling all of his strings and using his influence. Only Birkin showed no interest in "it" until the end. But he, at least, recognized it as an important part of the experiment. The sample was developed to create a never before seen, totally new "form". By manipulating genes, they had artificially created a "living parasite". That was what "Nemesis" really was. It could latch onto another organism's brain and then take control of the host's brain[,] bringing it a high-level of destructive power. By combining intelligence with a destructive body suitable for battle, they were able to form the ultimate biological weapon. And if they could complete the project then they would be capable of creating "warlike bodies" without having to worry about the intelligence issue. However, the problem was that the parasite containing "it" was not stable. The only thing written within the document that was attached to the sample was "Failure--sample died" over and over again. Anything that had been affected and whose intelligence was being controlled would die within 5 minutes. We all understood that messing around with the "incomplete" prototype was very dangerous. If we could only somehow manage to extend the amount of time that the hosts would live then we could take control over the project. That was what I was aiming for. Of course we would use "her" as our test subject. [Lisa Trevor] Surely her unusually high endurance would be perfect for sustaining the Nemesis Prototype parasite for a long time. Even if she didn't last long, it's not as if we would be losing anything special anyways. However the experiment yielded a result that was opposite from what I was predicting. The Nemesis parasite that tried to enter her brain disappeared. At first, I didn't even know what was going on. I couldn't believe that "she" would be the one to mix with the parasite genes without dying. That was the beginning. Somewhere within that "undying" body of hers, there had been a change... We had to re-examine her from head to toe one more time. During our 10 years of research she had been totally and thoroughly examined but this time we ignored that previous data. For the 21 years that she had been here, for the first time, something was actually happening. After she had already survived longer than other subjects who had received the Nemesis Virus, it was only Birkin that started to realize what was happening. There was something within "her". That "something" was a deviation from the T-Virus plan. Something new that gave way to a new form. Something that changed our destiny. It was the beginning of the "G-Virus plan". (This report continues 7 years later) G-Virus July 31, 1995 It had been 17 years since I'd been back "there". When I come, I remember the wind. The scenery and buildings from the surrounding area hadn't changed a bit. I saw Birkin standing on the Heli-pad. He arrived before I did. Meeting with him somehow already seemed "nostalgic". It had been 4 years since I had left the Arklay Research Center. 4 years ago, when Birkin's proposed "G-Virus" plan was approved, I put in a transfer request for the "data/information" section and my request was immediately approved. The fact that I had given up on being a researcher and need a change probably seemed like a natural change that most people go through. Actually, the truth of the matter was that "G" had already reached a level that was beyond my ability. And even if I wasn't really here to discover Spencer's "true intentions", I think that, at that time, I would have definitely realized the limitations of my ability. As the wind danced around the helicopter, Birkin was, as usual, fixated on some document. Apparently, he was coming to Arklay on a routine basis, but he was no longer assigned there. A while ago, he had been transferred to a huge underground research facility in Raccoon City. That was the main facility for his "G-Virus" research. But to tell the truth, 4 years ago, I really didn't think Spencer would approve "G". Because "it" deviated from the idea of "weapon" and it was created with too many unknowns left unsolved. The big difference between "G" and the "T-Virus" was that a body infected with "G" would spontaneously continue to mutate. Of course a virus's genes are unprotected so it quickly mutates. But the cells within a living organism are different. Even if the subject[']s make-up has been altered by the virus, the cells within the organism's body rarely can be mutated. Of course, by using other "stimuli", such as radiation, you can make mutations occur within a living body. However, a body that is infected with "G" continues to mutate, without any outer stimuli, until the host dies. Even that "T-Virus" has lots of attributes that are quite similar to "G". It has already been observed that the genetic make-up of one of the "living biological weapons" (a person infected with the T-Virus), who has been placed in a special setting, has continuously "changed". But in order for this change to occur it is necessary to use outer stimuli as a catalyst. And one can mildly predict which changes are likely to occur. However, there are no such "laws" concerning a body infected with "G". No one can predict just how someone infected with "G" will change. No matter what kind of method you use to try to cope with "G", it continually changes, making that "method" ineffective. 7 years ago Birkin noticed a little bit of this effect in the female test subject. There wasn't the slightest change in her appearance, but deep within her something was constantly changing and she continued to co-exist with the virus used in the experiments. And so after 21 years of inner mutations, even the "parasite Nemesis" just became one more mutation within her body. The "G-Virus Plan" was a plan to push those "characteristics" to the utmost limit. However, the thing that lay ahead could be an evolution to the "final form" for mankind... or it could be a "finale" in which the organism merely dies... Could we really call that a weapon? What was Spencer thinking when he approved this plan? Even though I had been working in the information section for these 4 long years, I had still been unable to figure out what Spencer was planning. And now Spencer has stopped coming to Arklay. Almost as if something that he has been eagerly awaiting and expecting has begun to start. Spencer, like some mirage floating in the desert, had begun to grow farther and farther away from me. But I was sure that a chance would present itself to me eventually. That was, of course, if I lived long enough to see that day. Birkin and I got on the elevator and rode to the top floor. To the place where we had first met "her". A man named John, Birking's successor and new chief researcher, was waiting there for us. He came from a research center in Chicago and was supposedly a very talented scientist but he was a little too "straight" to be working at a place like this. He began to question the "inhumanity" of what was going on in the labs and made his opinions known to the upper-level executives. I had heard rumors about him at the information section. Everyone seemed to agree that if any information ever leaked out, he probably would have been the culprit. We ignored John and kept on walking, and then began the final "disposal" procedures on her. "You must kill her". Due to her being infected with "Nemesis", although only a minor account, she started to "think" and become conscious. She started to act in "grotesque" ways. Her behavior has continued to escalate and now she wears the face of another woman that she "peeled off" just like a mask. According to reports, she acted the same way after they gave her the first "Starter Virus". I don't know why she began to act in such a way, but because she recently killed 3 researchers, "they" have decided to "dispose" of her. Now that the "G" research is on the right track, there is no real use for a "test subject" like her. After constantly checking and re-confirming for 3 days the fact that she was dead, her corpse was, as per Facility Head's order, taken away somewhere. In the end, I never did find out who she was and why she was brought here? Of course, she was merely a test subject. But still though, if she hadn't been here then there wouldn't have been any "G Plan". And Birkin and I would probably be leading different lives now. I left the Arklay Research Center, thinking that very thing. I wounder how much of this was according to Spencer's "plan". (3 years later the "incident" began) =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= 15. Resident Evil Games =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= As of now, here are the Resident Evil games and their platforms. Resident Evil / Director's Cut / Dual Shock -Gamecube -PC -Playstation -Saturn Resident Evil 0 -Gamecube Resident Evil 2 / Dual Shock Edition -Dreamcast -game.com -Gamecube -Nintendo 64 -PC -Playstation Resident Evil 3 -Dreamcast -Gamecube -PC -Playstation Resident Evil 4 (Announced) -Gamecube Resident Evil: Survivor -PC -Playstation Resident Evil: Survivor 2 -Arcade -Playstation 2 Resident Evil Code: Veronica / Complete / X -Dreamcast -Gamecube -Playstation Resident Evil Gaiden -GameBoy Color Resident Evil: Dead Aim -Playstation 2 Resident Evil Online (Announced) -Playstation 2 Resident Evil Movie -DVD/VHS =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= 16. Resident Evil Timeline (By WeskerFanGirl) =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= [NOTE: This entire section of the FAQ was written completely by WeskerFanGirl.] July 23, 1998 After several murders in the Raccoon City area, S.T.A.R.S. are sent to investigate the area. The Bravo team is sent in first. Their helicopter has to make an emergency landing. Rebecca Chambers, who is on her first mission, gets on a train sitting in the middle of the woods. There, she meets Billy Coen. Billy Coen was supposed to be executed for killing 23 people, but the transport vehicle was attacked by leeches. They are stuck on the train with several zombies and leeches, so after the train starts moving, they team up. They eventually have to use the emergency brakes, and end up at the old Umbrella Training Facility. Wesker and Birkin watch Rebecca and Billy through some monitors. Marcus interrupts them as he tells them he was responsible for the virus leak in the lab, mansion, and train. He says it's revenge for the death of James Marcus, although they don't know it's him, because he looks younger. Billy saves Rebecca's life a few times at the training facility, and he tells her about an incident in Africa that explains the 23 people. They find Marcus' Diary, which says he created the t-virus. They also visit Marcus' lab under a church outside the training facility. Billy and Rebecca get separated for a short time, after Billy is attacked by an eliminator. Rebecca gets in a cable car and ends up at a factory. She uses the turn table and meets up with Enrico, the Bravo team leader. He tries to get her to come with him, but she says she has to find Billy. After fighting a Tyrant and getting in an elevator she arrives at the sewer treatment plant. She finds Billy, and they try to look for a way out of the treatment plant. James Marcus confronts them, and he tells them who he is. He tells them he was resurrected by the Queen Leech. The queen takes over and he morphs into the boss. They defeat him, and get onto a lift, but the Queen Leech follows them and the self destruct sequence starts. They end up getting knocked off the lift, and fighting the leech queen in a large room with several large boxes and shutters. They open the windows when they find out that the queen is weakened by sunlight. Billy kills the leech queen with a Magnum that Rebecca finds lying on the floor. They make it out in time. They end up in a field overlooking the Spencer mansion. Rebecca tells Billy he is now officially dead, and they go their separate ways. Rebecca heads to the mansion and Billy goes off on his own. July 24, 1998 (Note: I wrote a combination of Chris' and Jill's senerio) S.T.A.R.S Alpha team is sent in to search for the missing Bravo team. Joseph is attacked by zombie dogs, and the rest of the team runs, while the helicopter pilot, Brad Vickers, leaves them stranded. Wesker, Barry, Chris, and Jill all run to the mansion. The characters all get separated. Wesker disappears and forces Barry to help him destroy S.T.A.R.S. by threatening his family. Wesker's goal is to get combat data and then destroy the lab and the mansion. Chris meets Rebecca Chambers, who is with Richard Aiken from Bravo team. Richard Aiken eventually dies. Enrico is also killed, along with all the other Bravo team members, besides Rebecca. In the labs, Wesker tries to shoot Jill, but Barry saves her just in time. Wesker releases the Tyrant, who turns on him. After Jill defeats the Tyrant, Wesker escapes. Wesker sets the self destruct system, and all four go to the heliport to signal Brad. Before he can land, the Tyrant breaks through the concrete and attacks again. Brad drops a rocket launcher, and the Tyrant is destroyed. Chris, Rebecca, Jill, and Barry fly away as the mansion blows up. September 28, 1998 After there was a major outbreak in Raccoon city, Jill Valentine tries to escape the city. Brad warns her that something is coming for them, and he is killed outside of the RPD, by a B.O.W. called Nemesis. Nemesis chases Jill out of the RPD, and she eventually loses him. She meets a mercenary who was hired by Umbrella named Carlos. She doesn't trust him at first, but later learns to work together with him. She meets the rest of the remaining Umbrella Biohazard Countermeasure Services (U.B.C.S.) team, Nicholai and Mikail. Nicholai tells them the plan for getting out of the city involving ringing the bell at the city Clock Tower. Nicholai later fakes his death, and Jill tells Carlos. After getting all the needed materials, they start the cable car. Mikail sacrifices his life to save Jill and Carlos, when Nemesis attacks. Then Jill and Carlos have to use the emergency brakes, and the cable car crashes. Jill wakes up outside of the Clock Tower. Inside she finds Carlos, and Nemesis is also still stalking her. She rings the bells and exits the Clock Tower. She sees a helicopter coming, but Nemesis blows it up with his rocket launcher. This destroys some of the Clock Tower. Nemesis infects Jill with his tentacles. Carlos tries to help, but he faints after Nemesis fights back with his rocket launcher. Jill fights Nemesis until he walks off into the flames. She then blacks out, and Carlos wakes up and carries her into the Clock Tower. September 29, 1998 (Note: This follows Leon A, Claire B) Claire Redfield and Leon S. Kennedy are both driving into Raccoon city. Claire is looking for her brother, Chris. Leon was going to the RPD for his first day as a cop. Leon and Claire meet up after seeing some zombies. They get into a police car, but it crashes after a zombie in the back seat wakes up. They are then separated by a large truck running into the back of the cop car. Leon tells Claire to go to the police station. At the police department, Leon meets a woman named Ada Wong and Claire meets a girl named Sherry Birkin. After searching the RPD, the four all go into the sewers with the people they met up with. Leon gets injured when he is shot by Annette Birkin. Ada then meets Annette and finds out she is Sherry's mother. Her husband, William Birkin, was shot by a group of men in biohazard suits, who were sent to get the G-virus. They took the sample and headed toward their rendezvous point. Before he died, William injected the G-virus into his own body. He killed the men while several samples of the t-virus were broken. The rats then spread the virus. Leon and Ada get onto the turn table. Ada is wounded by Birkin when his claws go through the side of the car on the turn table. Later, Claire and Sherry also get on the turn table, but it stops halfway down. Claire gets out and climbs through a vent. When she gets to the lab, the turn table lowers. Leon and Claire make their separate ways through the labs. Annette tells Leon that Ada is a spy sent for the G-virus. Leon doesn't believe it. Annette gets knocked out by a falling pipe, and Leon takes the virus. Ada then tries to get the G-virus from Leon. He is shocked to find out that she is a spy after all. Ada threatens to shoot Leon, but she can't do it. Annette, who is barely alive, shoots Ada, causing her to fall off the platform. Leon can't hold on, and she falls. He throws the virus after her. Claire and Sherry make their way to the bottom platform, after hearing the self destruct system. Leon goes an alternate way. Claire fights Mr. X for the final time. During the fight, a woman figure believed, but not confirmed to be, Ada, throws Claire the rocket launcher. Leon fights Birkin. Leon defeats him and gets onto a lift to the train, where Claire is. Claire starts the train, and Leon makes it on just as it starts moving. They think they have made it until there is another emergency. Birkin followed them onto the train. Leon once again fights Birkin, but that still doesn't stop him. Sherry then crawls into the control room and stops the train. They get out and run out of the train tunnel just as the train explodes. At this point, Sherry stays with Leon as Claire leaves to look for Chris. The date of this is not confirmed, but at some point, Leon surrenders Sherry to a man who claims to be an agent of the U.S. government. October 1, 1998 Jill wakes up in the Clock Tower. She tells Carlos that she knows she has the virus. He goes to look for a way to help. There is a hospital nearby that has the vaccine. He sees Nicholai there, and finds out that Nicholai is not on their side. Nicholai goes flying out the window when another member of the U.B.C.S. commits suicide with a grenade in an attempt to kill Nicholai. After Carlos gets the virus vaccine, he sees that Nicholai has set a bomb to go off. He hurries out of the hospital and back to the Clock Tower. He gives Jill the vaccine. Carlos says he has something important he has to check and to watch out for Nicholai and Nemesis, because they are both still alive. Jill then goes to the park. She finds a hide out for the U.B.C.S. supervisors, and Nicholai confronts her. They are interuppted by an earthquake. When Jill follows Nicholai outside of the hut, she falls into a ditch made by a huge worm-like creature. So she fights the monster and climbs out of the ditch. She finally makes her way to an old treatment plant. She meets up with Carlos once again and he tells her there is a missile heading to Raccoon city at dawn. She eventually opens a door leading to a large room filled with trash. Nemesis comes, and she is locked in. She defeats Nemesis, and finds a key card to unlock the door. Nemesis then falls to where all the wastes and chemicals are dumped. A missile launch is then detected. Jill hurries to open the last door she hasn't opened yet. In the Control Room, Nicholai starts shooting at her from a helicopter. She tries to negotiate with Nicholai, but he leaves in the only helicopter. Carlos enters and she tells him that Nicholai left with the only helicopter. Carlos is still determined to escape though. Jill leaves the room through a ladder and finds herself in some kind of junk yard. She once again has to fight Nemesis, this time with a huge rail-gun called Paracelsus' Sword. Carlos is there and says someone is coming in another helicopter to rescue Jill. The pilot turns out to be Barry Burton. They leave in the helicopter just in time before the city is nuked. November, 1998 Ark Thompson is sent by Leon to Sheena Island. The island is owned by Umbrella. Vincent Goldman is the commander of the Island. Ark pretends to be Vincent, and he meets a sewer manager named Andy. Ark confronts Vincent, and Ark tries to escape with a helicopter, but Vincent hangs on and shoots the helicopter, causing it to crash. Ark wakes up with a headache, and he doesn't remember who he is. Ark gets up and starts walking around. He sees Vincent lying on the ground, but doesn't know it's him, because of his memory loss. The Island has had a t-virus outbreak, so monsters and zombies are wondering around. After exploring a while, Ark gets a phone call from Andy from a pay phone. Andy still thinks Ark is Vincent. He enters the nearby library where Andy is. Andy runs away and locks the door behind him. Ark walks up the stairs and through another door. Andy locks him in a room with a Hunter. Ark survives and exits, and follows Andy. He eventually gets into the sewer, where he reads Andy's diary. Andy has a hobby of taking pictures as seen all around the room. Ark finds a picture of himself, but again thinks it's Vincent because of what the diary said. A young boy named Lott enters and when he sees Ark, he gets scared and runs away. After futher exploration, Ark comes to an Umbrella facility. He goes to Vincent's office, where he reads Vincent's diary. He also finds Lott's sister, Lily, who is listening to some recordings. Lott tries to attack Ark with a baseball bat, and he tells Lily to run. Both children run off. Ark follows them, and sees them jumping over the rail and into knee high water. Ark eventually finds their house. Inside he finds Lily, who tells him that Lott has gone to the labs, and she is worried because of all the monsters there. Ark goes to save Lott. When Ark finally gets to Lott, Lott tells him the truth. Lott tells him he isn't Vincent. The self destruct system begins. Ark tells Lott to go home and get Lily. Ark has to fight more monsters, including a Tyrant. He finally makes it to the train. Ark, Lott, and Lily all board, and arrive at a helipad. The Tyrant is there too, and attacks. Ark defeats it and boards the plane. The Tyrant hangs onto the plane, Ark finishes it with a missile equipped to the plane. All three fly to safely. December, 1998 Claire Redfield breaks into Umbrella's paris lab. She is caught by Rodrigo, and sent to Rockfort Island. December 27, 1998 Claire wakes up in her small jail cell. Rodrigo staggers in and lets her go. He tells her a special forces team attacked the island. Rodrigo also needs some medicine to stop some internal bleeding. Claire cautiously exits the prison, and into a graveyard, where several zombies attack her. She runs through a door into a courtyard. A light shines in her eyes, and someone starts shooting at her. She picks up a gun and shoots back. The sniper turns out to be a teenage boy named Steve, who was a prisoner on the island. He is now looking for a way out. Steve walks away quickly. Claire follows him. After exploring the prison area, which is infested with zombies from an outbreak, Claire finds Steve at a computer. Umbrella is monitoring Chris, so Claire sends Leon and E-mail so he can tell Chris he's being monitored and to come and save Claire. Steve doesn't think he will come, and he gets mad and walks away again. Claire finds her way to a palace. Claire meets Steve again there. He tries to take some Gold Lugers and is caught in a trap. Claire says she needs them, but Steve wants something fully automatic. He runs off once again. Claire goes back to the main foyer, where she meets Alfred Ashford, who is aiming a sniper rifle at her. He misses, and she hides behind a pillar. Alfred thinks the t-virus outbreak was her fault, but Claire denies it. He still doesn't believe her. He eventually leaves, and Claire leaves the palace, and goes to the island's airport. she needs three proofs to get to the plane. She begins to explore the rest of the island. There is also a military training facility for Umbrella emloyees. While walking through a stone courtyard, Alfred tries to shoot Claire again. He misses, and she chases him up the stairs, through the door, and down the hall. He is nowhere to be seen, but he traps her using the shutters. He uses the P.A. system to warn her about whats in the next room. First, however, she checks out a different room and finds some Hemostatic medicine, which is used to stop internal bleeding. She enters the room, and finds the sub-machine guns, but the ammo is on some crates below. A monster then attacks her. It is a rubbery monster that uses a long rubbery arm to slap her around. She defeats it, but when she goes down the stairs she is attacked by another. It grabs her by the head and picks her up. Steve jumps through the window and saves her. After Steve defeats the monster, he gives Claire a lift to get the ammo for the sub-machine gun. The platform begins to move to a lower level. Steve runs around the area shooting zombies, and testing the new guns he has. He meets up with Claire, and he says guns are more dependable than people. Claire is shocked by this. They continue walking around until a wooden walkway falls from underneath of them. Claire's leg is trapped under some rubble and she can't move. A zombie starts to walk toward them. Claire tells Steve to shoot it, but Steve just stares. The zombie gets closer. Just before the zombie bites Claire, Steve screams "Father!!!" and shoots the zombie until it doesn't move any more. Steve begins to cry. He explains to Claire that his father worked for Umbrella. They were captured and sent to the island. Due to the recent t-virus outbreak, his father became a zombie. Claire continues to look through the facility. She takes the lugers and uses them in the palace. After putting in a password in a computer, she finds the Ashford's private mansion. On the second floor, she hears a two people talking, Alfred and Alexia. Judging by the conversation, they appear to be siblings. Claire waits for them to leave, and then walks into the room. Inside is a music box playing a song. Claire needs to find the missing piece of the jewel shaped like an ant that opens the music box in the opposite room. Claire leaves and goes back to look through the prison with a new key she found at the Ashford mansion. She goes back to check on Rodrigo and gives him the medicine that he needed. She also gives him her lighter that her brother gave her. Back at the prison she finds the music roll for the piano in the palace. When she goes back to the palace, Wesker is there. He threatens her, and tells her how much he hates Chris. Wesker leaves eventually after getting a call. When she uses the music roll, a slot machine opens with the missing jewel shaped like an ant. She takes it back to the other mansion. This opens a secret door. After climing the ladder, she finds herself in a room, where the Ashfords keep all their stuff from childhood. She solves a puzzle there and climbs another ladder leading to a loft. There she finds an article about Alexia and the last proof for the plane. When she tries to leave, Alexia catches her. She aims a rifle at her, but misses. Before she can shoot again, Steve comes in and shoots Alexia. Alexia goes to the opposite room through a secret door. Claire and Steve follow her, but when they get there, all they find his a wig and a dress. Claire goes to look at the wig, when Alfred jumps off the top of the canopy bed, and attacks. Alfred happens to catch a glimpse of himself in the mirror, screams, and runs away. Steve and Claire come to the conclusion that there wasn't and Alexia, and Alfred was a cross-dresser. The self destruct system starts, and they go to the planes using the submarine. They use the proofs and get on the plane, but can't leave because of a bridge blocking the way. Claire goes to move it. On her way back to the plane, she is attacked by a Tyrant. She defeats him, and gets back to the plane. Claire and Steve fly away, when suddenly there is a loud noise from the back of the plane. Claire goes to check, and it's the Tyrant again. She fights him and uses large crates to push him off the plane. Claire and Steve think they are safe until Alfred tells them he won't let them escape using a video screen in the plane. Later, Steve notices that the plane is headed toward Antarctica. Then the plane crashes. They get off the plane after being knocked out for awhile. The t-virus has also spread in the Antartic Facility. It turns out that this facility was once owned by Alfred's father, Alexander. There is also a horrible monster in the facility called "Nosferatu". When Steve trys to move the digger, he accidently causes poisonous gas to leak. Claire finds a valve and shuts off the gas. Alfred tries to shoot Claire again, and Steve shoots Alfred, causing him to fall off a ledge. Steve and Claire get into the digger and use it to escape the facility. They get out and climb to a helipad. They are just about to go down the stairs when Nosferatu walks up and knocks Steve off the helipad. He hangs on to a piece of metal hanging off the side of the helipad. Claire fights the monster and saves Steve. They then make it to a snow-mobile and try to drive to the Austrailian base. Alfred is barely alive, but manages to get to a lab where his sister has been frozen for the last 15 years so she can get the best possible results from the T-Veronica virus. Alfred dies, and Alexia somehow manages to trap Steve and Claire and bring them back. She controls these tentacles all around the facility. Chris goes to Rockfort Island to rescue Claire. He meets Rodrigo. Rodrigo tells him that Claire has left. Then a a large worm swallows him whole. Chris fights the monster and saves Rodrigo. Rodrigo gives Chris his lighter before he dies. Chris explores the remains of the military facility. He sees Wesker again. Wesker tries to strangle him. It turns out that Wesker now has super powers, and a new employer. Alexia appears on a screen. This gets Wesker to let Chris go, since Wesker is looking for Alexia. Chris gets into one of Alfred's jets and flies to Antarctica. At the facility in Antartica, he reads a diary by Alfred. Nosferatu was actually his father that Alexia tested the virus on, and Alfred and Alexia were created from the genes of their ancestor, Veronica. Chris finds a mansion that looks very similar to the Spencer mansion. He finds Claire there. She is safe, but she is concerned about Steve. They run up the Stairs, and the tentacles destroy some of the staircase. Chris falls to the main floor. Claire goes to find and save Steve. After walking through the mansion's hallway, she ends up in the prison area. Steve is being held captive there. Steve says Alexia injected him with a virus. He begins to feel pain, and turns into a T-Veronica monster, much like Nosferatu! He grabs the axe that was once holding him back, and chases Claire. Claire runs under a gate just in time. Steve hits the bars with the axe. One of the tentacles grabs Claire, and Steve breaks the gates. He is just about to hit her with the axe, when he regains some human memory, and instead hits the tentacle. The tentacle recoils and injures Steve. He turns back to normal, and tells Claire he loves her just before he dies. Back in the mansion's main hall, Wesker is trying to make Alexia come with him, because she has the T-Veronica virus. Alexia changes and attacks Wesker. He escapes and Chris is forced to fight Alexia. After winning, Chris hears Claire crying behind the door, but he can't open it because it's locked. Claire shoves a folder with a key card in it from under the door. He activates the self destruct system so the lock will be released. Claire meets Chris at the top platform outside the control room. Alexia regenerates and tries to kill Claire, but Chris intervenes in time. Chris fights Alexia, and destroys her for good. Chris runs and sees that Wesker is kidnapping Claire. Chris follows them. He makes Wesker let her go. Wesker says he has taken Steves body because it has T-Veronica virus in it. Claire then runs to the jet to wait for Chris. Chris and Wesker fight until Wesker gets badly burned. Chris makes it back to the jet, then Chris and Claire fly away as the facility explodes. They are now on a mission to stop Umbrella. September 18, 2002 Morpheus D. Duvall and his followers steal three t-virus samples from the Paris lab. Morpheus tells his followers he is going to auction the items on a ship called the Spencer Rain. He instead spreads the virus. September 22, 2002 Bruce McGivern is sent to the Spencer Rain after it was contaminated by the t-virus. He works as a spy for the U.S. government. Morpheus holds a gun to Bruce's head and makes Bruce drop his gun. Morpheus is just about to shoot Bruce, when Fong Ling, who was sent by the Chinese government, throws a grenade. Bruce notices it before Morpheus, and jumps out of the way in time. Morpheus is wounded, but escapes. Bruce climbs into the cruiser and explores. He eventually gets a call from his boss. Morpheus is black-mailing the government or he will send missiles to the U.S. and China. Fong Ling sneaks up on Bruce and kicks the radio out of his hand. After kicking him around a bit, Fong Ling decides that she doesn't want Bruce around. She runs off, and Bruce continues to search the cruiser. Bruce eventually finds a valve he needs to open the door to the cargo room. As he is leaving a huge hand breaks through the window and knocks him down. Fong Ling then takes the valve and runs off. She makes her way past dozens of zombies to the pool deck. Bruce follows her there. Morpheus is watching them through a monitor. He releases some Hunters, and Bruce kills them. Morpheus then gives up and injects himself with a new virus called the tG virus. Bruce and Fong Ling go down the ladder. Fong Ling runs ahead of Bruce. Bruce walks around until he comes to a large room that has theatre seats, and a room with a sliding door. He finds a crowbar there and takes it. When he tries to leave, Morpheus (in tG virus form) comes through the sliding door and picks up Bruce by the neck. Bruce tries to shoot him, but with the effects of the virus, it doesn't do anything. Morpheus now has electrical powers, claws, and high heels. He chases Bruce down the hall. Bruce uses the crowbar to get a key card he uses to open a door. He runs down the hall until he sees Fong Ling. He then shuts the door behind him. Fong Ling crawls through a vent at the top of the door and electronically opens it. Bruce closes the newly locked door behind him, and locks it. They wait until Morpheus leaves. They leave the room, and go their separate ways once again. Bruce finds the room where Morpheus injected himself. There is a file there saying that Morpheus was fired from Umbrella because he was blamed for the incident in the Spencer Mansion on May 11th (RE0/RE1). Bruce walks up a few flights of stairs, and hears an alarm start to go off. Fong Ling is looking out the window. The cruiser is close to hitting a cliff. Fong Ling runs for the exit first, and Bruce follows her. The monster that hit Bruce earlier is out there. Bruce tells Fong Ling to go after Morpheus while he fights the monster. After deafeating the monster, Bruce jumps off the cruiser and into the ocean. He swims to a nearby island. It's another island with an Umbrella facility. Bruce happens to see a fence destroyed with an electrical current coming from it. He knows Morpheus has been there. He jumps down the hole and into the Umbrella waste disposal facility. There are several sewer-like places in the facility, as well as zombies and other monsters. Bruce finds a radio he uses to call headquarters. He tells his boss that he knows about Fong Ling. The man on the other end tells Bruce that the Chinese government has given in to Morpheus' deal, so Fong Ling's presence is no longer needed. Fong Ling is also at the facility. When she steps into an outside area, a large aircraft is seen in the sky. A laser is pointing towards her. She just stands there in shock. Bruce pushes her out of the way. They look back to see a huge hole in the concrete where Fong Ling was just standing. They run towards a nearby office. Bruce notices that a symbol on the aircraft is the same symbol she has on her arm. He cuts the tattoo on her arm. There was a computer chip under it. Bruce steps on it, and the aircraft's laser fades. Fong Ling thanks Bruce, and he goes on his way. Fong Ling stays behind for the moment to take care of the wound. Bruce then finds an elevator leading to Morpheus' underwater facility, where the missles are going to be launced from. A large Tyrant attacks Bruce. After he defeats it, Fong Ling catches up with him. They get into the elevator. Morpheus is standing on the top of the elevator and cuts the cords holding it with his claws. Bruce uses the emergency brakes to stop the elevator. He helps Fong Ling out of the elevator. When he tries to get out, however, the elevator falls. Fong Ling explores the facility. She uses an elevator to get to Morpheus' office. Morpheus sneaks up behind her and knocks her out. Bruce wakes up on a different level of the facility. He also uses another elevator to explore the 2nd and 3rd floor. Along the way he finds a new weapon that is used to destroy tG virus creatures called the Charged Particle Rifle. He gets to Morpheus' office, and reads his diary. It talks about building a kingdom in Africa. Morpheus uses the flat TV screens in the room to show Bruce that he has Fong Ling. Bruce goes to rescue her. He takes the secret elevator down. He comes to a large room filled with several pillars. He uses the new weapon to defeat Morpheus. Bruce wakes up Fong Ling. Their goal now is to disarm the missles. Fong Ling guides Bruce, while he goes through a maze-like missle silo. Fong Ling tells Bruce that Morpheus is coming, as Bruce is heading to the missile silo. Bruce looks back, and sees a very large monster coming his way. Bruce hurries through the maze, but there is a locked door. Fong Ling tries to open it, while Bruce shoots at Morpheus. He goes through another maze. The door to the last room is locked. Morpheus is still following Bruce. Bruce fights Morpheus and defeats him for good. Fong Ling tries to catch up to Bruce after giving him directions, and she sees Morpheus mutating and becoming even larger. Bruce is trapped on the other side of Morpheus. Morpheus explodes, destroying the entire facility. Bruce and Fong Ling manage to escape by submarine, as a helicopter comes to rescue them. Credits: I do not own Resident evil. I would like to thank Capcom and all those involved in making all the games. I would also like to thank everyone in the RE community. I've learned so much about the games from you and the games themselves. WeskerFanGirl =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= 17. Cheats and Codes =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= Extra Weapons In Resident Evil: Dead Aim, you can begin the game after completing it with more weapons, depending on how well you finished and on what difficulty. Here are the rewards: Easy A - Start with all 3 Handguns and the Shotgun. Easy S - Start with all weapons except for the Charged Particle Rifle. Normal A - Start with all weapons except for the Charged Particle Rifle. Normal S - Start with all weapons with infinite ammo except for the Charged Particle Rifle. Hard A - Start with all weapons with infinite ammo except for the Charged Particle Rifle. Hard S - Start with all weapons with infinite ammo. About Rankings (From Big Steve) According to Big Steve, to get an S rank you need to kill every enemy in the game except possibly the last nine. Also, don't use any MEDICINAL SPRAYs. Alternate Title Screen Complete the game on any difficulty. Switch Characters After you complete the game, load your saved completed file. Now you can play as Fong Ling when you were Bruce and Bruce when you were Fong Ling. =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= 18. Links =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= Here are some Resident Evil Sites I found very interesting. BIOHAZARD EXTREME -http://www.biohazardextreme.com/ Resident Evil Fan -http://www.residentevilfan.com/ Resident Evil Horror -http://www.rehorror.com/ The Horror is Alive -http://www.resident-evil.com/ Resident Evil .IT -http://www.residentevil.it/ Resident Evil Survival Horror -http://residentevil.metropoli2000.com/ Umbrella - Inc.com -http://www.umbrella-inc.com/ Resident Evil X -http://www.residentevil-x.com/ Evil Factory -http://www.evilfactory.tk/ Resident Evil Sitez -http://www.resitez.com/ =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= 19. Credits, Contact Info, and Everything Else =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= This FAQ/Walkthrough was written by DjSiXpAcK14. My E-mail: Benn[at]Linger.com Just put in @ for [at]. Things that I REALLY REALLY need badly: A speed walkthrough Story & Plot Analysis One of the above. NOTE: If you write me a story and plot analysis or a speed walkthrough I will: Kiss you (women only) and marry your daughter.* * = Applicable only to residents who fought along the side of General George Washington in World War II. Things that I REALLY REALLY DO NOT need: Mail Bomb Virus Broken Pencil --------------------------------------------- Thanks to: EastAce ABF JessicaLynn Steve Rico Epic, Doh --------------------------------------------- Please don't copy any of this stuff, it would make me rather unhappy. If you have any questions, see my e-mail above. This document Copyright 2004 Benn Linger. All rights reserved.