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GUIDE
Version: Kev
---
My site:
www.berserkersblog.blogspot.com
www.youtube.com/BerserkerSTARS
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=-=-=-=-=-=-=-=-=-=- - T A B L E O F C O N T E N T S - -=-=-=-=-=-=-=-=-=-=-=
-- Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . [IN00]
-- Basics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . [BA00]
Prologue ---------------------------------------------------------------
- Prologue . . . . . . . . . . . . . . . . . . . . . . . . . . . [WT01]
- Scenario 1 . . . . . . . . . . . . . . . . . . . . . . . . . . [WT02]
- Scenario 2 . . . . . . . . . . . . . . . . . . . . . . . . . . [WT03]
- Scenario 1 . . . . . . . . . . . . . . . . . . . . . . . . . . [WT04]
- Scenario 2 . . . . . . . . . . . . . . . . . . . . . . . . . . [WT05]
- Scenario 1 . . . . . . . . . . . . . . . . . . . . . . . . . . [WT06]
- Scenario 2 . . . . . . . . . . . . . . . . . . . . . . . . . . [WT07]
- Scenario 1 . . . . . . . . . . . . . . . . . . . . . . . . . . [WT08]
Episode 05 - Secrets Uncovered -----------------------------------------
- Scenario 1 . . . . . . . . . . . . . . . . . . . . . . . . . . [WT09]
- Scenario 2 . . . . . . . . . . . . . . . . . . . . . . . . . . [WT10]
- Scenario 3 . . . . . . . . . . . . . . . . . . . . . . . . . . [WT11]
- Scenario 1 . . . . . . . . . . . . . . . . . . . . . . . . . . [WT12]
- Scenario 2 . . . . . . . . . . . . . . . . . . . . . . . . . . [WT13]
- Scenario 1 . . . . . . . . . . . . . . . . . . . . . . . . . . [WT14]
- Scenario 2 . . . . . . . . . . . . . . . . . . . . . . . . . . [WT15]
- Scenario 1 . . . . . . . . . . . . . . . . . . . . . . . . . . [WT16]
- Scenario 2 . . . . . . . . . . . . . . . . . . . . . . . . . . [WT17]
- Scenario 3 . . . . . . . . . . . . . . . . . . . . . . . . . . [WT18]
- Scenario 1 . . . . . . . . . . . . . . . . . . . . . . . . . . [WT19]
- Scenario 2 . . . . . . . . . . . . . . . . . . . . . . . . . . [WT20]
- Scenario 1 . . . . . . . . . . . . . . . . . . . . . . . . . . [WT21]
- Scenario 2 . . . . . . . . . . . . . . . . . . . . . . . . . . [WT22]
- Scenario 1 . . . . . . . . . . . . . . . . . . . . . . . . . . [WT23]
- Scenario 2 . . . . . . . . . . . . . . . . . . . . . . . . . . [WT24]
- Scenario 1 . . . . . . . . . . . . . . . . . . . . . . . . . . [WT25]
- Scenario 2 . . . . . . . . . . . . . . . . . . . . . . . . . . [WT26]
-- Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . [WE00]
- Handguns . . . . . . . . . . . . . . . . . . . . . . . . . . . [WE01]
- Shotguns . . . . . . . . . . . . . . . . . . . . . . . . . . . [WE03]
- Rifles . . . . . . . . . . . . . . . . . . . . . . . . . . . . [WE04]
- Magnums . . . . . . . . . . . . . . . . . . . . . . . . . . . [WE05]
-- Enemies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . [EN00]
-- List . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . [LI00]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
[IN00]
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\_ \ _ __ | |_ _ __ ___
/\/ /_ | | | || |_ | | | (_) |
INTRODUCTION
===============================================================================
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= - I N T R O - =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- Berserker
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Mediterranean sea in order to investigate. Upon losing contact with Chris, the
Bioterrism Security Assessment Allicance (BSAA) sent in Jill Valentine and her
new partner Parker Luciani to search for Chris. As the two characters follow
traces of a comm link in their tugboat while sailing across the stormy
Mediterranean, they find a massive black ship. The ship used to be a well
known cruise liner known as the "Queen Zenobia". Jill and Parker dock near the
- LOST IN NIGHTMARES -
Resident Evil: Revelations tells us the tale of Jill and Chris' adventures
aboard the Queen Zenobia before their fateful separation at the Spencer Estate
is much like Lost in Nightmares overall - it has the same style of RE5 gameplay
along with a more horror-like atmosphere when compared to RE5. This guide
handprints and other secrets and unlockables are all fully covered in the
unlockables sections.
I have stuck with Resident Evil 5 for near three years, and have followed the
Resident Evil series from console to console ever since the original game on
PSone, so this guide comes from a very hardcore Resident Evil fan. I'm also a
huge fan of Chris Redfield - he's easily my favorite video game character.
- JESSICA'S REPORT -
Wesker's Report 1 with Code Veronica X, Jessica's Report was only released in
Revelations.
Video 1:
http://www.youtube.com/watch?v=qlMVhNu3_zc
Video 2:
http://www.youtube.com/watch?v=9V2RIwlo-4s
Text Transcript:
http://www.projectumbrella.net/articles/Jessicas-Report
middle link on the black bar above this guide on GameFAQs and/or give me a
If you have the time, you can also leave me a comment on the following blog
post on my site:
www.berserkersblog.blogspot.com/2012/02/resident-evil-revelations-guide.html
----------------------------------------
[BA00]
===============================================================================
___ _
BASICS
===============================================================================
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- - B A S I C S - -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
This section contains all the basic information to help a beginning player out
with the controls and other basic features of Resident Evil: Revelations.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
========
CONTROLS
========
-- Type A controls
Type A is much like the classic control setup from the older RE titles except
that a player does not have to hold a button and move the circle pad in order
to run. Press up on the circle pad all the way in order to run and press up
lightly to walk.
Y - Interact/Examine/Open doors/Melee
A - Use herb
X - Use subweapon
-- Type B controls
Type B controls changes the movement so that when a player presses to the right
or left on the circle pad, the character will automatically strafe in that
direction. In order to turn, a player must hold the B button then press to the
right or left on the circle pad. This control setup is much like RE5's Type D
controls except a player will have to hold the B button then rotate the circle
Y - Interact/Examine/Open doors/Melee
A - Use herb
X - Use subweapon
-- Type C controls
your character with the face buttons (A/B/X/Y) to the side of the screen - A,
B, X and Y basically serve as a right analog. While aiming with the L button,
your character can move freely while in an aiming pose if the circle button is
tilted in a direction. This control type is much like the control type of
Y - Interact/Examine/Open doors/Melee
NOTE: While aiming (holding L) with control type C, a player can use all face
player can only control the camera with X (Upwards) and B (Downwards). A and Y
-- Type D controls
Type D is an exclusive control type for when the Circle Pad Pro is attached to
the 3DS. The Circle Pad Pro adds an extra right circle pad and two extra
buttons (ZL and ZR) to the top of the 3DS. Type D controls are much like Type
C controls except that the camera is controlled by the right circle pad instead
of the face buttons (A/B/X/Y). The subweapon button is switched to R and the
ZL and ZR buttons control aiming and firing respectively. A player can aim
with ZL and move while holding the left circle pad - the actual adjustment of
aim is controlled with the right circle pad. ZR is the new interaction button
instead of the Y button. The Y button becomes an instant reload button with
Type D controls.
ZR - Interact/Examine/Open doors/Melee
A - Use herb
Y - Reload
R - Use subweapon
NOTE: If control types are changed to another control type while the circle pad
pro is attached the Circle Pad Pro must be recalibrated. Pause the game then
enter the "Controls" menu and change Circle Pad Pro Settings to "Use" then
press and hold ZL + ZR when prompted to use the Circle Pad Pro controls (Type
D) once again. There is a time limit to press the buttons in, so select "Use"
__________________________
I N V E S T I G A T I N G \____________________________________________________
-------------------------------------------------------------------------------
=========
SEARCHING
=========
When the Y button appears while standing next to an object, press the Y button
to search the current area. Your character cannot search an area when talking
over radio - the Y button will appear with a slash over it and the search
______________________________
T H E T O U C H S C R E E N \________________________________________________
-------------------------------------------------------------------------------
=================================
=================================
-- Main Weapons
The top portion of the bottom screen displays your character's list of main
weapons. Touching the icon of an unequipped weapon will instantly equip that
weapon. Touching the icon of a currently equipped weapon will reload that
weapon.
-- Sub Weapons
Along the left portion of the touch screen below the main weapons list if the
list of your character's current subweapons. Touch a weapon on the list of sub
Once the scanner is obtained, touch the scanner icon to equip the scanner then
touch it again to unequip the scanner.
-- Mini Map
The Mini map of the current area is displayed below the list of main weapons
and to the right of the list of subweapons. A glowing blue circles shows the
location of your current character on the map and the cone of vision in front
The camera for the top screen can be controlled by touching the map screen and
sliding your finger across the map portion of the touch screen. Be sure to
hold your finger on the map, starting in the center, and then slowly drag your
finger across the touch screen. See the "Map Screen Camera Movement" section
below for more details on how to use the camera movement to your advantage.
-- Menu
Touch the "Menu" tab on the right side of the map screen to access a list of
tabs organized by Items, Ammo and Files. Use the L and R buttons to cycle
through the tabs then use the circle pad to select an item. Press the A button
to examine the item. All files collected throughout the game can be read again
========================================================
========================================================
NOTE: Touching the bottom map screen can only turn the camera with Type A or B
controls. The camera will not turn while Type C or D controls are selected as
touch the middle of the mini map and hold their finger in the center then slide
their finger to any portion of the map in order to make the top screen camera
face that direction. By rotating the camera while touching the map, a player
can perform a quick turn in that direction if the aiming button is pressed
afterward. Your character will point their currently equipped weapon toward
the direction the camera faces. Basically, a player can perform RE4 and RE5's
"quick aim turn" or more commonly known as the "quarter turn" by touching the
Touching the mini map to turn the camera in a direction is quite tricky at
first. If you just want to rotate the camera to the right or left, it's best
to place your finger in the middle of the screen then touch the map and drag
your finger to the outer portion of the screen - you can literally drag your
finger across the menu bar and subweapons and still have control of the camera.
Once the camera has been rotated, it will stay locked in on that angle. The
b) Aim with weapon (the character will aim toward the center of the angle)
You can literally touch the map screen and make the camera turn a full 360
degrees around your character just by touching and sliding your finger across
the bottom screen. A player can also rotate the camera while walking or
running, but remember that the camera will return to default position once you
All of this takes practice obviously. The touch screen is literally your right
thumbstick/analog for adjusting the camera angle like in RE5. The most
important part to learn is to touch the center of screen and HOLD your finger
there. While standing still, the camera will stay locked into place depending
on where it was moved to. In order to adjust the camera back to default
So, to recap, in order to quickly aim in a direction on the top screen, do the
following:
- Touch the middle of the bottom screen then drag your finger to one of the
- When the camera turns, press the aim button to make your character turn
==========================
==========================
Jill gets attacked, the screen will begin to show blood along the sides to show
-- Fine
-- Caution
Blood can be be seen on the sides of the screen. When Jill is hit only a few
times, blood is barely visible. As she is hit more, the blood on the screen
becomes more evident. If the blood on the screen is very heavy, the next hit
might kill Jill before she enter Danger status if the hit is powerful enough.
-- Danger
Blood can be seen clearly on all sides of the screen. Jill will also hold her
left hand over her stomach area much like the characters in any RE game. Be
sure to heal immediately when Jill enters this state since the next hit will
kill her.
==============
PUZZLE SOLVING
==============
There are three main types of puzzle in Revelations and each of them require a
Control Box Puzzle are found throughout the earlier episodes of the game. They
are easily the most common. A player will have to use the stylus to remove
screws from the control box by touching each of the four screws to take the
Once the box is open, a set of plugs will be in view. The plugs have cables
linked to each of them. Some of the sockets are dark and some are lit up. A
player must place a plug over each lit up socket so that all the plugs are on
lit up sockets and all the cables attached to the plugs light up.
-- Fingerprint Scanners
Fingerprint Scanners are found much later in the game. These puzzles show off
a diagram to place a finger on the bottom touch screen. Touch the diagram on
the right side of the touch screen with your index finger then firmly hold your
finger in place as the scanner on the touch screen scans your fingerprint.
NOTE: If you keep getting a fail message, it's most likely because you're not
applying enough pressure to the screen while touching it with your index
finger. You might also be moving your index finger too much - hold it as still
as possible.
-- Door Welding
Toward the very end of the game, Jill will have to use a torch to weld doors in
order to open them. The touch screen will show the door and display a line
pattern. Simply use the stylus to trace the line on the screen in order to
_____________________________________
S U R V I V A L T E C H N I Q U E S \_________________________________________
-------------------------------------------------------------------------------
==================
==================
The combat knife is the default subweapon in your list of subweapons. It can
attacks are very weak but there is no ammo to worry about while using the
knife. It can be good for close combat if you know enemy attack patterns well
NOTE: Characters such as Keith and Parker (in episode 10) have a different
style of close range instead of the knife. Keith has dual machetes and Parker
GROUND COMBAT
=============
Some enemies in the game can knock your character to the ground when they
perform a close range attack that hits your character. Once your character is
on the ground, that character will have limited attacks. Only one-armed
weapons can be used at that time such as a combat knife or handgun. The action
button prompt (Y) will appear at that time also. Tap the Y button in order to
=============
MELEE ATTACKS
=============
Melee attacks are much harder to set up in Revelations when compared to other
RE games. They can only be performed on some enemies. The enemies must be
shot in a certain area to initiate a stun. Once the enemy is stunned, run up
to the stunned enemy and a button prompt command will appear. Press and hold
the button to charge the melee. The melee will eventually activate once it has
reached full charge. The button can be released early, but the melee will take
===============
DODGING ATTACKS
===============
will quickly move behind the enemy or in front of the enemy to dodge its
attack. The command that is inputted will decide whether your character moves
behind the enemy or away from it. The command must be performed AS the enemy
attacks. It can't be done before or too long after the attack has been
initiated.
NOTE: Do not rely on the dodge command in Revelations that often. They must be
entered precisely or your character will suffer damage. It's best to find a
====================
INVINCIBILITY FRAMES
====================
enemy attack. Your character cannot be controlled once these animations have
started up till the point that they stop; Some of these obviously cause your
character to lose health, but the character can't be hit with any other attack
- While grounded
Once your character performs the actual melee, that character is invincible to
attacks.
========
SWIMMING
========
Swimming Controls:
Y - Dive
B - Swim
Eventually, Jill will have to swim through some rooms in the game. Jill has no
oxygen gauge. When she starts to run low on oxygen, the screen will turn black
and white and blood will start to appear on the sides of the screen as if Jill
is damaged. When Jill is attacked by enemies, her oxygen will lower faster.
She will need to surface in order to get oxygen. Jill cannot be damaged while
underwater, but any attacks that are done to her will deplete her oxygen level.
_______________________________
T H E G E N E S I S (SCANNER) \_______________________________________________
-------------------------------------------------------------------------------
======================
======================
device, Jill can scan certain objects in her surroundings. The scanner can be
equipped at any time by pressing control pad up. To unequip the scanner, press
control pad up again or control pad right to requip the last equipped weapon.
Press the R button to raise the scanner. While in scanner view, hold down the
Y button to scan an object. Jill can only scan the objects listed below.
================
SCANNING ENEMIES
================
All enemies in the game can be scanned with the scanner whether dead or alive.
Simply equip the scanner and aim toward an enemy so that the scanner targets
the enemy then begin scanning. Some enemies will take longer to scan than
others. When Jill scans any enemy for the first time, the scanner will take a
long time to complete a full scan but after the first scan, the scans on the
Some enemies will decompose quickly after being defeated and some will crumple
into a blood puddle on the floor. All Oozes seem to crumple into a blood
puddle but most other enemies will decompose almost instantly after being
killed.
The meter on the top middle portion of the screen will display a percentage.
Once that percentage reaches 100%, Jill will receive a green herb. The
percentage will go back down to 0% after the green herb has been received. Jill
must raise the scanner after getting 100% in order to receive a green herb.
NOTE: If Jill already has the max amount of green herbs that she can carry (5
green herbs), when she raises the scanner after getting 100%, she will not
receive a green herb since her her amount is at max. Basically, the green herb
=========================
The scanner can be used to find hidden items in Jill's surroundings. When a
hidden item is near Jill, the scanner will show a glowing yellow sphere on the
bottom right portion of the scanner screen while looking through it. Move the
scanner around the area to find the hidden item. The cursor will automatically
target the area where the item is hidden. Hold down the Y button to scan the
area and the item will be revealed to where Jill can walk over and pick it up.
=======================
=======================
There are a total of 30 handprints that can be scanned in campaign mode. There
handprint, Jill must look toward its location while in scanner view. The
handprints will only appear while looking through the scanner. They cannot be
seen otherwise. They can be scanned just like a hidden item or enemy. Simply
NOTE: Unlike other scannable objects, once a handprint is scanned, the game
will save that scan to the current file. In other words, if you fully scan a
handprint then restart and try to look for the same handprint again on the same
save file, it will not be there. If you start a new save file, the handprints
will all be available during campaign while playing on that save file
______________________________________
W E A P O N S A N D U P G R A D E S \________________________________________
-------------------------------------------------------------------------------
================
WEAPON INVENTORY
================
Each character in Revelations can only hold three weapons at a time. Side
characters will often only have three weapons while Jill (the main character)
will eventually get more. When a weapon is picked up once all three slots are
already full, your character will swap the currently equipped weapon with the
weapon that is picked up. The currently equipped weapon will be dropped. With
Jill, the dropped weapon will be placed back into a green weapon box once she
NOTE: With Jill, you must pick up a new weapon to get credit for finding it. If
Jill runs across a weapon and does not pick it up, it will not be placed into
the green weapon crate. If Jill finds a new weapon on a crate and exchanges it
for her current weapon then switches it once again to where the new weapon is
lying down on the crate once again, that new weapon will be placed in the green
weapon crate once Jill leaves the room. Long story short, Jill MUST pick up a
===========
WEAPON AMMO
===========
Each character can only hold a certain amount of ammo per weapon. Once the
maximum amount of ammo is reached, the character cannot pick up any more of
that ammo type. Ammo for weapons is colored a certain way for each weapon type
as shown below.
Handgun ammo = Red with white writing
Only Jill can upgrade the amount of weapon ammo that she can carry in campaign
mode. By collecting Ammo Case pickups, Jill can carry more of each ammo type.
Ammo cases are found in different areas of the environment depending on the
game difficulty. In Hell mode, Jill can find extra ammo cases that are not
=============
UPGRADE PARTS
=============
Throughout the game, Jill will find Custom Parts and Illegal Custom Parts that
can be placed on her weapons once she finds a weapon crate. Jill must open a
weapon crate in order to find out what kind of upgrade part that she got from
either. She will get a message telling her the last few parts that were picked
Illegal Custom Parts are higher level custom parts (Damage 4 or 5). They are
often higher leveled parts than normal Custom Parts. Custom Parts are usually
low level upgrade parts (Damage 1 or 2). Custom Parts are the most common
=============
WEAPON CRATES
=============
Weapon crates are green crates that are used for switching weapons and for
placing upgrade parts on weapons. After opening the crate, Jill can switch
weapons between one of three of her weapon slots or place any upgrades on any
of her weapons.
NOTE 1: Be sure to take off any upgrade parts on weapons that are not in use.
NOTE 2: Only Jill can use weapon crates. Side characters cannot open weapon
crates.
[MW00]
===============================================================================
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|___/
CAMPAIGN WALKTHROUGH
===============================================================================
=-=-=-=-=-=-=-=-=-=-=-=-= - W A L K T H R O U G H - =-=-=-=-=-=-=-=-=-=-=-=-=-=
The walkthrough portion of this guide includes a full walkthrough for each
NOTE: Most ammo found through scanning is random. I have specific ammo listed
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
TIPS TO REMEMBER:
- Jill only has three slots to hold weapons. Keep the following with Jill at
all times for the most part when Jill has them:
b) Rifle or Magnum
c) Shotgun
- The rifle is very useful for the amount of power it deals per shot while
still early in the game. Use the rifle as a quick high damaging shot against
normal enemies. It can be used quite often since Jill will constantly find
rifle ammo.
- Constantly switch between weapon types in order to conserve ammo for some of
your weapons. For instance, swap the machine gun for the handgun, or carry
both of them at times. If you start to use one weapon too much, especially
in the case of the machine gun, Jill will start to run out of ammo for it.
- If you want to get more ammo for a gun through random pickups (scan pickups),
keep that gun with Jill and the pickups will be for that weapon. Like... if
you wanted to get more machine gun ammo, keep the MP5 with Jill and many
and it can be used up quickly. Substitute a rifle shot or rapid machine gun
- It's often best to scan all creatures as they appear in view if possible.
Some enemies dissolve into a pool of blood that can be scanned, but some
enemies dissolve into the floor and leave behind nothing to scan, so it's a
good idea to scan most enemies when they are first in view if possible.
Also, some enemies can be scanned very quickly as they die and while they
dissolve in order to get a quick scan percentage for them. Be sure to keep
- Scan percentage carries over per episode and stays the same no matter what
character you switch to. A player can scan several enemies with Chris and
get a 60% scan rate then when the game returns to Jill, she will maintain
that same 60% scan rate. If one character has a green herb from scanning
that hasn't been awarded yet, the scanner will stay at 100% until a character
-------------------------------------------------------------------------------
[WT01]
----------------------------------------
PROLOGUE
----------------------------------------
Time: 6:08 PM
Docking Area
¯¯¯¯¯¯¯¯¯¯¯¯
- Combat Knife
- Play Manual (under Key Items)*
* To pull up the Manuals touch the "Menu" tab on the right side of the touch
Walk forward and move up the stairs. A yell can be heard as Jill moves up the
stairs. Do you have headphones on? Go and grab them really quick and I'll
wait on you below. It's a tragedy to play this game without headphones.
While moving around the side of the stairs the boat will rock a bit and a bell
can be heard around the corner. If you move around the side of the crates to
the left there is a bell up ahead. Jill can walk over to the bell and examine
Walk over to the door with the padlock and chain on it. Examine it and Jill
will mention that she might be able to shoot it off. Hoho! This Jill has the
mindset from RE4 and RE5 where we waste ammo and gain it back later from enemy
drops when we're low. Not in Revelations, missy! Here, we use combat knives
to conserve ammo since all ammo pickups are environmental once again.
Move toward the padlock and tap the X button to slash it with Jill's combat
knife and remove it from the door. Open the door and enter the room on the
other side.
Storage Room
¯¯¯¯¯¯¯¯¯¯¯¯
Jill will turn on her light upon entering the room since it is so dark inside.
Good god, is this horror atmosphere that I see in an RE game once again!?
Would you look at all the puddles of rotting flesh on the floor. Wow!
Jill can examine both bodies in the storage room (there is one hanging from a
vent). It's kind of funny how she mentions the smell of rotting flesh while
examining the second body after she steps through a whole pile of bloody flesh
on the floor. Anyway, open the blue door on the other side of the Storage
Room.
[ ] Illegal Custom Parts - Lying on top of the crates near a vent in the middle
-------------------------------------------------------------------------------
Dark Hallway 1
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Follow the hall around the corner up ahead then open the next door at the end
of the hall - the one with blood stains in front of it. Parker will make
Mini Storage
¯¯¯¯¯¯¯¯¯¯¯¯
As Jill steps into the room, some sort of creature will be on the other side of
the shelves. It will quickly crawl into a vent above some crates on the other
side. Move to the other side of the shelves then open the next door. Jill can
examine the slimy substance on the vent and she will comment on it.
Elevator Hallway
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
As Jill moves down the hall to the side, something will start to move in the
vent above her. It will nearly split the walls of the vent duct as it moves
forward while inside. Run down the stairs. Examine the blood trail that drips
out of the vent across from the stairs. A body will fall out of the vent.
Jill can examine the body. Whatever is in the vent will move down the corridor
to the west. The elevator with the blue doors to the east cannot be used since
the power is off. Run down the west corridor. The west elevator is... not
working. Well, actually the elevator is freaking missing from the shaft. Holy
hell!
Continue around the west corridor and follow it to the back portion of the west
elevator shaft. Whatever is in the vents will continue to move and split them
up a bit then move into the wall at the end. Be sure to open the right locker
at the end of the hall and collect the green herb from inside. Tap the B
button with default controls to use a green herb. Open the door to the side.
[ ] Green Herb - Inside the right locker on the northeast end of the Elevator
Hallway.
-------------------------------------------------------------------------------
Lounge
¯¯¯¯¯¯
As Jill walks forward, the circuit board panel on the wall to the left will
fall and a few rats will fall out of it and scurry away. No, you can't shoot
them for money! This Resident Evil tries to be more realistic than that...
Jill can examine the circuit board, but it's shorted out. The only device that
has power in this room is the soda machine with "Trish" wrote across it. Walk
around the side of the crates and pass by the shelves in the back of the lounge
then be sure to open the locker down the corridor off to the left once Jill
reaches the door at the end of the corridor. Open the door afterwards.
[ ] Handgun Ammo (+10) - Inside the right locker on the other side of the
lounge.
-------------------------------------------------------------------------------
Kitchen
¯¯¯¯¯¯¯
The door on the other side of the Kitchen is locked. Jill can examine the body
on the table off to the left after entering. There is something shiny up under
the grating in the middle of the kitchen floor. I do declare that it requires
[ ] Green Herb - Inside the right locker on the northeast end of the Elevator
Hallway.
-------------------------------------------------------------------------------
Step away from the slimy creature with spiky hand appendages. He looks like he
could hurt Jill badly! Parker will help out by shooting at the new enemy, but
Jill will be the main character that will have to attack. Read below for info
| WEAK AREAS: |
| |
| Oozes are the most common enemies found in Revelations, but they can be |
| character with their spiky arm appendages. Be sure to keep your distance |
| from them while one is in the area. They can move forward kind of fast at |
| times so it's easy for them to hit your character quickly from close range! |
| |
| Shooting this enemy in the head will take off the most damage, but it's |
| best to cripple it first. Shooting it in the legs a few times will make it |
| fall to the floor and stay ground for a bit before it recovers - a player |
| can easily shoot the head at that time for major damage. |
| |
| Oozes can also be shot in the arms to stun them. Shoot both of their arms |
| to cripple each arm and they will get stunned and then stand in place and |
| be set up for a melee attack. Move forward and press (and hold) the button |
| that appears to perform a powerful melee attack that will often kill off |
| the enemy. |
| |
| NOTE: The number of times you must shoot the legs for a fall or the arms |
| for a stun depends on how big the Ooze is. They vary in size throughout |
| the game. |
'-----------------------------------------------------------------------------'
Basically, shoot the Ooze in the legs to make it fall then shoot it in the head
to damage it badly or shoot it in the arms to make each one go limp then wait
for it to stun and then run up and perform a melee attack by pressing and
holding the displayed button! This particular Ooze will take three arm shots
to each arm in order to stun. This Ooze is the basic Ooze that Jill will run
----------------------------------------
----------------------------------------
---
---
___________________
S C E N A R I O 1 \___________________________________________________________
-------------------------------------------------------------------------------
[WT02]
Time: 3:50pm
Sea Coast
¯¯¯¯¯¯¯¯¯
Jill will receive the --GENESIS MANUAL VERSION,. 1.0.9 FILE-- at the start of
this episode. Go ahead and fall off the stairs after gaining control of Jill.
There are no items or anything of use on the walkway back up the stairs.
Walk forward and examine the lump of flesh (carcass) near the man on the beach.
The man (O' Brian) will tell Jill to scan the carcass. Press up on the control
pad to equip the Genesis scanner. Hold R to aim the scanner then target the
lump of flesh and hold the Y button to scan it. O'Brian will ask Jill to scan
Scanning is a big part of Revelations. Jill can scan enemies and any strange
objects. Your main goal is to reach 100% scan. Once the Genesis scanner is at
100% scan, Jill will receive a green herb. The scanner will reset back to 0%
after a green herb is awarded. The scanner can be used to find hidden items
and handprints as well. When an item that can be scanned is in range, a yellow
dot will appear on the bottom right side of the scanner as Jill aims it. Scan
the area that it targets to reveal hidden items!
Scan the nearest carcass on the ground and Jill will get a reading that it has
some metal object inside of it. Examine the carcass to trigger a cutscene.
gloves. After the cutscene, find all the rest of the carcasses in the current
[ ] Handgun Ammo (+10) - On top of a yellow gas canister in some rubble along
[ ] Handgun Ammo (+10) - Lying on top of a boat on the east side of the beach
[ ] Handgun Ammo (+15) - On a gas canister near the building in the west.
------------------------------------------------------------------------- SCANS
[ ] Carcass - On the east side of the beach near O'Brian from the start.
[ ] Carcass - On the east side of the beach near the first carcass.
[ ] Carcass - Hanging on the end of the boat in the middle of the beach.
[ ] Carcass - On top of some rocks near the middle of the beach (back toward
the stairs).
[ ] Carcass - In front of the doors to the building in the west (this one is
alive!).
-------------------------------------------------------------------------------
When Jill moves near the carcass in front of the building, it will start to
moves toward Jill - it exposes the mouth on its bottom side every time it lifts
its front end up to move forward. Just spam the mouth with handgun fire and it
will die shortly afterwards. Shooting the mouth will stagger the creature and
| WEAK AREAS: |
| |
| These enemies are nothing more than just lumps of flesh with a mouth on the |
| underside. The mouth is the weak point and you should always try to shoot |
| these enemies in their mouths as they slowly drag their bodies toward your |
| character. Shooting them in the mouth will stagger them enough to where |
| they will raise their mouth into the air a bit and allow your character to |
| |
| These enemies attack by biting from close range so just constantly back up |
| if one gets too close. They are quite easy if you just keep your distance |
'-----------------------------------------------------------------------------'
The building to the side cannot be opened since something is jamming it from
inside. Pick up the green herb then walk through the tunnel. Be sure to scan
the small carcass in the tunnel. While on the other side of the tunnel, begin
to scan the carcasses around the west side of the beach. The carcass in front
of the tunnel will rupture after Jill scans it. It can be scanned again after
[ ] Green Herb - On the left side of the tunnel entrance in front of the
building.
[ ] Hand Grenade - On top of an oil drum near the carcass that ruptures.
[ ] Handgun Ammo (+15) - On the ground near the front of the dock.
[ ] Hand Grenade - Lying on a boat on the beach across from the dock.
------------------------------------------------------------------------- SCANS
[ ] Carcass - In front of the west side of the tunnel. This one will rupture
after it is scanned. Scan it again after it ruptures!
[ ] Carcass - Below the water near the shore of the carcass that rupture.
[ ] Carcass - At the far end of the dock. Run to the very end.
[ ] Carcass - Under the dock - can be seen from the far west side of the beach.
[ ] Handgun Ammo (+10) - Stand on the west side of the beach and scan the
[ ] Carcass - Find the strip of the beach on the west side and follow it into
the area behind the rocks and this carcass will be off to the right once Jill
[ ] Green Herb - Scan the far end of the hidden path - on the ground.
-------------------------------------------------------------------------------
*******************************************************************************
[]
- - H A N D P R I N T (1/30) - -
After moving through the tunnel on the sea coast, scan the right side of the
green FBC crate across from the rock near the beginning of the dock. There is
*******************************************************************************
100% scanning will be reached before Jill has scanned all the carcasses but be
sure to check the rest of the area over for items. Jill will receive a green
herb once she has reached 100% and O'Brian will contact her and tell her to
Go back through the cave tunnel after finding all the items in the area and
getting a 100% scan. Along the way, a Globster will bust out of the building
on the other side of the tunnel and attack. Arm the handgun and shoot it in
the mouth as it moves toward Jill. Walk toward O'Brian after killing the
------------------------------------------------------------------------- SCANS
[ ] Carcass - On the way back through the tunnel, after getting 100% scan, a
carcass (Globster) will bust out of the nearby building and attack. Kill it by
-------------------------------------------------------------------------------
___________________
S C E N A R I O 2 \___________________________________________________________
-------------------------------------------------------------------------------
[WT03]
Time: 6:20pm
Kitchen
¯¯¯¯¯¯¯
We rejoin Jill and Parker aboard the Queen Zenobia after the horrific battle
with the Ooze. Jill can now scan objects, enemies and whatever else with her
trusty Genesis scanner. Scan the objects below and return to the previous
rooms that Jill went through and scan for the items in those rooms as well!
There are no enemies in the rooms that Jill previously came from. The room
list below will take you back through all the rooms - it doesn't include any
walkthrough writing since, well, you don't need that for scanning.
------------------------------------------------------------------------- SCANS
[ ] Ooze - scan the Ooze on the floor.
[ ] Handgun Ammo (+15) - Scan the grating in front of the overturned pot on the
[ ] Handgun Ammo (+5) - In the row of the three pots in the kitchen, scan the
right pot.
[ ] Handgun Ammo (+5) - Scan the area below the human corpse on the table.
[ ] Handgun Ammo (+5) - Scan the stack of pans on the shelves near the next
door.
-------------------------------------------------------------------------------
Lounge
¯¯¯¯¯¯
------------------------------------------------------------------------- SCANS
[ ] Handgun Ammo (+5) - Scan the tray near the pans by the door on the other
-------------------------------------------------------------------------------
*******************************************************************************
[]
- - H A N D P R I N T (2/30) - -
After regaining control of Jill while she is aboard the Queen Zenobia,
backtrack to the lounge with the lit up vending machine. The handprint is on
*******************************************************************************
Mini Storage
¯¯¯¯¯¯¯¯¯¯¯¯
------------------------------------------------------------------------- SCANS
[ ] Handgun Ammo (+5) - Scan the top of the second crate from the left on the
Dark Hallway
¯¯¯¯¯¯¯¯¯¯¯¯
*******************************************************************************
[]
- - H A N D P R I N T (3/30) - -
After regaining control of Jill while she is aboard the Queen Zenobia,
backtrack to the hallway right after stepping through the Mini Storage Room
area. Look on the bottom side of the south wall while standing near the door
to the storage room and this handprint is on the bottom section of the wall
*******************************************************************************
Storage Room
¯¯¯¯¯¯¯¯¯¯¯¯
------------------------------------------------------------------------- SCANS
[ ] Handgun Ammo (+5) - Scan the puddle of flesh below the shelves on the
[ ] Lump of Flesh - Scan the lump of flesh in the bloody flesh pile on the east
-------------------------------------------------------------------------------
Docking Area
¯¯¯¯¯¯¯¯¯¯¯¯
------------------------------------------------------------------------- SCANS
[ ] Handgun Ammo (+5) - Scan the floor by the stack of boxes behind the metal
-------------------------------------------------------------------------------
Kitchen
¯¯¯¯¯¯¯
After scanning all previous rooms, return to the kitchen. Open the door on the
other side.
Passage
¯¯¯¯¯¯¯
Move down the hall and examine the orange door of the Detention Room at the end
of the corridor. Jill will look through the opening and see Chris strapped to
a chair inside the room. She will receive a new objective after contacting
Parker. Jill doesn't need to examine the door, but it helps you understand
Jill needs to find the key for the room that Chris is in. Open the blue door
Stairway Area
¯¯¯¯¯¯¯¯¯¯¯¯¯
Be sure to move down the first set of stairs and scan the floor for a green
herb pickup. Move up the stairs and open the door at the top.
------------------------------------------------------------------------- SCANS
[ ] Green Herb - After entering, move down the stairs and scan the floor at the
[ ] Green Herb - At the top of the top set of stairs, this lies on the floor to
-------------------------------------------------------------------------------
Follow the corridor ahead and open the door down the hall to the left. A stack
of yellow containers block the middle portion of the hall and we all know very
well that Jill cannot hop over them without a "jump" button prompt command
------------------------------------------------------------------------- SCANS
[ ] Handgun Ammo (+5) - Scan the floor near the wooden pallet that is propped
against the wall to the left after stepping out of the first corridor.
[ ] Handgun Ammo (+5) - Scan the box on the floor that blocks the hall along
-------------------------------------------------------------------------------
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Scan for the items in the bunk bed room then enter the restroom area. As Jill
walks down the restroom area with stalls, an Ooze will move out of the fourth
stall, so be prepared to shoot him. Shoot him in the arms to set him up for a
melee or just shoot him in the legs then blast his head when he falls. Don't
let him get too close! Run back into the area with bunk beds to get some
------------------------------------------------------------------------- SCANS
[ ] Green Herb - Scan the files on the ground in between the right set of bunk
beds.
[ ] Handgun Ammo (+5) - Scan the floor beside the yellow stack of crates on the
[ ] Handgun Ammo (+5) - In the second bunk room, scan the files on the middle
-------------------------------------------------------------------------------
Enter the bunk room on the other side of the restroom area then step back out
into the hall. There is nothing in the lockers - some of them can be opened
but there are no items inside.
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
There is a locked door with an anchor mark to the left down the corridor up
ahead, but Jill doesn't have the key for this door yet. She will have to
containers, boxes and a pallet, so move around the corner. The door off to the
right down the hall ahead is locked. Open the door at the very end of the
hall.
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
A woman's yell can be heard in the distance. Move down the stairs and a woman
can be seen through a window in the room below. An Ooze will hit her with the
side of its spiky arm then knock her down then two Oozes will chow down on her.
Move down the stairs and work your way toward the room while searching for
items. Open the door to the Examination Room that the woman is in.
[ ] Handgun Ammo (+10) - While standing in front of the window, open the locker
------------------------------------------------------------------------- SCANS
[ ] Green Herb - Scan the files on the ground to the left before making a right
to the door of the Examination Room down the hall. The files are next to an
-------------------------------------------------------------------------------
Examination Room
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Walk toward the Oozes that stand over the woman's body and prepare to shoot
them. It's a good idea to scan them both first with the Genesis scanner so
scan them while they are busy chowing down on the body. Since there are two,
it would be best to kill one with gunshots very quickly, so shoot one in the
legs to make it fall then blast its head. It's up to you how you kill the
second one. Parker will contact Jill once the Oozes are defeated.
NOTE: Jill can shoot one Ooze from very far away and only one will attack.
This can help out for playing it safe in fighting them one by one.
------------------------------------------------------------------------- SCANS
[ ] Handgun Ammo (+5) - Scan the counter behind the box off to the left after
[ ] Handgun Ammo (+5) - Scan the counter next to the shelves near the window.
[ ] CREW QUARTERS AREA KEY - Scan the blood beside the body of the woman.
[ ] Handgun Ammo (+15) - On the counter near the body of the woman.
-------------------------------------------------------------------------------
*******************************************************************************
[]
- - H A N D P R I N T (4/30) - -
After reaching the point where Jill witnesses a woman (Rachel) being killed on
the other side of a glass window, move down the stairs and enter the
Examination Room where she is and fight off the two Oozes. Scan the white board
with the three X-rays on it directly across from the body of Rachel.
*******************************************************************************
Walk over to the dead woman's body then scan the blood on the floor to the left
of her. Pick up the **CREW QUARTERS KEY** from the blood next to her body.
where Chris was tied up and save him. Leave the Examination room.
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
As Jill moves back up the stairs an Ooze will crawl out of a vent and fall then
attack her. Be ready to gun him down. Reenter the Passage with Broken
Windows.
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
The locked door to the left can now be opened with the Crew Quarters Key.
Laundry Room
¯¯¯¯¯¯¯¯¯¯¯¯
As Jill steps into the back of the room, an Ooze will fall out of one of the
washers in the back and attack her. Defeat the creature then grab all the
items in the room. There is quite a bit of scanning to be done in here. Leave
------------------------------------------------------------------------- SCANS
[ ] Handgun Ammo (+5) - Scan the top portion of the fourth dryer - it's open.
[ ] Handgun Ammo (+5) - Scan the stack of yellow containers near the washers.
[ ] Hand Grenade - Scan the inside of the fallen washer that blocks a door.
-------------------------------------------------------------------------------
Hallway with Broken Windows
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Enter the bunk bed area down the hall once again.
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
An Ooze will be to Jill's immediate right as she enters the room. Be prepared
to shoot him quickly! Floor him by shooting him in the legs or just shoot any
portion of him quick to stagger him. Another Ooze will crawl through a vent in
the restroom area and yet another Ooze will be waiting by the door in the next
bunk bed room. These guys know what happens when former S.T.A.R.S. partners
regroup!
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Stairway Area
¯¯¯¯¯¯¯¯¯¯¯¯¯
No enemies in here! Run down the stairs and open the door to the Passage
below.
Passage
¯¯¯¯¯¯¯
Parker will regroup with Jill in the passage. Unlock the door of the Detention
----------------------------------------
----------------------------------------
---
---
___________________
S C E N A R I O 1 \___________________________________________________________
-------------------------------------------------------------------------------
[WT04]
Time: 6:42pm
Mountain Trail
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- Shotgun M3 6/7
- Combat Knife
- Genesis Scanner
- 2 Green Herbs
Chris and Jessica will start at the top of a hill on a snowy mountain in
Europe. Chris starts with the Genesis scanner, so he can scan items and
enemies just like Jill. Turn around and run to the top of the hill for a quick
scan as shown below.
------------------------------------------------------------------------- SCANS
[ ] Shotgun Shells (+3) - In the starting area, run to the far north portion of
-------------------------------------------------------------------------------
Run to the south. A plane will pass overhead and crash eventually. Chris and
Jessica will speak to each other and a new objective will be received.
Follow the mountain trail until some plane wreckage can be seen in the
distance. Jessica will speak once Chris tops the hill and the plane wreckage
Crash Site
¯¯¯¯¯¯¯¯¯¯
Move toward the front of the plane in the wreckage up ahead. Make sure to scan
the areas listed below. There is a --ON HANDLING THE NEW PROTOTYPE-- file on
[ ] Handgun Ammo (+10) - After stepping past the black trail, this will be on
the debris off to the right, near the first metal container with biohazardous
------------------------------------------------------------------------- SCANS
[ ] Handgun Ammo (+10) - Scan the right side of the metal container near the
burning wreckage.
[ ] Lump of Flesh - After stepping near the black trail beside the metal cage,
open the metal container and scan the biohazardous material inside of the
container.
[ ] Shotgun Shells (+3) - After stepping past the black trail and heading
toward the plane, scan the area on the ground behind the plane.
[ ] Handgun Ammo (+10) - Scan the ground beside the metal container in between
[ ] Lump of Flesh - Find the metal container in between the torn apart plane
then examine it to make Chris open it. Scan the biohazardous material inside
of the container.
-------------------------------------------------------------------------------
The control panel inside the plane needs a key to be activated. Open the door
inside the plane and a body will fall out from the cockpit. Scan the top
portion of the body then pick up the **FLIGHT PLAN** from the body. Chris will
------------------------------------------------------------------------- SCANS
[ ] **FLIGHT PLAN** - Scan the top portion of the body that falls out of the
-------------------------------------------------------------------------------
*******************************************************************************
[]
- - H A N D P R I N T (5/30) - -
This handprint is found while playing as Chris on the snowy mountain in Europe.
While inside the wreckage of the plane, open the cockpit door and a body will
fall out. The hand print is on the plane controls in front of the right seat
*******************************************************************************
of the entrance to the mine. Walk toward each of the crates and slash them
with Chris' knife by pressing the X button while the knife is equipped as a
second weapon. Tap left on the control pad to switch between secondary
weapons. Chris will not have a secondary weapon at the moment besides the
knife anyway. Walk toward the gate to the mine and tap the action button (Y)
-------------------------------------------------------------------------------
Mine Tunnel
¯¯¯¯¯¯¯¯¯¯¯
Follow the snowy trail and fall off the ledges up ahead. Wolves can be heard
howling in the distance as the two characters fall. Walk toward the cave area
ahead. A new enemy will appear once Chris and Jessica step into the cave.
| WEAK AREAS: |
| |
| Fenrirs are wolf enemies that have their rib cages protruding from their |
| sides. They attack much like any four-legged wolf or dog enemy in |
| previous RE titles. They will run and perform a jumping bite attack. |
| |
| Fenrirs attack in packs most of the time, so it's best to spread fire over |
| the whole group to keep them from attacking. Fire at them while they run |
| to make them fall to the ground then shoot them while they are grounded. |
| A handgun will work fine from a distance, but as they get in closer, use a |
| |
| NOTE: Like Oozes, some Fenrirs are bigger than others and take more shots |
'-----------------------------------------------------------------------------'
Mine Cave
¯¯¯¯¯¯¯¯¯
Three Fenrir enemies will attack. Keep your distance from them and shoot them
with the handgun as they run toward the characters. If they are shot while
they run, they will fall over allowing your character to damage them further.
Make sure to spread fire on all of them as they get closer. Don't ever focus
on only one while other Fenrirs are running toward your character. The handgun
will work fine from a distance, but blast them with the shotgun if they ever
------------------------------------------------------------------------- SCANS
[ ] Shotgun Shells (+3) - Scan the ground near the stacked sandbags on the
[ ] Small Crate - Outside the tunnel in the north while in the cave.
-------------------------------------------------------------------------------
It doesn't matter which tunnel that the characters go through up ahead. Both
tunnels lead to a bridge area. A pack of Fenrirs will attack near the bridge.
Shoot them with the handgun from a distance but be sure to take out the shotgun
and start to fire once they get close. One of the Fenrirs is bigger than the
others.
NOTE: If Chris and Jessica move down the left tunnel, the bigger Fenrir can be
seen in the distance well before he sees the characters. Shoot him from a
distance with the handgun and kill him and he will not be able to call on the
[ ] Shotgun Shells (+3) - On top of the wooden crate near the bridge.
[ ] Handgun Ammo (+10) - On top of the wooden table near the bridge.
------------------------------------------------------------------------- SCANS
[ ] Green Herb - Scan the ground near the sandbag between the wooden crate and
-------------------------------------------------------------------------------
Mine Bridge
¯¯¯¯¯¯¯¯¯¯¯
Run across the bridge. Once Chris reaches the rock platform on the other side,
three Fenrirs will hop across the gap in the bridge up ahead. Don't even try
to hit them with the handgun since they start out so close. Take out the
Hop across the gap up ahead. Take the items from the crates. Chris will
receive some B.O.W. decoys. These will make a sound that attracts enemies
after they are thrown and then they will blow up after a few seconds. They are
basically weak grenades that lure enemies! Fall off the ledge up ahead to land
[ ] B.O.W. Decoy - On top of the wooden crate on the other side of the gap.
[ ] B.O.W. Decoy - On top of the wooden crate on the other side of the gap.
[ ] Handgun Ammo (+10) - On top of the wooden crate on the other side of the
gap.
-------------------------------------------------------------------------------
Mine Storage
¯¯¯¯¯¯¯¯¯¯¯¯
After Chris falls from the ledge, stay below the ledge with Chris' back to the
wall. Arm the shotgun since Fenrirs will attack in a big group. One of them
is bigger than the others, but it won't matter much if Chris uses the shotgun
here. If you decide to use a B.O.W. Decoy, toss it when the Fenrirs begin to
move toward Chris and Jessica. A B.O.W. Decoy is not required here though -
the shotgun works just fine at keeping away the Fenrirs. Collect all the items
in the cave then run to the south and follow the trail on the south side of the
cave.
[ ] Handgun Ammo (+10) - On top of the left side of the stack of boards in the
[ ] Shotgun Shells (+3) - On top of a wooden crate on the south side of the
cave.
[ ] Green Herb - On top of the wooden crate on the west side of the cave.
------------------------------------------------------------------------- SCANS
[ ] B.O.W. Decoy - Scan the ground in between the boards on the right side of
[ ] Handgun Ammo (+15) - Scan the ground near the sand bags by the west wooden
crate.
[ ] B.O.W. Decoy - Scan the ground in between the two boulders on the south
-------------------------------------------------------------------------------
Jessica will begin to ask about Jill as Chris moves along the trail up ahead.
Be sure to scan the handprint on the stalagmite mentioned below. Drop off the
*******************************************************************************
[]
- - H A N D P R I N T (6/30) - -
While in the Mines with Chris and Jessica, they will fight several Fenrirs in
the area with many stacked boards in the center. After fighting the Fenrirs,
move to the south. This handprint is on the right stalagmite in the set of
stalagmites off to the left before dropping off the ledge ahead. Jessica will
*******************************************************************************
Jessica will run ahead once Chris moves toward the crates further to the east.
Break the crates then move outside. Break the single crate outside then move
[ ] Small Crate - After falling off the ledge after fighting several wolves in
[ ] Small Crate - After falling off the ledge after fighting several wolves in
[ ] Small Crate - After falling off the ledge after fighting several wolves in
[ ] Small Crate - After falling off the ledge after fighting several wolves in
[ ] Small Crate - After falling off the ledge after fighting several wolves in
an area with stacked boards, this will be off to the right outside the area
-------------------------------------------------------------------------------
Mine Cliffs
¯¯¯¯¯¯¯¯¯¯¯
Try to hop over the gap to join up with Jessica and a cutscene will activate as
Chris slips from the ledge. Chris will fall into the pit below the ledges. He
cannot move from the area he lands in. While Chris is on the ground, he can
NOTE: Equip your B.O.W. decoys after you regain control of Chris - press
Eventually Fenrirs will start to attack Chris. They will hop off the ledge
above Chris and rush at him from the sides. Try to fight them off with the
handgun as best you can (shoot one Fenrir to ground it then shoot another to
ground it as well), but toss a B.O.W. decoy grenade if too many of them attack
at once. Chris should have a great deal of B.O.W. decoys by now, so don't
worry about using them all up. Use them all if you have to! It really doesn't
matter since this is the final area with enemies while playing as Chris for
Constantly turn to the left and right to watch for Fenrirs. The Fenrirs will
attack in several waves. The main objective with the handgun is to shoot them
just enough to knock each one over then shoot another. Don't just focus on
one! They can group up easily, so always be ready to toss a B.O.W. decoy if
needed. Try to only reload when Fenrirs are at a great distance or no Fenrirs
are in the area. Press the A button to heal with a green herb if needed.
Chris can still heal while on the ground just like while he's standing.
Jessica will be shooting some of the Fenrirs with her rifle. Eventually
Jessica will move down the ledge and join up with Chris. Chris is not in the
clear once Jessica falls however! Continue to blast the Fenrirs and toss
B.O.W. decoys even after Jessica falls. Once Jessica moves toward Chris, the
Fenrirs will stop their attack. Jessica will walk toward Chris and help him
up.
can once again walk after she helps him up. Although wounded a bit, I think
Chris will make it... so long as Jessica is around to look at- I mean... help
him out when needed. Jessica will begin to ask about Jill again. Climb the
yellow ladder on the west side of the pit. Follow the trail past the small
dropoff then have both characters lift the gate at the end. Move toward the
___________________
S C E N A R I O 2 \___________________________________________________________
-------------------------------------------------------------------------------
[WT05]
Time: 8:32pm
Guest Room
¯¯¯¯¯¯¯¯¯¯
Jill is now trapped in a room while still aboard the Queen Zenobia. Parker
All of Jill's items and weapons have been taken. She cannot fight back against
enemies or scan for items at the moment. The only option that she has left is
to search the room and hope that her perpetrators have left her with some sort
Jill examines the front door it is locked. There is a circuit board beside the
door. The panel on the circuit board is screwed in. Walk over to the bathroom
door beside the bed and push the cabinet out of the way so that Jill can open
the door.
Step inside the bathroom and pick up the green herb from near the door. Check
the toilet lid. Jill will lift up the lid. There is a screwdriver taped to
the bottom of the lid. Take the **SCREWDRIVER** from off the bottom of the
lid. There will be a sound in the guest room behind Jill after she snatches
the screwdriver. Jill can also drain the tub of its dirty water but there is
nothing inside the tub. There are no small keys or zombies in the water.
Leave the room and step back into the Guest Room.
NOTE: On Hell mode, the **SCREWDRIVER** is in the bath tub, so drain the tub
[ ] Green Herb - On the bathroom floor in the corner closest to the door.
-------------------------------------------------------------------------------
Move toward the entrance door. An Ooze will bust out of the large closet to
the right. Jill has no weapons, so now the game will force a player to learn
how to dodge enemy attacks! Press the circle pad upward or press circle pad
down + B in order to dodge an enemy attack. Wait for the Ooze to move close to
Jill then input either dodge command to dodge its attack - press the command as
soon as the Ooze holds one of its arms back. If Jill dodges the attack, the
Ooze will miss with its attacks and bang its head into the nearby TV. It will
Walk over to the panel near the door and examine it. A touch screen panel
puzzle will appear on the bottom screen of your 3DS. Use your stylus to tap
each of the screws on the bottom screen to remove them from the panel. Jill
will have to line up plugs along glowing lights on the circuit board inside.
The object here is to line up each plug along a glowing light so that the wires
that are attached to the plugs all glow. They should create some sort of shape
.-------------------.
| 1 |2| 3 |
| |
| 4 5 |6| |
| |
| |7| |8| 9 |
'-------------------'
2 to 4
8 to 2
7 to 8
.-------------------.
| 1 |2| 3 |
| |
| |4| 5 |6| |
| |
| 7 |8| 9 |
'-------------------'
/ \
/ \
O O
\ /
\ /
O
The second after Jill solves the puzzle, the door will unlock and the Ooze will
recover and start to move toward Jill. Quickly open the door and step outside.
Guest Hallway
¯¯¯¯¯¯¯¯¯¯¯¯¯
The door down the hall directly ahead has a padlock on it and Jill doesn't have
the key or any type of weapon, so she will have to move down the right hall and
open the door at that end. Parker will contact Jill before she opens the door.
NOTE: If Jill runs to fetch the handgun ammo, an Ooze will block her path down
the right hall. It's really best to just leave the handgun ammo with how hard
[ ] Handgun Ammo (+10) - On the second cabinet in the outside hall in front of
-------------------------------------------------------------------------------
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Open the door to the room directly across from Jill. She will enter a
restroom.
Restroom
¯¯¯¯¯¯¯¯
It's good to grab the green herb in this room just in case Jill needs to heal.
Once Jill runs to the other side of the stalls and tries to work her way back
to the entrance door, an Ooze will bust out the last stall on the left on her
way back. Run over to the green herb and pick it up then leave immediately
-------------------------------------------------------------------------------
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Run over to the door on the north side of the area and open it.
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Follow the corridor ahead. Examine the painting at the end of the corrior.
The painting will slide upwards and reveal a safe that requires a keycard.
It's good to go ahead and expose this hidden safe so you'll remember it later.
Walk down the corridor to the right. An Ooze will quickly dash to the right at
the intersection up ahead. Quickly run toward the intersection and make a left
then open the door down the left end. There will be two Oozes the other way,
Guest Room 2
¯¯¯¯¯¯¯¯¯¯¯¯
There is a shotgun strapped to a plaque near the bed in this room. Below the
something. Sadly, Jill doesn't have whatever that object may be. Grab both
handgun bullet pickups then exit the room through the entrance door.
-------------------------------------------------------------------------------
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
When Jill opens the door, the Oozes will not be at the other end of the hall
anymore! One of them is actually down the right hall now, so quickly dash
toward the door at the opposite end of the hall across from Guest Room 2 then
open that door. As Jill moves toward the door, an Ooze will open the top to
one of the wooden containers to the left and crawl out. Run toward the next
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Move around the left corner then run to the door at the end of the hall and
step into the next room. The sound of Oozes can be heard on the other side of
the door.
Exhibit Room
¯¯¯¯¯¯¯¯¯¯¯¯
An Ooze is chowing down on something that was very bloody over to the left side
of the long cabinets in the room. Run along the right side of the cabinets
then quickly push the small cabinet away from the door on the other side of
room. Immediately after two pushes, open the door on the other side before the
Dining Room
¯¯¯¯¯¯¯¯¯¯¯
Move along either side of the top floor of the Dining Room then go down either
set of stairs. The metal door in the middle of the stairs is locked. It has a
symbol of an anchor on the door. The door on the east side of the room has an
iron fence covering it and there is a helmet mark on the fence.
[ ] Handgun Ammo (+15) - Lying on a chair near a table on the east side of the
Dining Room.
[ ] Handgun Ammo (+15) - On the wooden cabinet on the north side of the room.
-------------------------------------------------------------------------------
As Jill runs toward the door on the west side of the bottom floor, Parker will
open the door and regroup with Jill. Follow Parker as he steps back into the
hall behind the door on the west side of the Dining Room.
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Parker will be waiting near the double door room in the next area. The door on
the south side of this current area is locked and requires a keycard to open
it. Parker will hand over three B.O.W. decoys to Jill. These can be used in
the next room to kill some of the Oozes inside. Open the double doors and step
-------------------------------------------------------------------------------
Library
¯¯¯¯¯¯¯
Step around the left side of the long bookcase. There is an Ooze on the right
side of the back of the long bookcase and there will be an Ooze behind the left
side of the first left bookcase once Jill steps behind the long bookcase. Run
in between the two smaller bookcases and rush to the door to quickly avoid the
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
There is an Ooze immediately around the right side of the long bookcase to the
right but he will stand still and not attack unless Jill moves toward him.
Another Ooze will be shuffling down the corridor to the left. Quickly toss a
B.O.W. decoy at the Ooze to the left then wait as it goes off and kills him
once Jill rounds the corner at the end - toss the B.O.W. grenade before Jill
rounds the corner. Wait for it to go off then immediately run toward the door
on the west side of the room. Jill will have to move around the left side of
Storage Hallway
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Parker will run ahead then run toward an iron door with bars on it. He will
mention that the weapons are in the nearby room. The room down the right
corridor is locked from the other side, so join up with Parker near the iron
door. Both characters will kick down the door! Now, why can't characters in
Resident Evil games simply kick down doors that block their passage all the
time...? Don't answer that since many video game companies would be out of
[ ] Custom Parts - On a cabinet near the door of the room with the weapons.
(Damage 1)
-------------------------------------------------------------------------------
Pick up the **STOLEN EQUIPMENT** to get all of Jill and Parker's weapons once
again. There is a green crate in the room. This crate is a weapon crate that
can be used to install parts on a gun. Jill picked up the custom parts in the
hall just a few minutes ago, so open the crate and see what parts she got from
that pickup. Jill should have gotten the "Damage 1" part. Place that upgrade
on the M92F handgun to increase the damage of each shot slightly. Step back
------------------------------------------------------------------------- SCANS
[ ] Handgun Ammo (+5) - Scan the floor to the right of the green crate near the
wooden crates.
-------------------------------------------------------------------------------
Scan the area mentioned below then step into the room to the north.
------------------------------------------------------------------------- SCANS
[ ] Handgun Ammo (+5) - Scan the top of the cabinet below the painting that
-------------------------------------------------------------------------------
Guest Room 3
¯¯¯¯¯¯¯¯¯¯¯¯
Parker will mention that this is the room that he was stuck in. As you can
see, Parker solved a panel circuit puzzle to get out of his holding room as
well. He must have his own 3DS! I sure hope he waited for the price drop.
The only thing to do in this room is to scan the area below the bed. The
bathroom has nothing special inside of it. Step back out into the hall then
------------------------------------------------------------------------- SCANS
[ ] Hand Grenade - Scan the floor on the right side of the bed.
-------------------------------------------------------------------------------
Second Library
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Two Oozes are in this room now. The first Ooze is in the middle of the
bookcases and the second is near the door on the other side of the room. When
moving around a corner be sure to watch for them. Open the door on the other
------------------------------------------------------------------------- SCANS
[ ] Handgun Ammo (+5) - Scan the inside portion of the clock on the north wall.
-------------------------------------------------------------------------------
Library
¯¯¯¯¯¯¯
Two Oozes are in this Library as well. Be sure to watch for them while moving
around the book shelves. The --BOTANY PLANTS WITH MEDICINAL PROPERTIES - 3RD
EDITION-- file can now be easily read on the other side of the Library - it's
right near the door on the other side. Open the door and continue back into
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
------------------------------------------------------------------------- SCANS
[ ] Custom Parts - Across from the Library doors, scan the top of the cabinet
-------------------------------------------------------------------------------
Dining Room
¯¯¯¯¯¯¯¯¯¯¯
One Ooze will crawl out from under a table in the Dining Room and attack as
Jill steps into the room. Move up the stairs and open the door at the top.
*******************************************************************************
[]
- - H A N D P R I N T (7/30) - -
Once Jill and Parker get their weapons back, return to the Dining Room. Move
to the northeast side of the Dining Room and the handprint is on the east side
*******************************************************************************
------------------------------------------------------------------------- SCANS
[ ] Handgun Ammo (+5) - Scan the floor below the covered shelf near the fenced
[ ] Hand Grenade - On the second floor of the Dining Room, scan the small
-------------------------------------------------------------------------------
Exhibit Room
¯¯¯¯¯¯¯¯¯¯¯¯
The first Ooze in the room will move toward Jill from off to the right as she
steps inside. Be ready to blast him or back up as he comes toward Jill. The
second Ooze will not attack unless Jill steps around the left side of the
cabinet - he will fall through the ceiling. A player can avoid him by not
moving to that side. Either way, open the door on the other side of the room.
------------------------------------------------------------------------- SCANS
[ ] Handgun Ammo (+5) - Scan the blood on the floor where the Ooze is standing
-------------------------------------------------------------------------------
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
There are no enemies in this hall, so move down the corridor and enter the next
room.
------------------------------------------------------------------------- SCANS
[ ] Handgun Ammo (+5) - Scan the left side of the large cabinet near the door
-------------------------------------------------------------------------------
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
There are no Oozes in this hall either. There is no reason to reenter Guest
Room 2 since Jill does not have the circular object to release the shotgun and
there is nothing to scan in that room. Move down the hall to the left then
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
It's a good idea to use a grenade here. Once Jill enters this room, a new Ooze
(Pincer) will be moving toward her from directly ahead and a normal Ooze will
be shuffling toward her from the other side of the walkway. The new Pincer
Ooze will slice twice while in close range - they are very deadly from up
close. Toss a grenade at the Pincer Ooze to kill it or damage it badly then
shoot the remaining enemies with the handgun. There is no reason to enter the
restroom unless you want to fight the Ooze inside, so open the door on the
Guest Hallway
¯¯¯¯¯¯¯¯¯¯¯¯¯
Reenter the Guest Room that Jill was held captive in.
Guest Room
¯¯¯¯¯¯¯¯¯¯
*******************************************************************************
[]
- - H A N D P R I N T (8/30) - -
Once Jill and Parker get their weapons back, return to the guest room where
Jill was held captive then enter the bathroom. The handprint is on the wall
*******************************************************************************
Guest Hallway
¯¯¯¯¯¯¯¯¯¯¯¯¯
Walk toward the door with the padlock and chain on it and use the knife to
Elevator Hallway
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
The metal door the corridor to the left is locked and has the marking of a
helmet on the door. Run down the hall to the right and open the elevator doors
then move inside. Press the button on the side then choose to go to the
Bridge.
[ ] Handgun Ammo (+10) - Lying on the table across from the entrance door.
-------------------------------------------------------------------------------
Hallway to Bridge
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
At the end of the hall, open the door. Jill can examine the broken padlock
Locker Room
¯¯¯¯¯¯¯¯¯¯¯
[ ] Green Herb - Open the locker to the right on the left side of the room
after entering.
[ ] Shotgun Shells (+8) - Open the locker to the left on the left side of the
------------------------------------------------------------------------- SCANS
[ ] Handgun Ammo (+5) - Scan the stack of yellow boxes on the bottom shelf on
-------------------------------------------------------------------------------
Passage to Bridge
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Bridge
¯¯¯¯¯¯
Ah, the controls have been fried! Take the handgun ammo case from the long set
of Bridge controls. Ammo cases allow Jill to hold more ammo at at time with
whatever weapon type the case is - in this case, your Jill can now hold more
handgun ammo. Examine the middle portion of the long set of bridge controls to
trigger a cutscene.
------------------------------------------------------------------------- SCANS
[ ] Hand Grenade - Scan the floor below the small pipes on the left (southeast)
[ ] Handgun Ammo Case - On the left side of the long set of controls.
-------------------------------------------------------------------------------
*******************************************************************************
[]
- - H A N D P R I N T (9/30) - -
Once Jill gains access to the Bridge, while facing the long set of controls in
the Bridge control room, this hand print is on the far right window behind the
*******************************************************************************
----------------------------------------
----------------------------------------
---
---
___________________
S C E N A R I O 1 \___________________________________________________________
-------------------------------------------------------------------------------
[WT06]
Location: Terragrigia
NOTE: Parker does not have a Genesis scanner and he will not receive one, so
Command Room
¯¯¯¯¯¯¯¯¯¯¯¯
Parker will start out in the meeting room in Terragrigia. Morgan Lansdale will
be on the phone up up ahead. Walk around toward the desks and take all the
[ ] Machine Gun Ammo (+30) - On one of the desks on the right side of the room.
[ ] Handgun Ammo (+10) - On one of the desks on the right side of the room.
[ ] Machine Gun Ammo (+30) - On one of the desks on the right side of the room.
[ ] Machine Gun Ammo (+30) - On one of the desks on the left side of the room.
[ ] Machine Gun Ammo (+30) - On one of the desks on the left side of the room.
[ ] Handgun Ammo (+10) - On one of the desks on the left side of the room.
[ ] Hand Grenade - On one of the desks on the left side of the room.
[ ] Green Herb - On the back table on the left side of the room.
-------------------------------------------------------------------------------
Lansdale will give the order to evacuate to Parker, Jessica and Raymond.
Eventually O'Brian will walk toward Lansdale and speak to him a bit. Leave the
room after the conversation by stepping out the double doors in the back.
Front Hall
¯¯¯¯¯¯¯¯¯¯
Jessica will rush down the stairs and step toward the middle of the bottom
NOTE: Most of these directions are listed as if Parker is coming down the
stairs into the main hall and facing the front doors.
[ ] Green Herb - Near a sign on the left side of the upper floor. After
exiting the conference room, follow the walkway to the left to find this at the
end.
[ ] Green Herb - Under the stairs, in the back portion of the bottom floor near
a sofa.
[ ] Handgun Ammo (+10) - Under the stairs, in the back portion of the bottom
floor on a sofa.
[ ] Machine Gun Ammo (+30) - On the bottom floor to the right side of the
middle stairs.
[ ] Machine Gun Ammo (+30) - On the bottom floor to the right side of the
middle stairs.
[ ] Machine Gun Ammo (+30) - On the bottom floor to the side of the right set
of stairs.
[ ] Hand Grenade - On the right set of stairs, near a barricade, by the front
desk.
[ ] Green Herb - On the left side of the front counter (while facing it).
[ ] Green Herb - On the far right side of the main hall in a corner.
[ ] Hand Grenade - On top of a set of boxes on the left side of the room up
[ ] Machine Gun Ammo (+30) - On top of a set of boxes on the left side of the
[ ] Handgun Ammo (+10) - Near the top of the left set of stairs.
-------------------------------------------------------------------------------
As you can see above, there are several ammo and herb pickups in the main hall.
| WEAK AREAS: |
| The Hunter is a very familiar enemy to any Resident Evil fan that has stuck |
| with the series from the beginning. The Hunter in Revelations is much like |
| the Beta Hunters found in Resident Evil 3: Nemesis. They often attack in |
| groups and they hop and jump around a character quite a bit. They can |
| slash while jumping and they have ground slash attacks as well. |
| |
| A Hunter's main weak point is its head. Any shot to the head will take off |
| the greatest amount of damage. Shots to other portions of the body can be |
| just as good however since it can be knocked down very easily. After |
| receiving shots to any portion of the body, a Hunter will eventually fall |
| to the ground and be open to further damage until it gets up. A player can |
| use that time to aim at its head and shoot for greater damage or continue |
| |
| forward. The forward dashing is quite random and a player most likely |
| your character will be left open to attack at that time. Gunfire is really |
| the best way to kill a Hunter. A machine gun or a shotgun are the best |
| weapons to use. |
'-----------------------------------------------------------------------------'
If you've been playing the Resident Evil series for a while then you'll be very
familiar with the Hunter enemies that will attack. They attack in groups of
three and there will be three waves of Hunter enemies. Blast them with the
machine gun and try to keep all of them on the screen at one time. A Hunter
group is really only hard if one manages to get behind your character. Keeping
them all one side is the main difficulty in fighting them. Jessica will help
out a bit, but Parker will be the main one fighting this battle.
--> Objective: Head for the elevator
Move up the right set of stairs and run to the back hall. Jessica will wait by
Stairway to Elevator
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Parker will pass by a bloody elevator that is blocked off. Move up the stairs
and follow Jessica. Hunters will start to climb the walls of the building
outside.
Open the doors to the elevator. Don't just rush into the elevator however,
since there is a Hunter inside the elevator. Quickly step away from the doors
then shoot him. Move into the elevator and take it up to the top floor. Parker
and Jessica will talk for a while then the elevator will stop working and stop
on a lower floor. The two characters will have to get out of the elevator and
Elevator Area
¯¯¯¯¯¯¯¯¯¯¯¯¯
Run down the hall to the side then open the door around the corner.
Storage Room
¯¯¯¯¯¯¯¯¯¯¯¯
A Hunter will bust through the window to the right and attack after the two
characters move past the shelf. Kill the Hunter then open the door on the
-------------------------------------------------------------------------------
Office Hallway 1
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
A Hunter can be seen up ahead as Parker steps into the hall. It will hop over
a barricade up ahead. Ignore the room to the left for now and hop over the
barricade then take the items on the floor behind it. A Hunter will leap out
from behind the stacked boxes as Parker moves toward the shotgun ammo, so be
ready to blast him. As Parker runs back to the barricade, two more Hunters
will attack from behind the stack of boxes - either kill them or run.
Backtrack to the door to the nearby room then step inside - a Hunter can
NOTE: Wait for the Hunter in the Conference Room to step away from the door
entering.
[ ] Machine Gun Ammo (+30) - On the bloody floor past the barricade.
-------------------------------------------------------------------------------
Conference Room
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
One Hunter is walking around in this room, so blast him then step out the other
-------------------------------------------------------------------------------
Office Hallway 2
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Run down the left side of the hall and enter the room at the end.
Storage Room 2
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-------------------------------------------------------------------------------
Office Hallway 2
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Once Parker opens the door and steps back out into the hall, a Hunter will be
to his right, so prepare to blast it. Run down the hall and pick up the
++SHOTGUN M3++. The M3 shotgun works very well for knocking back Hunters when
they get in close range. Use the machine gun from long range then take out the
shotgun and blast the Hunters once they get too close from now on.
[ ] ++SHOTGUN M3++ - Lying near some boxes right outside the Meeting Room.
-------------------------------------------------------------------------------
As Parker moves further down the hall, some Hunters will leap out from behind
the boxes behind him and attack. Turn around and blast the three Hunters that
¯¯¯¯¯¯¯¯¯¯¯
Check the lockers for ammo and items then exit the room via the door on the
other side.
[ ] Handgun Ammo (+10) - Check the right set of lockers (left locker)
[ ] Machine Gun Ammo (+30) - Check the left set of lockers (left locker)
-------------------------------------------------------------------------------
Office Hallway 3
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Parker and Jessica will talk a bit about O'Brian once the two characters step
into this hall. Step toward the barricade in the side corridor. A Hunter will
hop over the barricade and attack so be prepared to shoot him. Hop over the
barricade and move down the hall to the left. Two Hunters will attack from the
other side of the corner as Parker rounds the corner at the end of the hall.
Open the door to the stairway at the end of the hall after killing the Hunters.
Stairway
¯¯¯¯¯¯¯¯
Start to move up the stairs. Jessica will mention that the elevator is on the
sixth floor. Parker can't open the door to any other floor, so keep moving up
the stairs until he reaches the sixth floor door then open the door. The fifth
floor door will shake a bit as Hunters hit at it from the other side, but they
-------------------------------------------------------------------------------
Outside the Stairway
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Collect the ammo from the table down the right corridor then open the double
doors.
-------------------------------------------------------------------------------
Main Office
¯¯¯¯¯¯¯¯¯¯¯
There are no items in the locker to the left. Hop over the barricade in
between the cubicles up ahead. A Hunter will attack from off to the left.
Follow the path to the left. Go ahead and blast any Hunters that are at a
distance. They are most likely still searching for prey, but they will see
[ ] Green Herb - After hopping over the first barricade, this will be in the
[ ] Machine Gun Ammo (+30) - Open the locker at the far end of the next
-------------------------------------------------------------------------------
Follow the corridors in between the cubicles and collect the ammo along the way
[ ] Handgun Ammo (+10) - On the floor near some blood along the right path with
cubicles.
[ ] Handgun Ammo (+10) - Inside the lockers across from the exit door.
[ ] Shotgun Ammo (+8) - Inside the lockers across from the exit door.
-------------------------------------------------------------------------------
Hallway Outside Main Office
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Run to the shutter down the right corridor then try to lift it by pressing the
Elevator Lobby
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Follow the hall ahead then step into the area in front of the elevator. There
are plenty of machine gun and shotgun ammo pickups along the way, so be sure to
stock up.
[ ] Machine Gun Ammo (+30) - On a box near a barricade before stepping into the
[ ] Shotgun Shells (+8) - Near a sign in the area with the elevator.
[ ] Shotgun Shells (+8) - Near a sign in the area with the elevator.
[ ] Machine Gun Ammo (+30) - On a sofa in the area with the elevator.
[ ] Machine Gun Ammo (+30) - On a sofa in the area with the elevator.
[ ] Machine Gun Ammo (+30) - On a box in the area with the elevator (close to
[ ] Green Herb - Near a sofa in the area with the elevator (close to the
elevator doors).
-------------------------------------------------------------------------------
Walk over to the elevator and press the button to call the elevator to the
current floor. As you might have guessed, the Hunters are on their way, and
the elevator won't make it fast enough before they get to the characters, so
elevator makes its way to the current floor. Find a corner to stand in and
stand with Parker's back to a wall so that the Hunters cannot surround Parker.
It's very important that you do not let the Hunters surround your character.
Use the machine gun from a distance and switch to the shotgun for close range
combat. Don't be afraid to use hand grenades at this part. Spam them if
necessary since Parker won't need them after this battle. Parker should have
The characters will fight through several waves of Hunter groups. The doors to
the elevator will eventually open and Parker can step inside and press the
button to end the battle instantly when they do. Parker can stay behind and
kill all waves of Hunters however. Once the elevator arrives, only one wave is
left, so there aren't that many more to go. Don't get massacred while trying
to make a break for the elevator. Just stay and fight if you have to.
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Take the elevator to the top floor. Jessica and Parker will have a
Hallway to Heliport
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Step out of the elevator and follow the corridor ahead. Move up the stairs
Heliport
¯¯¯¯¯¯¯¯
S C E N A R I O 2 \___________________________________________________________
-------------------------------------------------------------------------------
[WT07]
Time: 9:00pm
Bridge
¯¯¯¯¯¯
The story now rejoins Parker and Jill back on the bridge of the Queen Zenobia.
If Jill has scanned all scannable areas and collected all items on the Bridge
during the last episode there will be nothing left to do in the Bridge area.
Walk toward the stairs that Raymond was standing next to and move down to the
Bridge Hallway
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
moment. Find the items to the side of the elevator then move down the next
corridor.
[ ] Handgun Ammo (+10) - On the table to the left near the elevator doors.
[ ] Green Herb - On the table to the left near the elevator doors.
-------------------------------------------------------------------------------
At the intersection, an Ooze will be waiting down the left corridor. Move back
down the hall then shoot as he steps into view. The iron door down the left
corridor is locked and has a helm mark on it. Open the door down the right
Conference Room
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Collect the **HELM KEY** from off the railing near the windows directly ahead
on the left side of the room. Be sure to scan the room over for the many
pickups inside. There is a --SHIP LAYOUT-- file on the back portion of the
table that can be read. The safe in the back of the room is locked. Jill will
need a keycard to unlock it later. Leave the room once Jill has collected
everything.
[ ] **HELM KEY** - On the railing near the windows on the left side of the
room.
-------------------------------------------------------------------------------
Bridge Hallway
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Run to the other side of the hall and use the Helm Key to unlock the iron door
The Study
¯¯¯¯¯¯¯¯¯
Check the room over for items. Jill can examine the --DISCARDED MESSAGE-- file
on the small table at the front of the room. Take the --UPPER INTERIOR MAP--
from the plaque behind the small table. Grab the **CREST** from the bookcase
near the desk in the back of the room. This can be placed back on the
indention below the shotgun once Jill works her way back to Guest Room 2.
[ ] Handgun Ammo (+15) - On the cabinet below the deer head near the entrance
door.
[ ] Upper Interior Map - On the plaque on the wall behind the small table.
------------------------------------------------------------------------- SCANS
[ ] Illegal Custom Parts - Scan the side of the table near the map on the wall.
[ ] Shotgun Shells (+3) - Scan the gut of the body once Jill turns the chair in
the back of the room toward her - examine the chair first.
-------------------------------------------------------------------------------
There is a --HISTORY OF THE QUEEN ZENOBIA-- file on the back desk that can be
read. Examine the chair with the body in it and Jill will turn the chair
around to reveal a partially decomposed body. Scan the body with the Genesis
scanner and take the shotgun shells from its gut... with maggots crawling all
over it... Leave the room afterward - nothing more to see. Ugh...
Bridge Hallway
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Jill needs to backtrack to some rooms now. Parker will mention that they
should go to the Emergency Communication Room and try to contact HQ. Return to
the Bridge.
Bridge
¯¯¯¯¯¯
Parker will mention that him and Jill should find Raymond (red-haired guy).
Leave the room by stepping back into the passage through the other door and
Locker Room
¯¯¯¯¯¯¯¯¯¯¯
An Ooze will be in the room now. Quickly shoot him in the legs to make him
fall then blast his head while he is on the ground. He can get to Jill quickly
from his starting area, so ground him fast! Step back into the hallway then
NOTE: At this point, go ahead and go to the "Lower Cabins" then unlock the door
at the end of the hall. An Ooze will attack in that hall - he'll crawl out of
a container. You'll find a green herb in the hall and be able to access the
weapons crate also. Beware the second Ooze in the hall with the weapon crate
[ ] Green Herb - On a cabinet down the hall outside the elevator door in the
Lower Cabins.
-------------------------------------------------------------------------------
Elevator Hallway
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Run to the end of the hall and use the Helm key to unlock the iron door with
Guest Room 4
¯¯¯¯¯¯¯¯¯¯¯¯
Walk over to the small table and take a look at the --NOTE FOUND IN ROOM 303--
file. The only thing left in this room are some gun parts that can be found by
scanning the floor below the bed. Exit the room after scanning them then open
the next door in the hall outside.
------------------------------------------------------------------------- SCANS
[ ] Illegal Custom Parts - Scan the left cabinet on the side closest to the
[ ] Illegal Custom Parts - Scan the floor below the right end of the bed.
(Burst 1)
-------------------------------------------------------------------------------
Guest Hallway
¯¯¯¯¯¯¯¯¯¯¯¯¯
Jill needs to get to the Dining Room from her current position. Go through the
door down the southwest corridor then open the door on the south side of the
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
There is a locked safe ahead of Jill once again. Move down the hall to the
Guest Room 2
¯¯¯¯¯¯¯¯¯¯¯¯
Place the crest on the circular indention on the pedestal below the plaque with
the shotgun to receive the ++SHOTGUN WINDHAM++ weapon. As soon as Jill gets
this item, an Ooze will bust out of the closet to her right and attack. Use the
shotgun to blast it since it starts so close to Jill or quickly run back to the
entrance door and blast it with the handgun. Exit the room and step back out
[ ] ++SHOTGUN WINDHAM++ - Place the crest on the circular indention below the
shotgun on the plaque to remove the metal pieces that hold the shotgun in place
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Open the door down the hall directly ahead. Jill will be in the Hallway to the
Exhibit Room after stepping into the next room. Run to the end of the hall
then move through the Exhibit Room to once again enter the Dining Room.
Dining Room
¯¯¯¯¯¯¯¯¯¯¯
The characters will run into a new type of Ooze in the Dining Room. An Ooze
(Tricorne) that fires bones will attack on the upper floor walkways. There are
two of these. They hold up a big bone hand and fire bones at their targets.
The best way to deal with the new Tricorne Oozes is to shoot their bone hand
when they hold it up. They're weak point is their head, but shooting at the
bone hand will stagger them and make them drop their hand to keep them from
firing. They are the weakest type of Ooze, so it's not really worth shooting
them in the head since a few shots to about any portion of their body will kill
them quickly. Kill them both then move to the bottom floor. Approach the door
that has a fence over it and use the Helm key to make the fence slide upward.
Open the door then open the next door behind it.
Grand Hall
¯¯¯¯¯¯¯¯¯¯
Wow! What a spectacular room to show off what the 3DS can do in terms of
graphics! Jill will enter a big hall. Run to the opposite side of the current
floor and try to open the door on the other side. A fence blocks the door and
it has a Lifebuoy mark on it. Read the --NOTE LEFT IN FRONT OF THE EMERGENCY
COMMUNICATIONS ROOM-- file to the left of the door. You've got to love these
file names!
*******************************************************************************
[]
- - H A N D P R I N T (10/30) - -
On the second floor of the Grand Hall, while in front of the locked shutter
that blocks the door to the Communications Room, turn around and this handprint
[]
- - H A N D P R I N T (11/30) - -
On the first floor of the Grand Hall, find the shutter that blocks the door to
the Casino on the east side. Move to the northeast a bit and this print is on
the glass display on the northeast wall. It's above some steps.
*******************************************************************************
The Promenade Deck is through the door on the bottom floor along the other side
of the Grand Hall. Be sure to take note of the green weapon crate near the
Communication Room door nearby. Place your most powerful part upgrades on the
shotgun.
Before going to the Promenade Deck entrance, move up the stairs through the
door on the west side of the second floor of the Grand Hall. Step out to the
third floor on top. Find the door with the hall behind it on the southeast
side and enter that hall then open the two doors at the other end to enter the
Solarium.
Solarium
¯¯¯¯¯¯¯¯
Move toward the pool in the center of the area. Some sort of mutant growth
with spikes all over it is covering the pool in the Solarim. Solve the puzzle
on the control box to gain access to the Solarium Pump Room on the south side
PUZZLE SOLUTION:
.-------------------.
| |
| 4 5 6 |
| |
'-------------------'
3 to 4
2 to 3
1 to 2
4 to 1
7 to 4
8 to 7
5 to 6
2 to 8
6 to 2
.-------------------.
| |1|----|2|----|3| |
| | | |
| 4 5 6 |
| | | |
| |7|----|8|----|9| |
'-------------------'
O------- O -------O
| |
| |
O O
| |
| |
O------- O -------O
[ ] Handgun Ammo (+10) - Inside the first closed locker to the left.
------------------------------------------------------------------------- SCANS
[ ] Lump of Flesh (x3) - There are three lumps of flesh on the growth covering
-------------------------------------------------------------------------------
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Move around the side of the pipes and use the controls to activate the pumps
for the pool outside in order to purify the water. Step back into the
Solarium.
*******************************************************************************
[]
- - H A N D P R I N T (12/30) - -
While in the Solarium Pump Room on the upper floor of the Grand Hall, a
handprint is on the panel of the control box on the south wall beside the three
tanks.
*******************************************************************************
[ ] Illegal Custom Parts - On top of the controls to the left after stepping
toward the back of the room. (Charge Shot 4) [HELL MODE ONLY!]
[ ] Custom Parts - On the table beside the controls for the pump. (Fire Rate 1)
-------------------------------------------------------------------------------
Solarium
¯¯¯¯¯¯¯¯
The pool will not be fully purified until the next episode. Leave this area
Grand Hall
¯¯¯¯¯¯¯¯¯¯
Move to the bottom floor of the Grand Hall then open the door to the Promenade
-------------------------------------------------------------------------------
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Dear god. What in the world is that voice in the distance? MayDAAAAAY!
Move down the stairs up ahead then break the crate below the stairs for an
item. Move back up the stairs then open the door off to the side.
Storage Hallway
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Pick up the ++RIFLE M40A1++ weapon that is propped against the shelf on the
west side of the hall. There is a weapon crate by the shelf at the end of the
hall. Open the door to the side of the hall when ready.
Your guide author here is honestly not a rifle user at all, so it's really up
to your preferences if you want to place upgrades on the rifle or not. I don't
really even bother with rifles ever since RE4 since sniping with a handgun or
any other weapon works just fine. They are great for quick heavy damage when
you don't have a magnum however and the rifle is great to have right now to
keep from wasting too much handgun and shotgun ammo. I often keep the rifle to
[ ] ++RIFLE M40A1++ - Propped against the shelf on the west side of the hall.
[ ] Handgun Ammo (+15) - On one of the shelves near the weapon crate.
-------------------------------------------------------------------------------
Promenade
¯¯¯¯¯¯¯¯¯
Look off to the right and there is a Tricorne Ooze near the railing of the
walkway on the other side. Take out the rifle and shoot him. A normal Ooze
will move along the walkway shortly. Try to kill them both with rifle shots.
Follow the walkway and step out onto the walkway that the Tricorne Ooze was on.
[ ] Rifle Ammo (+6) - On the table right after exiting from the Storage
Hallway.
[ ] Green Herb - On the table in the room after moving across the first
walkway.
-------------------------------------------------------------------------------
At the end of the walkway, to the left is a shutter that both characters can
lift, but don't worry about that shutter just yet. Move down the stairs to the
right for now and collect the items down there first. The iron door in the
small room is locked for now. Go back and lift the shutter after collecting
[ ] Custom Parts - On the table below the stairs before lifting the shutter in
------------------------------------------------------------------------- SCANS
[ ] Shotgun Ammo Case - Scan the boxes on the middle shelf in the small room
below the stairs before lifting the shuter in the Promenade area.
-------------------------------------------------------------------------------
The disturbing voices are coming from the room up ahead. There is a door with
a padlock inside that holds something on the other side of the door. Whatever
it is, it is banging on the other side of the door and yelling. A boss fight
will start as soon as the padlock is removed. It's best to scope out the
current area and grab all items and take a look at the area before Jill removes
the padlock.
*******************************************************************************
[]
- - H A N D P R I N T (13/30) - -
After entering the Promenade, this can be found on the east set of top cabinets
in the Café. After lifting the shutter, ignore the room with the trapped
Scagdead enemy and move down the walkway to the left. Run down the stairs and
the Café will be right in front of Jill. Move forward and to the right then
[ ] Rifle Ammo (+7) - On the table cabinet right across from the door with the
padlock.
[ ] Shotgun Shells (+7) - On a table that is out on a balcony on the south side
[ ] Green Herb - On a table next to the stairs that lead to the bottom floor.
[ ] Rifle Ammo (+6) - Near some sinks on the bottom floor (Café).
[ ] Handgun ammo (+15) - Onn the bottom floor, lying on the floor near the iron
double doors.
-------------------------------------------------------------------------------
There are several red explosive canisters around the area. Be sure that you
Top Floor
3) Through the doorway on the south side near the stair railing.
Bottom Floor
1) Down the dead end walkway outside the room with the padlock.
Take extra special note of the area in the Café where Jill can hop over the
counter. This area holds great significance for the upcoming battle.
BOSS: Scagdead
Attacks:
o Grab - He will grab forward with his monster head. If this hits Jill, she is
dead. This is an instant kill grab where he will slice her with his saw blade
arm while holding her in the air with his creature mouth.
o Dashing Saw Attack - He will race forward and stick out his saw blade arm
then hit Jill with the saw blade. This leaves Jill in danger status. Heal
o Mouth Traps - He will fire out small creature mouths with teeth that will lie
on the floor and grapple Jill and hold her in place if she steps over them.
Weak Areas:
- the head of the human body on his left shoulder (major damage)
Run toward the door with the padlock and hit it with the knife when you're
ready to fight. Be sure to move away from the door. The officer that is now
an Ooze (Scagdead) will knock down the door and start to attack. Oozes will
now begin to spawn around the area from various portions of the outside area
while Jill fights the Scagdead. Normal Oozes, Pincer Oozes and Tricorne Oozes
To defeat the Scagdead, Jill will have to damage him VERY heavily. Start
damaging him by leading him toward an explosive barrel then shoot the explosive
barrel. Once the explosion goes off, he will be stunned. Run up to him while
he is stunned then press and hold the displayed button and let the melee fully
charge then allow the melee to hit him once it is fully charged. This will
take off some big damage from him. Lead the Scagdead around to all the
explosive canisters and shoot each one with Jill's handgun then run up and
Toss any hand grenades that Jill has at the Scagdead. Don't spare any grenades
if Jill has any - use them all! Once all the explosive canisters are gone, the
Scagdead will have to be weakened with gunfire. His weak point is the head of
the remaining half of the actual officer's body that sticks out of his left
shoulder. Shoot that area and he will eventually get stunned and will be set
NOTE: There is a very helpful trick to beating this boss. Lead the Scagdead
toward the Café on the bottom floor then constantly hop back and forth over the
counter and shoot at him from the other side. He will constantly move back and
forth by the railing to try to hit Jill, so just keep hopping back and forth
over the railing to avoid him. Jill can shoot the Scagdead with the rifle
while hopping back and forth. Don't get too close to the counter or he can hit
The Scagdead will drop the **LIFEBUOY KEY** once he dies. Go back up to the
room that the Scagdead was in to find some extra pickups. Be sure to check out
the --COMMUNICATIONS OFFICER'S JOURNAL-- file on the shelf in the room the
*******************************************************************************
[]
- - H A N D P R I N T (14/30) - -
After killing the Scagdead enemy (Mutant Communications Officer), run back up
to the second floor and enter the room he was held in. This handprint is on
the top stacked crate, on the side that faces the door.
*******************************************************************************
[ ] Random Ammo - On the shelf in the room that the Scagdead was in.
------------------------------------------------------------------------- SCANS
[ ] Rifle Ammo (+3) - Scan the floor near the stacked boxes in the room that
-------------------------------------------------------------------------------
Open the iron double door on the west side of the bottom floor. Solve the
PUZZLE SOLUTION:
.-------------------.
| |1| 2 |3| |
| |
| 4 5 6 |
| |
| |7| 8 |9| |
'-------------------'
1 to 8
3 to 5
9 to 3
7 to 1
.-------------------.
| |1| 2 |3| |
| |
| 4 |5| 6 |
| |
| 7 |8| 9 |
'-------------------'
O O
\\ //
\\ //
\ O /
\ /
Guest Cabin
¯¯¯¯¯¯¯¯¯¯¯
Scan the handprint listed below in this room, then step back into the elevator
[]
- - H A N D P R I N T (15/30) - -
Activate the elevator by solving the puzzle on the control box in the hall on
the west side of the Promenade then take the elevator up to the Deck. While in
the Guest Cabin up above, scan the table on the left (south) side of the room.
The table has some blood on it and the handprint is right near that blood.
*******************************************************************************
NOTE: Do not take the ammo or any of the items in the Guest Cabin. Leave it
all there. You're basically entering this room early through my advice. Jill
will need all of that ammo much later. Leave it for now.
Promenade
¯¯¯¯¯¯¯¯¯
Use the Lifebuoy Key to unlock the single iron door across from the Café to
unlock the door. Move back up the stairs and backtrack through the hall past
Grand Hall
¯¯¯¯¯¯¯¯¯¯
Run up the stairs and use the Lifebuoy Key to raise the fence in front of the
door to the Control Room Area then open the door and the next door afterwards
----------------------------------------
----------------------------------------
---
---
___________________
S C E N A R I O 1 \___________________________________________________________
-------------------------------------------------------------------------------
[WT08]
Time: 9:28pm
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
We once again join Jill and Parker back on the Queen Zenobia. They have just
met with Raymond and seen that the Communications Room controls have been
destroyed. Take a look at the --SAFETY PROCEDURES-- file on the left set of
the Communications Room, so step back out into the Grand Hall.
------------------------------------------------------------------------- SCANS
[ ] Rifle Ammo (+3) - Scan the left set of controls on the left end.
-------------------------------------------------------------------------------
Grand Hall
¯¯¯¯¯¯¯¯¯¯
Raymond will be waiting out in the Grand Hall as Jill steps outside. Take the
**IRON ANCHOR KEY** from his hand when he offers it to Jill. Jill needs to head
[ ] **IRON ANCHOR KEY** - Raymond will hand this over to Jill in the Grand Hall
-------------------------------------------------------------------------------
Before going to the Bilge, make a stop back by the Solarium if you used the
pump to purify the water in the pool during the last episode. Move up the
stairs through the doors on the west side of the Grand Hall then open the door
on the southeast side of the third floor and follow the hall to the Solarium.
Solarium
¯¯¯¯¯¯¯¯
The pool water is now purified, but the mutant growth is still covering the
pool. Jill can now swim through the water in the pool however. Move toward
Swimming Controls:
.--------------------------------------------.
|Y | Dive |
|B | Swim |
'--------------------------------------------'
Swim into the tunnel area and make an immediate right then find the area with
the ladder and then surface and climb the ladder. Climb up to the diving board
*******************************************************************************
[]
- - H A N D P R I N T (16/30) - -
In the Solarium that is accessed through the Grand Hall, use the pump controls
to purify the pool in episode 3 then reenter the Solarium in episode 4. Dive
into the pool then swim into the tunnel and make an immediate right then swim
and find the ladder in the water and climb it. Climb up to the diving board
off to the left. Walk toward the end of the diving board and look through the
scanner and this handprint will be near the end of the diving board.
*******************************************************************************
------------------------------------------------------------------------- SCANS
[ ] Lump of Flesh - In the mutant growth to the right side of the diving board.
-------------------------------------------------------------------------------
Swim through the right tunnel and surface on the other side. There is an air
pocket in the middle of the pool but it's not really needed since the tunnel is
not that long to swim through. Climb the ladder on the other side of the pool.
[ ] Magnum Ammo (+6) - Swim down the left corridor in the pool and this will be
on the floor.
-------------------------------------------------------------------------------
There are a BUNCH of items on the other side of the pool. Be sure to look over
them all and collect what Jill needs. Exit the Solarium after collecting all
of the items.
------------------------------------------------------------------------- SCANS
[ ] Magnum Ammo Case - Scan one of the spikes on the flesh growth that coves
the pool off to the left after climbing the ladder on the other side of the
[ ] Shotgun Shells (+10) - Scan the fallen lamp on the northeast side.
[ ] Lump of Flesh (x2) - Jill can scan two flesh pieces on the pool growth
-------------------------------------------------------------------------------
Grand Hall
¯¯¯¯¯¯¯¯¯¯
Jill needs to get to the Casino now. The door to the Casino is on the bottom
floor. It's directly underneath the door that leads to the Communication Room.
Walk over to the door then use the Iron Anchor Key on the fence that covers it
to raise it then open the door and the next door to enter the Casino.
NOTE: Since Jill now has the Iron Anchor Key, she can go back to the Dining
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Grab all the items in the room then head back out to the Dining Room.
----------------------------------------------------------------------- SCANS
[ ] Illegal Custom Parts - Scan the floor near the chair. (Infighter 3) (HELL
MODE ONLY!]
[ ] Custom Parts - Scan the floor below the small table on the other side of
-----------------------------------------------------------------------------
Casino
¯¯¯¯¯¯
All the power is out in the Casino at the moment, so Jill will turn on her
light. Examine the pedestal on the fountain below the stairs and Jill will
look toward a coin that is in a hole in the pillar above the water. Move up
the small staircase on the northwest side of the Casino then pull the switch on
[ ] Green Herb - Below the stairs on the north side of the Casino.
[ ] Handgun Ammo Case - On the ticket booth counter on the south side of the
Casino.
------------------------------------------------------------------------- SCANS
[ ] Magnum Ammo (+1) - Scan in between the Casino girl's breasts - up the small
-------------------------------------------------------------------------------
*******************************************************************************
[]
- - H A N D P R I N T (17/30) - -
Use the switch to turn on the light in the Casino. This handprint is on one of
the slot machines to the south of the set of stairs the characters use to enter
the Casino. Facing the row of five slot machines in the back on the south
side, this handprint is on the left side of the fourth slot machine.
*******************************************************************************
Power will be restored back to the Casino and water will begin to flow into the
fountain. The coin that was in the hole on the pillar will be knocked into the
water. Walk over to the front of the fountain and press the button on the
pedestal. The streams of water will release the T-Abyss virus into the
fountain and the fish inside the water will mutate. These mutated fish are
known as Ghiozzo.
| WEAK AREAS: |
| - NONE |
| |
| Ghiozzo are fish that have been infected with the T-Abyss virus. They can |
| attack from water and on land. They are mainly found in the water in the |
| main story, but they are fought once while out of water in the Casino and a |
| |
| Ghiozzo are very weak to any type of weapon. Just the standard handgun |
| will kill them in two shots. One shot will knock them over to where a |
| player can easily hit them once again. This works while they are in water |
| and out of water. They are not that big of a threat, but they are often |
| fought in groups, which are usually more than two Ghiozzo at a time, so |
'-----------------------------------------------------------------------------'
The Ghiozzo will leap out of the water and attack. They move quite well on dry
land so run away from the group of them as they leap out of the water and shoot
them from a distance. The handgun will work fine in killing them quickly. It
should only take two shots to kill each one. The first shot will knock over
the Ghiozzo and the second shot will kill it. The final Ghiozzo will drop the
Jill needs to use the coin on the machine above the small staircase, but she
needs more than one coin. Find a slot machine that is turned on and walk over
to it then interact with it to play. Jill will insert the coin and the game
usually always hits jackpot then Jill receive a **BUNDLE OF COINS** from the
machine. If the machine doesn't hit jackpot then she will get a coin back, so
try again.
Check the --CASINO STAFF'S REPORT-- file on the other side of the fountain. It
mentions the Casino girl machine next to the door up above the stairs. It says
that the precise weight of the machine must be equal to "107 grams". Move up
the stairs and check the Casino girl standup at the top. In order to solve the
puzzle, you need to bet a certain amount of bronze, silver and gold coins to
make the weight of the coins equal 107 grams. Use the touch screen to raise or
lower your coin amount. Select the "BET" option to bet your coins.
.------------------------.
| 3 2 4 |
'------------------------'
The door to the side of the Casino girl will unlock if Jill betted enough coins
VIP Room
¯¯¯¯¯¯¯¯
Use the weapon crate near the table if needed. Walk to the back of the VIP
Room then climb down the ladder. Well, Jill elects to fall down the ladder
[ ] Shotgun Shells (+8) - On the sofa directly across from the entrance door.
------------------------------------------------------------------------- SCANS
[ ] Custom Parts - Scan the area below the lamp on the cabinet. (Critical 1)
-------------------------------------------------------------------------------
Ventilation Area
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Jill will drop into an area with fans. Drop down the next ladder as well. Run
over to the opposite side of the floor below and climb the ladder. Move down
Lift Area
¯¯¯¯¯¯¯¯¯
Parker will get on the lift in the middle of the room. Try to pull the switch
and there will be no response. Parker will examine the controls to the lift.
The key is missing! Parker will stay on the lift and Jill must search for the
key.
room. (Bind I)
-------------------------------------------------------------------------------
Hallway to Elevator
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Walk over to the elevator. It needs power, so walk over to the control box on
the right side of the wall and solve the touch screen plug puzzle to restore
PUZZLE SOLUTION:
.-------------------.
| |1| 2 |3| |
| |
| 4 |5| |6| |
| |
| 7 |8| 9 |
'-------------------'
5 to 2
6 to 7
1 to 4
8 to 9
.-------------------.
| 1 |2| |3| |
| |
| |4| 5 6 |
| |
| |7| 8 |9| |
'-------------------'
O ---- O
/ |
/ |
/ |
O |
| |
| |
| |
O ----------- O
Step into the elevator and take it to the floor above. It will automatically
take Jill to the floor. It will take her back to the beginning area of the
Elevator Hallway
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Parker will contact Jill and mention Rachel and the woman that was attacked
much earlier in the Queen Zenobia on the current floor. That might have been
Rachel! Run around the west corner of the area then move down the hall to the
north. A Pincer Ooze will crawl out from a side corridor and attack. Take out
the shotgun and blast him or use the handgun to slowly kill him. It's really
best to use the shotgun for the bigger Oozes now. Open the door down the north
hall.
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - Open the locker on the right side at the end of the north
hall.
-------------------------------------------------------------------------------
Lounge
¯¯¯¯¯¯
Two Oozes will attack as Jill steps further into the Lounge area. If Jill
didn't take all of the handgun ammo in these areas her first time through, it
will still be there, so check around the area if Jill needs handgun ammo. Open
Kitchen
¯¯¯¯¯¯¯
Open the door on the other side of the Kitchen. Once again, all the scannable
ammo pickups will still be in the room if Jill didn't collect them all earlier.
Passage
¯¯¯¯¯¯¯
Walk toward the door of the Detention Room up ahead. Jill will peep through
the opening in the door. Something will scare her a bit. Open the door
afterwards.
Detention Room
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Take out the shotgun upon entering then blast the Ooze in the room. Pick up
the Custom Parts then check out the --MYSTERIOUS INSTRUCTIONS-- file on the
table to the side. There is nothing else to do in the room, so leave it and
step back out into the hall then open the next door to the side.
*******************************************************************************
[]
- - H A N D P R I N T (18/30) - -
In the Detention Room, where Jill and Parker found the dummy of Chris in
episode 1, this handprint is on the left side of the yellow flag that is on the
left wall.
*******************************************************************************
[ ] Custom Parts - In the back of the Detention Room. (Fire Rate II)
------------------------------------------------------------------------- SCANS
[ ] Rifle Ammo (+3) - Scan the floor where the Custom Parts were.
[ ] Illegal Custom Parts - Scan the yellow containers off to the right inside
-------------------------------------------------------------------------------
Stairway Area
¯¯¯¯¯¯¯¯¯¯¯¯¯
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
As Jill rounds the corner up ahead, an Ooze will attack, so have the shotgun
ready to blast him. Move further into the hall ahead then open the door to the
left.
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
A Pincer Ooze will fall right out of an overhead vent as Jill moves down the
restroom area. Shoot the bastard with an close shotgun blast as he lands for
trying to scare Jill. Move into the other bunk room then exit back out into
the hall.
Hallway with Broken Windows
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Jill now has the Iron Anchor Key that can open the iron door down the next
corridor, so use the key to unlock the iron door then step inside.
Bunk Room
¯¯¯¯¯¯¯¯¯
-------------------------------------------------------------------------------
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Take the ++MACHINE GUN MP5++ from the counter to the left. If Jill is asked to
change weapons, keep in mind that it will swap her currently equipped weapon
for the weapon she is about to pick up. The exchanged weapon will be stored in
the weapon crate. The dropped gun will still be where Jill leaves it, but it
will be in the next weapon crate she finds - basically, you won't lose the
weapon.
-------------------------------------------------------------------------------
There is a weapon crate directly in front of Jill! It's really up to you which
weapons that you want to store in the nearby weapon crate. The machine gun is
gun and the shotgun. It would really be best to keep the rifle as the third
weapon. Exit the room and step back out into the hall.
NOTE: Place your best upgrades on the MP5 machine gun. Put a damage upgrade on
it for sure and equip it with a long magazine if you have one. Place your next
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
A very creepy voice will be heard as Jill rounds the next corner. Wow. Horror
reason to enter the laundry room again, so open the door straight down the
hall.
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Walk forward and step toward the glass window that the woman was bashed against
in the Examination Room earlier. Jill will talk a bit. Move around the corner
Examination Room
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
The body of the woman is not near the window anymore. Oh, but she left Jill
some notes, so go check out the --(NO CLUES AS TO WHO LEFT THIS NOTE)-- file.
The woman (Rachel) has mutated and she is outside the window as Jill raises
back up after having viewed the file! Parker will contact Jill as Rachel runs
up the stairs. Parker lets loose a bit of sarcasm about Rachel being a zombie
when he contacts Jill. Parker, the RE fanbase will kill you - they are not
zombies... they are known as "Ooze" you lameass! Leave the Examination Room.
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
BOSS: Rachel
Attacks:
o Claw Arm - Rachel will move forward and strike with her arm.
o Grab - Rachel will move forward and grab then extend her mouth appendage.
Weak Areas:
Rachel will attack as soon as Jill moves toward the stairs. She is down the
corridor at the top of the stairs and she will run toward Jill as Jill moves
near the stairs. Rachel is much like a normal Ooze in the way she will attack.
She will try to hit Jill with her arms or she will grab Jill and make sweet
The main objective is to damage Rachel enough to where she will run off. Jill
must damage her in several upcoming rooms and make Rachel retreat. If Jill
simply runs from Rachel, she will stay in the current room. Jill must make her
retreat from damaing her in order to make Rachel to move to another room.
Rachel's weak area is her head, but she moves very quickly, so hitting her in
enough to trigger her boss music then run back down the stairs and equip the
machine gun then aim toward the top of the stairs. Once Rachel steps out in
view, blast her with rapid fire from the machine gun as she moves down the
stairs toward Jill. Spam her with gunfire and she will start to retreat before
she reaches the bottom. Don't specifically aim for the head, just shoot her
NOTE: The main key to weakening Rachel in each room is to shoot her from a
distance with the machine gun (literally spam her) and then quickly switch over
to the shotgun or the rifle when she gets close and make one last shot with
NOTE 2: Jill can run all the way back to the Lounge and regroup with Parker and
bring him back to face Rachel along with Jill in all the rooms ahead. Parker's
gunshots are very weak and not worth the effort though.
Rachel will run away and crawl into a vent. Parker will contact Jill
afterwards and tell her that he is on his way to her. Leave the room by
------------------------------------------------------------------------- SCANS
Custom Parts - Scan the floor off to the left before exiting the Corridor to
the Examination Room. This is to the left directly in front of the door that
-------------------------------------------------------------------------------
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
An Ooze will drop out of the vent as Jill rounds the corner up ahead, so be
prepared to blast him. If Jill enters the Laundry Room to the side, a Pincer
Ooze will be inside, so don't go in there. Reenter the Bunk Room that was
locked with the Anchor Key earlier and restock Jill with machine gun ammo. Use
the green weapon crate inside if needed - equip the machine gun with the long
magazine 2 upgrade. Enter the Bunks and Restroom area back outside.
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Rachel will laugh as soon as Jill enters the room. Move around the side of the
lockers and enter the restroom. As Jill steps down the row of stalls an Ooze
will crawl out of the next bunk room. Stop and back up then kill him from a
distance.
When Jill moves further toward the next bunk room, Rachel will fall from a
ceiling vent behind Jill. Immediately turn and start to blast her with the
machine gun. Do not let up on blasting her. If she starts to charge Jill
rapidly, that might mean that she is retreating. The moment that Rachel starts
to frantically dash toward Jill and scream, she is retreating, so stop firing
at that moment. She will crawl into another vent and leave the room.
Run back to the Bunk Room with the anchor marking and restock Jill with machine
gun ammo if there is any left. Exit the Bunks and Restroom then step out into
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
As Jill moves toward the stairs, an Ooze will crawl out of the vent in the
alcove up ahead and the Rachel boss music will trigger. Quickly blast the Ooze
as it crawls out of the vent then run toward the stairs and wait for Rachel to
run out from the left corridor. Blast her the moment she steps into view. She
should retreat before getting to Jill if Jill blasts her when she first steps
¯¯¯¯¯¯¯¯¯¯¯¯¯
Move down the stairs then open the door at the bottom.
Passage
¯¯¯¯¯¯¯
Rachel will fall from a vent above the intersection in the hall as Jill enters.
Spam her with gunfire while she recovers from the fall and keep shooting her.
She should retreat before hitting Jill. Run down the hall to the left then
Kitchen
¯¯¯¯¯¯¯
Lounge
¯¯¯¯¯¯
When Jill steps toward the vending machines on the other side of the room,
three Oozes will fall into the room from overhead vents. One will fall in
front of Jill. Rachel will eventually fall from the vent near the vending
machine as well. Parker will rejoin with Jill right as the Oozes start to
attack. Run toward Parker then turn and toss a hand grenade at Rachel and the
Ooze group.
Find Rachel and fire at her with whatever ammo that Jill has left. Use a hand
grenade if Rachel and the Oozes stand together. Rachel has much more health
during this battle since this will be the final battle with her in this area.
She will likely hit Jill a few times, so be prepared to heal. Rachel will
single out Jill even with Parker near her and attack only Jill. Rachel will
drop the **LIFT KEY** when she finally falls. Pick up the Lift Key and exit
[ ] **LIFT KEY** - Rachel will drop this after she is defeated in the Lounge.
-------------------------------------------------------------------------------
Elevator Hallway
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Run toward the elevator and take it back up to the Hallway up above. Rachel
can be heard in the distance as Jill gets near the elevator doors.
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Jill and Parker will start to talk about Veltro and the FBC as the elevator
reaches the upper floor. Run down the hall ahead then reenter the Lift Area.
Lift Area
¯¯¯¯¯¯¯¯¯
Use the key on the controls for the lift in the center of the room then pull
----------------------------------------
----------------------------------------
---
___________________
S C E N A R I O 1 \___________________________________________________________
-------------------------------------------------------------------------------
[WT09]
Time: 10:20pm
Entrance Hall
¯¯¯¯¯¯¯¯¯¯¯¯¯
A player will now take control of Keith as both him and Quint search the
- Shotgun M3 (6/18)
- Knives
- Green Herb x 1
- Genesis Scanner
Keith starts with a Genesis scanner, so scan the current area for items. As
Keith moves down the hall toward the next room, Quint will trip over a green
cylinder and make a loud racket. Be sure to scan the floor near the green
cylinder and shelves (after Keith trips) then pick up the **SCREWDRIVER**.
Keith will need this item later. The hall is blocked, so enter the bunk room.
------------------------------------------------------------------------- SCANS
[ ] Machine Gun Ammo (+30) - Scan the top of big crate near two smaller crates
[ ] **SCREWDRIVER** - Scan the floor below the shelves with boxes down the
corridor. There is a small green cylinder on the floor near this spot. This
can only be found AFTER Quint trips over the green cylinder.
-------------------------------------------------------------------------------
Bunks
¯¯¯¯¯
The claw marks on the wall on the other side of the room can be examined to
make the characters chat a bit. Take the items inside the area then step back
out into the hall through the doorway on the other side.
[ ] Handgun Ammo (+10) - On the top portion of the bunk beds to the right as
Keith enters.
-------------------------------------------------------------------------------
Entrance Hallway
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Follow the hall to the next door. The door down the hall to the right is
locked for the moment. The door to the left is locked as well, but it has a
control box near it. Keith will need the screwdriver found on the other side
of the hall in order to take the screws out. Use the touch screen to place the
PUZZLE SOLUTION:
.-------------------.
| |1| 2 |3| |
| |
| |4| 5 |6| |
| |
| 7 |8| 9 |
'-------------------'
4 to 2
1 to 4
6 to 5
3 to 6
.-------------------.
| 1 |2| 3 |
| |
| |
| 7 |8| 9 |
'-------------------'
|\
| \
| \
| \
| \
| \
O-------O O
\ | /
\ | /
\ | /
\ | /
\ | /
\|/
[ ] Handgun Ammo (+10) - On the top shelf of the set of shelves at the end of
the hall.
-------------------------------------------------------------------------------
Monitor Room
¯¯¯¯¯¯¯¯¯¯¯¯
Examine the controls to the left. Keith will unlock the door in the hall
outside and the two characters will watch a video on the monitor. The soldier
in the video drops some sort of item. The soldier was killed in the room
across the hall. Leave the room after the two characters view the video then
------------------------------------------------------------------------- SCANS
[ ] Machine Gun Ammo (+30) - Scan the right side of the middle shelf.
-------------------------------------------------------------------------------
Projector Room
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Walk down the stairs to the right. Search the room for items. Keith can
search the dead body as well. There is a --(IT LOOKS LIKE A PIECE OF A
MANIFESTO-- file on the table to the right of the projector (while facing the
front of it).
-------------------------------------------------------------------------------
*******************************************************************************
[]
- - H A N D P R I N T (19/30) - -
While in control of Keith for the first time in Episode 5 while in Valkoinen
Mokki airport, Keith and Quint will enter a Projector Room shortly after
side of the projector screen on the west side of the Projector Room.
*******************************************************************************
Scan the room for more items and the key item in this room. Scan the portion
of the floor near the pillar in the middle of the room behind the projector and
------------------------------------------------------------------------- SCANS
[ ] Machine Gun Ammo (+30) - Scan the chair next to the projector.
[ ] **SECURITY TOKEN** - Scan the floor near the pillar in the middle of the
-------------------------------------------------------------------------------
___________________
S C E N A R I O 2 \___________________________________________________________
-------------------------------------------------------------------------------
[WT10]
Time: 10:25pm
NOTE: Many items in this portion of the game can be seen from a distance (up
high or in some area that Jill cannot reach). These items can be retrieved in
a later episode. Telling a reader how they can be accessed right now is
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Be sure to check the area over for the handprint listed below. The door on the
south side of the current area is locked. Jill will need a keycard to open it.
*******************************************************************************
[]
- - H A N D P R I N T (20/30) - -
At the beginning of the Bilge Passageway Lift Area, after playing with Keith,
the game will switch back to Jill and Parker. This hand print is on the
notebook that is on top of a metal block on the northeast side of the lift
area.
*******************************************************************************
Walk over to the ladder. Look on the pipes below the ladder and an item can be
seen. The item cannot be retrieved until later in the game however. Fall down
the ladder for now. Jill will land in the water below. Jill and Parker will
chat a bit about the water. Open the door down the left corridor.
Water Passage
¯¯¯¯¯¯¯¯¯¯¯¯¯
Move through the water then run up the stairs and open the next door.
Control Room
¯¯¯¯¯¯¯¯¯¯¯¯
Walk over to the controls on the left side of the current room and examine
them. The computer voice will mention that power can be restored in the Engine
Room.
The switch to the side cannot be pulled at the moment since power is not yet
restored. Be sure to use the green weapon crate to the side if needed.
NOTE: Take the rifle weapon with Jill. Equip with your highest damage upgrade
------------------------------------------------------------------------- SCANS
[ ] Rifle Ammo (+3) - Scan the floor near the pipe in between the monitor and
-------------------------------------------------------------------------------
Floodgate Area
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Move down the corridor ahead then step down the stairs and move into the water.
As Jill rounds the left corner up ahead, some sort of creature can be seen as
it raises up out of the water a bit. A new enemy will attack Jill once she
[ ] Small Crate - Below a window to the right as Jill exits the Control Room.
[ ] Small Crate - Below a window to the right as Jill exits the Control Room.
-------------------------------------------------------------------------------
| WEAK AREAS: |
|- |
| |
| A Sea Creeper is a female sea creature that silently moves under the water. |
| It cannot be seen until it surfaces unless a player pulls out the scanner |
| to find its current position. It will raise its head out of the water from |
| a distance at times - a player can quickly shoot it then, and that is one |
| |
| The Sea Creeper attacks by swimming close to a player and then hopping out |
| of the water and grabbing then squeezing the player. Press the Y button to |
| fight off its grab if it grabs your character. It can shot before the grab |
| to stop the grab, but the shot must hit it before it actually touches your |
| character. Aim slightly upwards to make sure that you hit it since it will |
| |
| These enemies can be run from or fought. It really depends. If you fight |
| one make sure that you use a weapon that will kill it in about two shots. A |
| rifle works the best since it will take off tremendous damage per shot. |
'-----------------------------------------------------------------------------'
These Sea Creeper enemies can be a pain. Either run by it and open the door or
prepare to shoot it with the rifle. These enemies have a close range grab that
they will perform often. They hide under the water then suddenly hop out of
the water and grab. If you can get some distance between the creature and
Jill, it will lift its head out of the water - that is best time to shoot it.
It can be shot shortly before a grab, but you have to aim upward or aim
Use the rifle to shoot the Sea Creeper if you fight it. Make sure that the
first shot that Jill hits it with kills it or damages it badly. If you're
trying to hit it before it grabs, it might be best to use the shotgun. These
enemies can damage Jill quickly with their grabs, so just run if Jill keeps
------------------------------------------------------------------------- SCANS
[ ] Shotgun Shells (+3) - Scan the floor near the pipes on the right wall
-------------------------------------------------------------------------------
Maintenance Room
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Do not touch the steam that shoots out of the overhead pipe or Jill will get
damaged. She must find a way to shut off the steam from the pipe. Run to the
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Take the green herb below the walkway then open the next door.
-------------------------------------------------------------------------------
Engine Room Corridor
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
There are two Sea Creepers in the water in this area. Run to either end of the
room and equip the rifle then wait for the Sea Creepers to lift each of their
heads out of the water and then blast them from a distance.
[ ] Rifle Ammo (+5) - On a platform down the north end of the corridor.
[ ] Machine Gun Ammo (+30) - On a platform down the south end of the corridor.
------------------------------------------------------------------------- SCANS
[ ] Machine Gun Ammo (+30) - Scan the vent on the west wall after moving up the
-------------------------------------------------------------------------------
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Don't mess with the controls at the moment while on the catwalk. Run to the
far right side of the catwalk and read the --STEAM PIPE MAINTENANCE REPORT--
file. It will mention three areas with steam pipes and three letters.
A: Maintenance Room
Each letter is basically a lever. So... when a lever is on "C" that will stop
[ ] Green Herb - In the corner down the catwalk with the steam in the middle.
-------------------------------------------------------------------------------
Run back down the catwalk and pull the lever. It should switch to "C" on the
inside meter. This will stop the steam in the water area below the engine room
(lower level). There is no use in examining the controls nearby since Jill
needs a key to use the controls. Parker will stay in the Engine Room and ask
Jill to pull the lever on the panel on the other side of the room.
Leave the room and step back into the Engine Room Corridor then open the gate
door to the south in that corridor and follow it to the end then open the next
door. This will lead Jill to the lower level of the Engine Room.
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Follow the water trail to the west side of the room and be sure to grab the
Lower Interior Map from the wall. Open the door on the other side. No
enemies!
[ ] Custom Parts - On a platform down the waterway to the right as soon as Jill
[ ] Lower Interior Map - Stuck on the wall before opening the door on the other
-------------------------------------------------------------------------------
Water Corridor
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Ghiozzo are in the water below. Some of them might move up the stairs and
attack Jill. The majority of them will wait until Jill gets into the water
before they attack though. There is a cluster of gears up ahead. The middle
Move down the stairs to the side and step into the water below. A few Ghiozzo
might attack Jill so keep a sharp eye to the right side of her. Open the first
Tank Room
¯¯¯¯¯¯¯¯¯
Run around the side of the tank in the middle of the room. There is an Ooze in
the water right in front of the table with the items. Move toward the table
then slowly back up as it rises out of the water. Take out the shotgun and
blast it. Exchange the ++MACHINE GUN AUG++ for the handgun or other machine
gun if Jill has either weapon then take the Custom Parts and exit the room.
-------------------------------------------------------------------------------
Water Corridor
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
As Jill moves further to the south more Ghiozzo will start to attack from the
water. When she moves to the very end of the water area, a Sea Creeper will
attack from the water. Quickly run up the stairs in the south or run back down
the corridor and wait for the Sea Creeper to lift its head out of the water
------------------------------------------------------------------------- SCANS
[ ] Shotgun Shells (+6) - Scan the right corner of the water area directly in
-------------------------------------------------------------------------------
Ignore the first door for now and move down the stairs then run through the
water and find the scan area below. The door at the end of the water corridor
is locked, so run back up the stairs then open the door to the Engine Room.
------------------------------------------------------------------------- SCANS
[ ] Rifle Ammo (+5) - Scan the middle portion of the stairs near the water.
[ ] Shock Grenade - Scan the area to the left of the door in the water.
-------------------------------------------------------------------------------
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Examine the --MEMO LEFT IN THE ENGINE ROOM-- file on the desk. It gives a clue
puzzle!
[ ] Machine Gun Ammo Case - On the desk near the controls on the south side of
-------------------------------------------------------------------------------
Pull the switch on the side wall. This switch will cause the gauge to go to
"B", so it will turn off the steam in the upper level of the Engine Room - in
the middle. Examine the control panel on the current side to get the next
Run to the other side of the Engine Room and pull the lever on the other side
once again (Parker's side). It will switch to "A" which means that the steam
in the Maintenance Room has now stopped! Jill needs to return to the
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Move down the steps and through the water then open the door on the east side
of the room. Step through the Maintenance Room Passage then reenter the
Maintenance Room.
Maintenance Room
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
The steam that was blocking the doorway is no longer pouring out of the
overhead pipe. Rush into the new area and rotate the valve handle - this will
restore power to the gear device back in the Water Corridor. Grab the **COG**
from the platform in the back of the room. Leave the room and return to the
------------------------------------------------------------------------- SCANS
[ ] Shotgun Shells (+5) - Scan the corner of the room below the valve handle
(left side)
-------------------------------------------------------------------------------
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
There are now two Ghiozzo in the water in this room. Take out the machine gun
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
An Ooze is in the water below each gate door that leads back to the Engine
Room. Open the north gate to go back to the Engine Room (Upper Level). Parker
will talk to Jill a bit. Run by him and open the door on the other side of the
room.
NOTE: To make returning to the gear puzzle easier, open the door on the left
side of the Engine Room Corridor then go back through the lower level of the
engine and move up the stairs through the next door and Jill will be right in
front of the gear puzzle. She will not have to fight any enemies along the
way! I explain the way with enemies below, but I recommend this path more.
Water Corridor
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Turn to the right and step down into the water. A Sea Creeper is in the water
to the right, so toss a shock grenade into the water once it appears. The
shock grenade will kill it instantly. Move further down the corridor and
another Sea Creeper and an Ooze will surface from the water. This looks like a
job for another shock grenade. Toss another shock grenade into the water near
them. If Jill doesn't have a shock grenade, blast the Ooze then run by the Sea
Creeper.
Move up the stairs at the end of the corridor and Jill will be near the set of
gears again. Place the cog on the middle portion of the set of gears then
press the button to the side of the gear wheel. The middle portion will open
and reveal the **RESTART KEY**. Parker will radio Jill after she collects the
restart key. Repairs are complete! Go back the way Jill came to avoid
fighting any enemies and return to Parker in the Engine Room (Upper Level).
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
set of controls. Rush over to the controls on the south side of the Engine
Room and use the restart key to restore power to the Engine Room. The water
will start to rise in the room and a cutscene will play shortly.
___________________
S C E N A R I O 3 \___________________________________________________________
-------------------------------------------------------------------------------
[WT11]
Time: 10:48pm
Crash Site
¯¯¯¯¯¯¯¯¯¯
Keith and Quint are now investigating the crash site. Move to the south and
two Fenrirs will step into view and attack. Blast them with the machine gun
from a distance. Further ahead, three more Fenrirs will attack. Quint will
eventually mention that he is going to run ahead and check the terminal at the
crash site. He will literally leave Keith while Fenrirs are in the area. Hey,
thanks a bunch, buddy! Run to the top of the hill and eventually the crash
site will be in the distance. Drop off the ledge at the top and meet up with
Quint below.
------------------------------------------------------------------------- SCANS
[ ] Hand Grenade - Scan the rocks to the right after dropping off the side.
[ ] Machine Gun Ammo (+30) - Scan the ground below the large metal container.
-------------------------------------------------------------------------------
Quint will suddenly fly back as if something just knocked him down out of thin
| WEAK AREAS: |
| |
| Farfarello's are Hunters that have been injected with the T-Abyss virus and |
| have received the ability to cloak themselves. They can literally make |
| basically have the same attacks as the standard Hunter but they are more |
| |
| While fighting these enemies, one way to see them is to aim toward their |
| locaton and watch for the laser on your weapon to form a dot to signify |
| that the laser is targeting something. Even though they remain transparent |
| a gun's laser will find them when aiming. They like to move slowly while |
| they are transparent. Most of the time, they will ready a claw strike then |
| |
| Their jumping slice is very damaging. It will take a player down to danger |
| status very quickly! The shotgun is the best way to deal with them from |
| close range and a machine gun works well at damaging them from a distance. |
'-----------------------------------------------------------------------------'
Several Farfarello enemies will appear and attack. They will constantly turn
transparent and slowly move toward the characters and attack. They like to
charge their claw attack then appear seconds before they actually perform the
attack. Blast them from close range with the shotgun, and shoot them from long
range with the machine gun. You can aim toward the area in front of your
character and watch for the laser pointer to form a circle in order to tell if
Keith and Quint will have to fight several Farfarello enemies. They will start
out in a group of four, but more Farfarellos will join the group eventually -
some of them leap off the back hill that Keith fell off of earlier. Try to put
Keith's back to a wall so that hey can't get behind him easily.
NOTE: To make this battle easier, especially in Hell mode, run toward the plane
wreckage in the back of the area (near the crates) and shoot the Farfarfellos
as they appear. They cannot get behind Keith as easily from this area. You
can literally blast them with the handgun and kill them.
Move further toward the crash site area. There are several collectibles around
the area. Keith will have to move a strip of metal out of the way to get into
the front end of the plane - approach it and press the action button to move
it. Use the Security Token on the terminal in the plane to trigger a cutscene.
------------------------------------------------------------------------- SCANS
[ ] Handgun Ammo (+10) - Scan the ground near the small metal container.
[ ] Handgun Ammo (+10) - Scan the ground near the strips of the plane off to
the right.
[ ] Machine Gun Ammo (+30) - Scan the ground near the strips of the plane off
to the right.
[ ] Shotgun Shells (+8) - Scan the portion of the plane below the piece of
-------------------------------------------------------------------------------
----------------------------------------
----------------------------------------
---
---
___________________
S C E N A R I O 1 \___________________________________________________________
-------------------------------------------------------------------------------
[WT12]
Time: 11:16pm
Helipad
¯¯¯¯¯¯¯
- Shotgun M3 (6/16)
- Pulse Grenade x 2
- Green Herb x 1
Chris and Jessica have now docked on the Queen Zenobia. It's time to search
Run ahead and move down the stairs on the bridge. Chris cannot use the weapon
crate off to the far left. Only Jill can use weapon crates in Revelations.
The door down the walkway to the far right is locked and won't open. Chris
will have to enter the cabin room directly ahead by stepping through either of
Cabin
¯¯¯¯¯
Search the room over for a few items. Chris and Jessica will talk a bit as
Chris moves toward the elevator doors in the back. Pick up the Ship Interior
Map on the wall near the elevator. Open the door to the elevator and step
inside. The elevator will go down to the Promenade Deck after Chris presses
the button inside. Step out of the elevator and open the double doors down the
corridor.
------------------------------------------------------------------------- SCANS
[ ] Machine Gun Ammo (+15) - Scan the vase on the left side of the room.
-------------------------------------------------------------------------------
Promenade
¯¯¯¯¯¯¯¯¯
A big wave of Oozes will attack Chris and Jessica in this area. The enemies do
not appear to stop spawning, but there is a set amount of enemies. Normal Oozes
and Pincer Oozes will attack. It's really best just to stay near the entrance
doors and kill the Oozes as they appear. They will stop appearing eventually.
Try to use the handgun as much as possible from a distance but use the machine
gun and shotgun to fight off any Oozes that get too close. Some of them will
fall from the floor up above and they will fall near the characters, so be sure
[ ] Hand Grenade - Out on the balcony on the second floor (on a table).
[ ] Green Herb - On the floor near the closed shutter on the second floor.
[ ] Pulse Grenade - On a shelf, in the room where the Scagdead was trapped in
Jill's game.
------------------------------------------------------------------------- SCANS
[ ] Hand Grenade - Scan the middle of the flower bed with plants in it.
[ ] Shotgun Shells (+4) Scan the box near the flower bed.
-------------------------------------------------------------------------------
Find the single door with the anchor mark on the bottom floor and open it. Run
up the stairs and move across the walkway then open the door on the other side
[ ] Handgun Ammo (+10) - On a table along the way to the exit door in the
Promenade area.
------------------------------------------------------------------------- SCANS
[ ] Pulse Grenade - Scan the box on the other side of the Promenade after
-------------------------------------------------------------------------------
Storage Hallway
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Once again, Chris cannot use the green weapon crate off to the left. Rush down
the corridor to the right and open the door at the end.
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Open the big door to the left and the door in the area with stairs to enter the
Grand Hall.
Grand Hall
¯¯¯¯¯¯¯¯¯¯
Quint will contact Chris and Jessica once the two characters start to enter the
Grand Hall. Quint will mention that Jill and Parker are probably in the Bilge.
The entrance door to the Casino is directly ahead on the bottom floor of the
Grand Hall - Chris will have to move through the Casino to reach the Bilge just
like Jill did. Run over to the door then open it and open the next door
afterwards.
[ ] Green Herb - Lying on an opening in the wall to the right of the entrance
to the bilge.
[ ] Handgun Ammo (+10) - Lying on a table on the northeast side of the second
------------------------------------------------------------------------- SCANS
[ ] Shotgun Shells (+8) - Scan the middle of the railing below the clock while
-------------------------------------------------------------------------------
Casino
¯¯¯¯¯¯
There is something pounding on the other side of the large door on the right
side of the Casino. Once Chris and Jessica step near the door, Jessica will
mention that it seems like something is on the other side of the door. Shortly
after she speaks, two Scagdeads will knock the door down and attack the two
characters.
[ ] Handgun Ammo (+10) - On the railing of the fountain in the middle of the
Casino.
[ ] Green Herb - On a chair near the big door that the creatures bang on.
[ ] Hand Grenade - On a chair near the table on the north side of the Casino.
[ ] Pulse Grenade - In between the slot machines on the southwest side of the
Casino.
-------------------------------------------------------------------------------
The Scagdead enemies are just as tough and aggressive as the one that Jill
fought, but Chris has much better weapons for dealing with them. Try to keep
them grouped and toss all hand grenades at them. Chris can sort of go all out
on them with the machine gun and the shotgun, but keep in mind that he will
have to fight other enemies in other rooms after these two. Try to use the
handgun once Chris and Jessica only have one Scagdead left.
Chris can instantly stun the Scagdead enemies by tossing a pulse grenade at
them. This will set them up for a melee. Rush up to one of the stunned
Scagdeads and charge a melee then hit it. Constantly have a pulse grenade
equipped and toss it if they ever trap Chris. Shoot the head of the human body
on the their left side (your right) with the machine gun from long range and
blast them with the shotgun from close range. The final Scagdead that is
The VIP Room that Jill and Parker went in earlier is locked and cannot be
opened by Chris. Enter the room where the two Scagdeads were held then use the
Trident Key to unlock the door in the back of the room. Jessica will start to
talk to Chris after entering the next room. Fall down the opening below the
trapdoor.
[ ] Green Herb - On the desk in the room where the two Scagdeads were trapped.
-------------------------------------------------------------------------------
Underground Room
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
A new type of Ooze will be in the room with Chris after he lands on the floor
below. This Ooze (Chunk) will try to move toward a character then explode and
inflict heavy damage on that character. It can be shot in the legs to make it
fall to its knees. Once it falls, it will explode a few seconds later. It can
be shot in its top half to make it expand and explode, but it will keep moving
when shot in the top half. Open the door on the other side of the room after
[ ] Handgun Ammo (+10) - On the shelf on the left side of the room.
------------------------------------------------------------------------- SCANS
[ ] Lump of Flesh - In the puddle of blood on the right side of the room.
-------------------------------------------------------------------------------
Underground Storage Room
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Three Chunk Oozes and one Tricorne Ooze are in the room ahead. Be sure to
shoot the legs of the Chunk Oozes to make them stop moving then allow them to
explode. Two normal Oozes will crawl through vent ducts on the other side of
the room and attack. One Pincer Ooze will attack in the very back of the room.
Climb the ladder in the back of the room to continue. A Chunk Ooze will be in
the corridor at the top of the ladder. Kill him then fall down the hatch at
------------------------------------------------------------------------- SCANS
[ ] Hand Grenade - Scan the bones in the blood near the first shelf.
[ ] Handgun Ammo (+10) - Scan the next blood puddle in the room.
[ ] Hand Grenade - Scan the blood puddle on the bottom shelf in the back of the
room.
-------------------------------------------------------------------------------
Lift Area
¯¯¯¯¯¯¯¯¯
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
The south door is still locked. Open the door on the north side of the area.
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Water Passage
¯¯¯¯¯¯¯¯¯¯¯¯¯
Open the door to the control room up ahead.
Control Room
¯¯¯¯¯¯¯¯¯¯¯¯
The voice over the intercom will mention that there is trouble in the Engine
Room. The switch to the side cannot be pulled. Move out into the floodgate
area, but be sure that the Oozes in the outside area step away from the door.
If not, they will be directly in Chris' face as he exits the Control Room.
-------------------------------------------------------------------------------
Floodgate Area
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Blast the two Chunk Oozes and the Pincer Ooze. Use a hand grenade on them if
Chris is lacking in firepower - Chris will most likely have to. Move down the
stairs up ahead. A Tricorne Ooze will be at the other end of the corridor.
Kill that enemy then run further ahead and two normal Oozes and a Chunk Ooze
will be moving down the corridor. Toss a hand grenade at them. Open the door
Maintenance Room
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Three normal Oozes will attack in this room. There is a Chunk Ooze behind the
glass in the room directly ahead. Toss a hand grenade at the three normal
Oozes once they gather. The first one will be hunched over to the left but the
other two will fall into the room shortly. Lure the Chunk Ooze out of the room
in the back by stepping in and out of the room quickly then retreat to shoot
[ ] Green Herb - Below the valve handle in the room with the Chunk Ooze.
[ ] Machine Gun Ammo (+60) - On a shelf in the room with the Chunk Ooze.
[ ] Machine Gun Ammo (+60) - On a shelf in the room with the Chunk Ooze.
[ ] Shotgun Shells (+16) - On a cabinet in the room with the Chunk Ooze.
[ ] Shotgun Shells (+16) - On a cabinet in the room with the Chunk Ooze.
-------------------------------------------------------------------------------
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
A Tricorne Ooze and a Pincer Ooze will be up the stairs to the right as soon as
Chris and Jessica enter the next room. A Chunk Ooze will be down the corridor
to the right as well. Quickly kill off the Chunk Ooze to the right (with the
machine gun) then deal with the other two Oozes afterwards. If you try to kill
the other two first, the Chunk Ooze will explode on both characters.
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Three normal Oozes will be crawling toward Chris and Jessica from off to the
left upon stepping into this area. A Tricorne Ooze will be in the back of
them. Toss a hand grenade at the normal Oozes then shoot the Tricorne Ooze
from a distance. The gate door at the north end will not open. Open the gate
door at the south end then open the next door to trigger a cutscene. Quint
will contact Chris and tell him that the Engine Room is around their current
location shortly before Chris opens the door to the Engine Room.
___________________
S C E N A R I O 2 \___________________________________________________________
-------------------------------------------------------------------------------
[WT13]
Time: 11:43pm
Engine Room
¯¯¯¯¯¯¯¯¯¯¯
Jill will start out in the water. A player will have to swim at the beginning
Swimming Controls:
.--------------------------------------------.
|Y | Dive |
|B | Swim |
'--------------------------------------------'
Jill's air amount while underwater is not shown in a gauge on the screen. When
she is almost out of air, the screen will start to turn black and white and
blood trails will form on all sides of the screen. Jill will have to surface
in an area with air to restore herself. Jill can get hurt while underwater,
but she will fully restore when she surfaces. You can think of surfacing as
Dive under the water and the find the **PIPE** in front of the reset controls
on the north side of the top floor catwalk of the Engine Room below. This is
the same side that Parker was on when he used the reset controls. Jill will
need multiple pipes, but she can only hold one pipe at a time. Find the
grating in the ceiling in between the two air pockets where Jill can surface.
Swim toward the grating then interact with it to make Jill use the pipe to try
to pry it open. Tap the Y button to attempt to pry the grating open. Jill's
first pipe will bend. Dive back down into the water and swim all the way to
the bottom floor. The bottom floor has two **PIPES** on it. Grab one of the
pipes then swim back up to the grating and try to pry it open again. A
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Run to the end of the vent and pick up the items along the way then drop. Jill
------------------------------------------------------------------------- SCANS
[ ] Hand Grenade - Scan the the left side of the floor at the beginning.
[ ] Rifle Ammo (+15) - Scan the left side of the floor before reaching the
-------------------------------------------------------------------------------
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Parker will mention that they can close the bulkhead in the Control Room. The
Control Room is the room with the switch from the last episode. Open the door
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Enter the Maintenance Room on the other side of the current room.
Maintenance Room
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
A Sea Creeper is now in the Maintenance Room. The Sea Creeper is really not
worth dealing with. If you decide to fight her, just toss an electric shock
grenade in her area or stand at a distance and blast her with the rifle when
she lifts her head out of the water. She is not worth the trouble to fight
since there are no items in the area worth grabbing, so there is no need to
stop moving.
Floodgate Area
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Two Ghiozzo will be in the water at the start of this area, so be ready to
blast them. As Jill rounds the second corner, two more Ghiozzo will attack.
When Jill runs toward the stairs, a Sea Creeper will hop out of the water and
try to grab her. Inch toward the stairs and allow the Sea Creeper to hop out
of the water then move back as the Sea Creeper tries and then dash by her. Run
up the stairs and enter the Control Room at the top to trigger a cutscene.
Control Room
¯¯¯¯¯¯¯¯¯¯¯¯
The two characters need to get to the Observation Deck now. Parker mentions
that they can climb to the Observation Deck from the hall. Use the green
weapon crate to the side if needed. Be sure that Jill has a machine gun and a
shotgun with her. The characters need to leave the Bilge area now. Open the
Water Passage
¯¯¯¯¯¯¯¯¯¯¯¯¯
There are no enemies in this area. Open the next door.
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
When Jill moves around the corner toward the ladder, two Oozes will rise up out
of the water. Toss a shock grenade at them both if Jill has one. Climb up the
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Jill still doesn't have the card key needed to unlock the door on the other
side of the bottom portion of the Lift Area. Get on the lift and pull the
Lift Area
¯¯¯¯¯¯¯¯¯
Run over to the ladder on the north side of the Lift Area then climb it.
Ventilation Area
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Fall off from the ladder ahead then move toward the next ladder. Three Ghiozzo
will drop from the area above the next ladder. Blast them before they can
attack Jill. It seems like we're going the right way, eh? Climb the ladder
VIP Room
¯¯¯¯¯¯¯¯
Step back into the Casino area. Use the green weapon crate to the side if
needed.
Casino
¯¯¯¯¯¯
No surprises here! Move back up the stairs and reenter the Grand Hall on the
Grand Hall
¯¯¯¯¯¯¯¯¯¯
A loud crash will echo throughout the room as Jill and Parker enter the Grand
Hall. Loud noises are never good in a survival horror game... well, "action
horror" now. Follow Parker toward the elevator on the south side of the Grand
Hall. Let's try to beat him! Run toward the elevator as he tells your Jill to
follow him then see what he thinks once you get there before him. Ha, you read
Berserker's guide, not some other guide that wouldn't have such corny phrases
Anyway, open the elevator doors and step inside. Press the button on the
conrols along the side to take it up to the Observation Deck. Look out the
glass window while it rises to take a moment and enjoy the breathtaking view of
Holy hell, there's that sound again! The windows just cracked and now the
elevator is completely demolished while it's still rising. Oh lord. Some sort
of creature will peek in at both of the characters from the top of the
elevator. Don't try to shoot at the creature while it peeps into the elevator.
NOTE: It's best to use the shotgun for this battle since Jill will want to keep
most long range ammo for a later battle.
Eventually, the creature outside the elevator will lower its appendage over the
window directly ahead. The appendage has a soft spot in the center of it, so
take out the shotgun and blast that soft spot just to see how tender it is.
It's very tender it seems, so shoot it some more and eventually the appendage
will rise back up. It should take around three shots. If Jill does not shoot
the appendage enough to repel it, the creature will strike the side of the
elevator with its palm appendage and damage Jill and Parker.
The creature will now lower its appendage over the left window. Blast its
appendage once again to make it raise its appendage back up. The creature will
keep lowering its appendage to try to hit the elevator, so just keep blasting
it in the center portion of its appendage when it lowers it. Sometimes it will
wave the appendage to where the hard portion will face Jill and Parker, so just
wait until the soft portion can be seen then blast it.
NOTE: When the creature looks inside the elevator, do not blast it then!
That's just a waste of ammo! Take out the scanner and scan him instead - each
The creature will eventually shake the elevator quite a bit then it will go
back to lowering its appendage over the side of the elevator. Just ignore the
shake since it doesn't hurt the characters. After warding off the appendage
several times, the creature will eventually stop messing with the elevator and
Observation Hall
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Step out of the elevator and take the items to the side. There is a green
weapon crate across from the elevator. Make sure that Jill has the Machine Gun
AUG with the highest damage upgrade and the shotgun with a damage upgrade. The
rifle can help, but Jill needs weapons with a quicker rate of fire in order to
-------------------------------------------------------------------------------
Step into the wide open area with stands around the corner. When Jill and
Parker reach the middle portion of the room, the creature that was on the
elevator will fall into the room from the ceiling above.
[ ] Rifle Ammo (+6) - Near a stand on the south side of the room.
[ ] Machine Gun Ammo (+40) - Near a stand on the south side of the room.
[ ] Shotgun Shells (+6) - Near a stand on the south side of the room.
[ ] Machine Gun Ammo (+40) - On the south sofa on the east wall.
[ ] Rifle Ammo (+6) - Near a stand on the north side of the room.
[ ] Machine Gun Ammo (+40) - On a sofa on the north side of the room.
-------------------------------------------------------------------------------
BOSS - Draghignazzo
Attacks:
o Shield Ram - Draghignazzo places his shield arm on the ground for a few
seconds then dashes forward and tries to ram. Toward the end of the battle,
to avoid this - run toward his right side (your left). When he charges this
attack, Jill can run in between his shield arm and body and quickly run to
o Ground Pound - Draghignazzo crouches and holds its shield arm into the air
for a few seconds then pounds the ground. Back away from him to avoid being
hit by this. It does take damage if Jill is too close. It will knock her
o Turn-Around Strike - When Dragnignazzo has its back turned, it will turn
around quickly and try to hit Jill with its shield arm while turning. Try to
stay way from the immediate area in the back of the boss to avoid this.
Weak Areas:
- The soft spot on its back side [top] (shooting this will stun it
eventually)
- The red soft spot (eye) at the very top of its back (major damage)
The Draghignazzo looks very threatening but he has some very limited attacks
which make him not so bad. His main attack will be to place his armored
appendage on the floor then dash toward both characters. This can be avoided
by running to the side while he faces your character. Be sure to do this early
though. It's best to spend most of this battle running to the side to avoid
The Draghignazzo's other attack from a distance is to pound the floor with its
appendage. This will knock Jill off balance if she is near the boss. Tap the
Draghignazzo is that it only has one close range attack. Never approach the
creature while it has its back turned and is standing up or the Draghignazzo
The turning slap with the appendage is the Draghignazzo's only close range
attack though. Jill can literally stand right below the Draghignazzo while it
faces her and the creature will not hit her. The only way it can hit Jill is
with a ram or a ground smash and Jill can simply run at a distance to avoid
taking damage from the ground smash or run toward the boss and run under his
appendage (between the appendage and the boss' body) and to his back side when
it lowers its appendage to ram. Basically, by knowing his attack, a player can
avoid him easily and make a mockery of him... until he has been damaged a
bunch.
Once the Draghignazzo has been damaged a lot, it will start to ram without
warning sometimes. The Draghignazzo will literally face Jill and just... RAM!
The sudden ram is the only hard part about this battle really. Once Jill has
shot the Draghignazzo a bunch, it's best to keep your distance and allow it to
ram then run to the side to keep from getting hit by its sudden ram.
NOTE: The best way to dodge the Draghinazzo's ram from a distance is to run
toward its right (your left) side while it dashes. Jill will be running toward
The Draghignazzo can be damaged by shooting the soft spot in one of three areas
- on the back of its appendage, on its right side (your left) or on the top
portion of its backside. The best place to hit it is on the top portion of its
back side (top red portion). By hitting the Draghignazzo the in the back weak
point, Jill will eventually stun the creature (it will collapse) and then she
can move close to it and get in several free hits. Blast the Draghignazzo from
a distance with the machine gun and blast it from close range with the shotgun.
There are two explosive canisters around the room that can stun the
Draghignazzo. The creature will likely set them off as it tries to ram - it
will basically stun itself. The explosive canisters can also be shot while it
is near them. Hand grenades will not stun the Draghignazzo so just stick to
guns for this battle. This boss is not that tough if you know its attacks.
The Draghignazzo sudden dash is the only hard part about fighting it. Once it
dies, the ladder in the back of the middle portion of the room will lower.
NOTE: The Draghignazzo can be scanned several times. Be sure to keep scanning
------------------------------------------------------------------------- SCANS
[ ] Custom Parts - Scan the middle portion of the floor near the windows.
(Damage 3)
[ ] Illegal Custom Parts - Scan the floor near the windows on the opposite side
of the room near the elevator that cannot be opened. (Critical 2) [HELL MODE
ONLY!]
[ ] Green Herb - Scan the floor near the north sofa on the east wall.
[ ] Rifle Ammo (+3) - Scan the floor near the left trash can while facing the
ladder.
-------------------------------------------------------------------------------
Storage Room
¯¯¯¯¯¯¯¯¯¯¯¯
Take the **VELTRO KEY CARD** from off the counter to the left and read the
--VELTRO AGENT JOURNAL 1-- file then use the Veltro Key Card to open the door
to the side.
------------------------------------------------------------------------- SCANS
[ ] Machine Gun Ammo (+15) - Scan the floor near the boxes to the right.
-------------------------------------------------------------------------------
Walkway to Antenna
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Follow the walkway and move up the stairs and then climb the ladder.
*******************************************************************************
[]
- - H A N D P R I N T (21/30) - -
While Jill and Parker are about to fix the antenna right near the end of the
episode, the handprint is on the controls for the antenna. This can be scanned
in Episode 7 also.
*******************************************************************************
[ ] Illegal Custom Parts - Along the walkway leading to the antenna (Fire Rate
-------------------------------------------------------------------------------
Approach the controls for the antenna and examine them to start a touch screen
puzzle.
PUZZLE SOLUTION:
.-------------------.
| |1| |2| 3 |
| |
| 4 |5| 6 |
| |
'-------------------'
5 to 3
9 to 6
7 to 5
1 to 7
5 to 4
2 to 5
4 to 2
5 to 4
8 to 5
7 to 9
5 to 7
9 to 8
.-------------------.
| 1 |2| |3| |
| |
| |4| 5 |6| |
| |
| |7| |8| 9 |
'-------------------'
FINAL SHAPE OF LIGHTS:
O ----- O
/ |
/ |
/ |
O O
| /
| /
| /
O ----- O
Jill will radio Parker afterwards then a cutscene will trigger eventually.
----------------------------------------
----------------------------------------
---
---
___________________
S C E N A R I O 1 \___________________________________________________________
-------------------------------------------------------------------------------
[WT14]
Time: Current Time
Walkway to Antenna
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
We rejoin Jill and Parker after they have just repaired the antenna and talked
with O'Brian. What a day! Hop back down the ladder and reenter the
Observation Hall below the ladder in the room down the walkway. Quint will
contact Jill and Parker along the way and fill them on what they can possibly
Observation Hall
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Run over to the elevator on the north side of the room then open the door and
Grand Hall
¯¯¯¯¯¯¯¯¯¯
The elevator will stop before it reaches the bottom floor. The doors will open
to where Jill and Parker can leave the elevator however. Step out to the floor
that it stops on. Quint will contact Jill and Parker once again. He tells
them to use the UAV on the Foredeck. He says the UAV will discharge chaff that
Use the stairs through the door on the west side of the current floor to reach
the floor below. Find the entrance to the Cafeteria on the west side of the
second floor and open the doors then reenter the Cafeteria area.
NOTE 1: If Jill moves to the first floor of the Grand Hall, Raymond will be
standing outside the Promenade Deck - it's a pretty interesting encounter with
NOTE 2: A player can go through the Promenade Deck to make a straight shot to
the Deck. The only problem is that Jill will skip out on several pickups that
can now be unlocked with the Veltro keycard. The elevator through the iron
double doors in the Promenade area will take Jill straight to the Deck. If the
puzzle on the control box was not solved in episode 3, Jill will still have to
solve it.
NOTE 3: The Promenade Deck has extra items and ammo pickups in it. Jill will
run by a few dead Ooze bodies as well. A pack of several Hunters will attack
near the Café and more will attack in the hall to the elevator.
Dining Room
¯¯¯¯¯¯¯¯¯¯¯
Three Tricorne Oozes are in this room. Two of them are on the bottom floor and
one is on the top floor walkway. Kill them all. Open the door on the west
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Use the Veltro key card to unlock the door in the south portion of this room.
Small Library
¯¯¯¯¯¯¯¯¯¯¯¯¯
Examine the --SUICIDE NOTE-- file on the second bookshelf. Pick up the
++MAGNUM PYTHON++ on the desk in the back of the Library. If Jill has a rifle
then switch the rifle for the magnum. An Ooze will fall through a vent in the
ceiling when trying to leave the room, so be prepared to blast it.
------------------------------------------------------------------------- SCANS
[ ] Machine Gun Ammo (+15) - Scan the fallen book on the bottom shelf of the
-------------------------------------------------------------------------------
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
NOTE: Rachel is in the Library. Jill can fight her and knock her out and gain
some Illegal Custom Parts for knocking her out. She is likely to take a lot of
ammo to knock out and hurt Jill a bit in the process though. Jill and Parker
can take the elevator on the bottom floor and get to the Deck from that
elevator if you want. Either way, Jill and Parker will meet up with Rachel no
Dining Room
¯¯¯¯¯¯¯¯¯¯¯
Use the Iron Anchor Key to open the door on the stairs if Jill hasn't done so
yet.
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Grab all the items in the room then head back out to the Dining Room.
------------------------------------------------------------------------- SCANS
[ ] Illegal Custom Parts - Scan the floor near the chair. (Infighter 3) [HELL
MODE ONLY!]
[ ] Custom Parts - Scan the floor below the small table on the other side of
-------------------------------------------------------------------------------
Dining Room
¯¯¯¯¯¯¯¯¯¯¯
Run to the top floor and open the door at the top.
Exhibit Room
¯¯¯¯¯¯¯¯¯¯¯¯
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Rachel will be up ahead as soon as Jill and Parker step into this hall. She
can be knocked out once again, but it will take some heavy firepower! She will
drop some --ILLEGAL CUSTOM PARTS-- if Jill can knock her out. If you fight
Rachel, try to weaken her with the machine gun and the magnum. Try not to use
only one weapon for weakening her completely since its best to keep some ammo
for each weapon. Rachel has quite a bit of health, so it will take a lot of
firepower to knock her down. A Tricorne Ooze is down the hall directly ahead.
Run to the end of the hall and open the next door.
[ ] Illegal Custom Parts - Knock out Rachel by shooting her a bunch and she
-------------------------------------------------------------------------------
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
A Tricorne Ooze is in front of the door down the hall up ahead. Blast the
creature then run down the left hall. If Jill reenters the Guest Room, a
Pincer Ooze will be inside. Run to the end of the left hall and use the Veltro
key card to unlock the safe that was behind the painting directly across from
the door at that end and grab the --ILLEGAL CUSTOM PARTS-- from inside. Lift
up the painting if Jill hasn't done so yet. Open the door across from the
safe.
[ ] Illegal Custom Parts - Use the Veltro key card to unlock the safe behind
-------------------------------------------------------------------------------
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Two Tricorne Oozes are standing on the back walkway. Kill them then open the
Guest Hallway
¯¯¯¯¯¯¯¯¯¯¯¯¯
Run to the door at the end, down the hall to the right and step into the next
Elevator Hallway
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
There is one Tricorne Ooze and two Pincer Oozes down the right corridor that
blocks the elevator. Toss a hand grenade at them or use some sort of explosive
to damage them all at once then use a gun to kill them. Open the doors to the
Hallway to Bridge
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Run down the hall ahead and enter the Locker Room. Open the doors until Jill
Bridge
¯¯¯¯¯¯
Run down the ramp on the right side of the bridge area and open the door below.
Bridge Hallway
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Enter the Conference Room down the right hall and to the right.
Conference Room
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Run toward the back wall safe and use the Veltro key card to open it. Jill
will be able to grab some more --ILLEGAL CUSTOM PARTS-- from this safe.
[ ] Illegal Custom Parts - Use the Veltro key card to unlock the safe in the
-------------------------------------------------------------------------------
Run back out into the Bridge Hallway then get on the elevator down the left
Guest Cabin
¯¯¯¯¯¯¯¯¯¯¯
Search the room over for random ammo and areas to scan. If you look out the
windows ahead, Jill can see some Hunters climbing the outside walls. Be sure
to use the Veltro key card to open the safe on the north side of this room and
pick up the --ILLEGAL CUSTOM PARTS-- from inside. Jill can use the Veltro key
card to unlock either of the doors that lead out to the heliport on the west
side of the room. It's best to unlock the right door and step outside since
Jill will be stepping out toward a green herb pick up and the green weapon
NOTE: If Jill did not scan the handprint in the Guest Cabin in Episode 3, while
in the Guest Cabin near the front of the ship, scan the table on the left
(south) side of the room. The table has some blood on it and the handprint is
near that blood. If you've been following this guide, Jill should have already
walkthrough.
[ ] Hand Grenade (x3) - On the table on the north side of the room.
[ ] Illegal Custom Parts - Use the Veltro key card to open the safe on the
------------------------------------------------------------------------- SCANS
[ ] Magnum Ammo (+3) - Scan the left trash can in the middle of the room.
-------------------------------------------------------------------------------
Heliport
¯¯¯¯¯¯¯¯
Hunters will attack Jill as she steps out onto the walkway no matter which door
she exits from. These Hunters can be a slight pain with how aggressively they
attack. It's best to try to get to one side of the walkway so Jill can face
all of them with her back to a railing. Do not reload often at all or Jill
else. Switch weapons to keep from reloading even if Jill has to use the
magnum. The best time to reload is once a Hunter has been knocked down -
[ ] Green Herb - On the floor outside the right (north) door that Jill must
-------------------------------------------------------------------------------
After the first wave of Hunters, run toward the green weapon crate on the north
side of the walkway and start placing some of the upgrades that Jill recently
got onto her current weapons. Swap out any weapons that Jill has low ammo for
in place of other weapons. If you have to, swap the machine gun for a handgun
Move over the bridge on the west side of the area and get on the heliport.
There is a metal crate off to the left and Parker should be standing right next
to it. Another wave of Hunters will start to attack as soon as Jill steps onto
the heliport. DO NOT fight them on the heliport area or Jill will get
surrounded easily. Run back onto the catwalk bridge and shoot them from the
bridge. The Hunters will not spawn behind Jill - they will only spawn from the
heliport area, so just focus all fire in that direction. Once the waves of
Search the area over for items then walk toward the metal UAV container and
*******************************************************************************
[]
- - H A N D P R I N T (22/30) - -
While out on the heliport looking for the UAV, after fighting all waves of
Hunters, run to the far west end of the heliport and step out onto the catwalk.
The handprint is on the grating on the far west side of the catwalk.
*******************************************************************************
-------------------------------------------------------------------------------
___________________
S C E N A R I O 2 \___________________________________________________________
-------------------------------------------------------------------------------
[WT15]
Time: 1:08am
Location: Deck
Heliport
¯¯¯¯¯¯¯¯
Jill and Parker have just dug out the UAV. Quint contacts the two characters
and tells them that the controls for the UAV are in the Control Room.
------------------------------------------------------------------------- SCANS
[ ] Custom Parts - Scan the bottom portion of the UAV. (Long Magazine 3)
-------------------------------------------------------------------------------
There is a short route to the Control Room in the Heliport area. Move back
across the catwalk bridge then run to the far right and find the door at the
end of the walkway. Parker will stand next to the door. Open the door to
trigger a cutscene.
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
The rest of this part is timed, so be sure to run and don't get into too many
fights. The time limit is very strict. Do not stop often at all or your
Run toward the doorway up ahead. On the other side of the doorway is a very
long outside walkway. To the left there is a weapon crate. Three Hunters are
up ahead. Blast them out of the way quickly then start moving along the
walkway. Do not stand and fight for too long. While moving ahead, a Chunk
Ooze and a Hunter will come into view. Try to blast the explosive barrels that
they move by to kill them quickly. Two more Hunters and two Tricorne Oozes can
be seen in the distance. Try to hit the explosive barrels that the Hunters run
A few Hunters will fall from above and a Chunk Ooze will be further ahead.
Once again, blast the red barrels that they move by. Hurry to the door at the
end of the walkway then quickly open it. If you reach the door with 3 minutes
[ ] Green Herb - On the floor near the dooway that leads out of the first
corridor.
-------------------------------------------------------------------------------
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
A Tricorne Ooze is around the first corner and a Chunk Ooze will move out from
behind the second corner. Back away from the Chunk Ooze then quickly blast the
Ooze when it steps into view. Run to the elevator doors and step inside then
take it to the floor below. It will only go one way, so just hit the controls
NOTE: The elevator ride down to the Cargo Room literally takes about 30 seconds
Cargo Room
¯¯¯¯¯¯¯¯¯¯
There is a green weapon crate to the right as the characters step out of the
elevator. Jill and Parker and the player will have a great big surprise
waiting for them once Jill moves around the right corner after stepping through
the doorway up ahead. Rachel will be waiting for Jill and Parker! Now, is not
really the time to fight her however. Run by her! Be ready to dodge her
attack because she will try to grab.
NOTE: Instead of running straight through the doorway and turning right, it's
best to move toward it then back up as Rachel steps into view. This way, she
can be seen before she attacks and a player can more easily dodge her attacks.
[ ] Green Herb - Lying near the first doorway. Be sure to pick this up.
[ ] Illegal Custom Parts - This is lying on top of a container near the side of
the bottom floor with the ladder by it. This must be collected in Episode 7!
MODE ONLY!]
NOTE: I believe you drop to the container from the middle walkway (there should
-------------------------------------------------------------------------------
The camera will show the Control Room door on the floor below - that is your
destination. Get there quickly! Jill does not have time to worry about extra
pickups at the moment. She can get all the extra items on her way back. From
the doorway, turn right and move across the walkway on the east side of the
room. Blast the Tricorne Ooze out of the way of the ladder then fall down to
the area below. Rachel will follow Jill and Parker below, so keep in mind that
Ignore the stairway with the door to the left and blast the Tricorne Ooze on
the way around the right side of the area. There will be a few mouth traps on
the floor along the way around the crates, so watch for them. Shoot them if
they ever block your way. There is a Scagdead up ahead! Run down the next
corridor to the right and blast or run by the Tricorne Ooze at the end. Turn
to the left then blast the Tricorne Ooze and mouth traps to clear a path.
[ ] Magnum Ammo Case - On the floor to the right of the door with the staircase
on the bottom floor. This is in an alcove. This can be picked up during the
next episode.
-------------------------------------------------------------------------------
A Scagdead is at the top of the stairs ahead. Toss a grenade at him as Jill
moves up the stairs to keep him from hitting Jill. You don't want him to grab
Jill or hit her with his saw attack. Rachel should be right behind both
Run toward the ++ROCKET LAUNCHER++ at the top of the stairs then grab it. Aim
the rocket launcher at Rachel and the Scagdead and try to shoot both of them
with one shot! The Scagdead will leave behind some --ILLEGAL CUSTOM PARTS--
and Rachel will leave behind some --ILLEGAL CUSTOM PARTS-- if they are killed.
Rachel is sometimes delayed and won't be immediately behind the characters once
Jill picks up the rocket launcher. She has a longer death animation as well,
but the parts can be pick up as soon as she falls - the item will not shine
NOTE 1: If you want to get both the Scagdead and Rachel with one rocket shot
and they are not together once Jill grabs the rocket, move back down the stairs
and step past the crate and wait for both the Scagdead and Rachel to group.
Obviously, this will take some time away from your total time of escape though,
and it's not really worth doing, but I thought I might point it out.
NOTE 2: If you leave the rocket launcher behind, it will be there in the next
episode. You can do this and then store it in the weapon crate. If you store
-------------------------------------------------------------------------------
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Jill and Parker are still not out of the clear yet. Run along the winding
corridor and two Tricorne Oozes will be waiting in front of the Control Room
door. Toss a hand grenade at the two Tricorne Oozes. Quickly open the door.
NOTE: If Rachel was not killed outside, she will be around the corner, outside
Control Room
¯¯¯¯¯¯¯¯¯¯¯¯
Run toward the controls and activate them to end this episode.
----------------------------------------
----------------------------------------
---
---
___________________
S C E N A R I O 1 \___________________________________________________________
-------------------------------------------------------------------------------
[WT16]
Time: 1:17am
Control Room
¯¯¯¯¯¯¯¯¯¯¯¯
Alright, so now Jill is submerged in water as the room is flooding. Swim out
of the Control Room and through the tunnel up ahead and be quick! Open the
Cargo Room
¯¯¯¯¯¯¯¯¯¯
Swim upwards to get some air. Dive back under the water and swim under the
crates in the middle of the room. The door near the stairs under the water is
locked. Swim toward the northeast portion of the room then use the ladder to
[ ] Magum Ammo Case - Lying on the southeast side of the area (underwater).
This is by the stairs with the locked door at the top of them. This could have
walkway area.
[ ] Custom Parts - Lying along the northwest side of the walkway. (Damage 3)
[ ] Random Ammo - On the table inside the small control room on the west side
------------------------------------------------------------------------- SCANS
[ ] Green Herb - Scan the top portion of the green crate by the elevator that
[ ] Shotgun Shells (+3) - Scan the pipe in the corner on the northeast side of
[ ] Shotgun Shells (+3) - Scan the boxes in the back of the small control room
[ ] Shotgun Shells (+3) - Scan the boxes in the back of the small control room
[ ] Handgun Ammo (+5) - Scan the floor up under the table in the small control
[ ] Handgun Ammo (+5) - In the room with the green weapon crate, scan the
-------------------------------------------------------------------------------
Take all the items that Jill left behind from the last episode. They are all
still there if she left any - even the Magnum Ammo Case under the water. Be
sure to take advantage of the green weapon crate in the south room since Jill
*******************************************************************************
[]
- - H A N D P R I N T (23/30) - -
While in the Cargo Room, after Jill and Parker climb the ladder in the water to
get back on the walkway, run over to the control room portion of the Cargo Room
on the west side of the area and step inside. The handprint is on the inside
glass window of the control room.
*******************************************************************************
Run over to the northwest side of the room and fall down the ladder along the
walkway. Dive under the water and open the door on the northwest wall below
the water.
Flooded Corridor
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Quickly swim to the door at the end of the corridor and open it. There is no
[ ] Handgun Ammo (+10) - On a control unit while turning the first corner in
the corridor.
-------------------------------------------------------------------------------
Flooded Stairway
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Swim upward to get some air after swimming into this area. Climb the ladder at
the top. The door at the top is locked and has a Trident mark on the door.
For now, the main reason to move up to the door is to scan for the items to the
side.
------------------------------------------------------------------------- SCANS
[ ] Handgun Ammo (+5) - Scan the floor below the left side of the control box
[ ] Handgun Ammo (+5) - Scan the floor near the cardboard box next to the
control box.
-------------------------------------------------------------------------------
Dive back under the water and swim to the bottom floor. Unlock and open the
-------------------------------------------------------------------------------
Flooded Hallway
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
There is an air pocket in the ceiling after opening the door. Be sure to
surface to get some air then quickly dive back underwater and continue swimming
forward in the corridor below. Chris will contact Jill and Parker as Jill
moves toward the next door. Open the door while he talks.
Water Corridor
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Swim forward then swim over the top of the pipes that block the hall. Swim up
the stairs then surface at the air pocket in the ceiling when a door can be
-------------------------------------------------------------------------------
Dive back down and swim along the corridor below. Swim down the stairs and
look into the next area off to the right. Two Sea Creepers are in the area and
one of them will likely grab Jill when she tries to swim by the creatures.
Don't worry about underwater hits that much since Jill replenishes her health
everytime she gets air. Don't get hit too many times in a row since that is
[ ] Illegal Custom Parts - When Jill first enters the area with the two Sea
Creepers, swim directly upwards and this item will be on catwalk up above.
(Damage 4)
[ ] Shotgun Ammo (+8) - Open the door to the Tank Room on the northeast side of
the area and this will be lying on top of the middle water tank inside.
[ ] Shotgun Ammo (+8) - Open the door to the Tank Room on the northeast side of
the area and this will be lying on top of the back left water tank inside.
-------------------------------------------------------------------------------
There are air pockets in the ceiling on the south side and the north side of
the room. If you don't know where Jill is yet then just swim toward the middle
catwalk and look to the left - you can see the gear for the gear puzzle where
she placed the cog and got the restart key in an earlier episode. Jill is in
Jill can open the door to the Tank Room in the north and grab the ammo on the
tanks inside - that's all there is in that room though (other than an air
pocket in the ceiling). Swim down the ladder on the west side of the catwalk
in the center of the corridor and open the door to the Engine Room.
Engine Room
¯¯¯¯¯¯¯¯¯¯¯
Jill's destination is the air pocket in the center top portion of the Engine
Room. It's the same vent that Jill pulled the grating off of with the pipes in
[ ] Random Ammo - On a pipe directly ahead after first entering the Engine Room
-------------------------------------------------------------------------------
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Pull up into the vent then fall into the water on the other side of the vent.
There is a Sea Creeper in the corridor area. Swim by the Sea Creeper and open
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
There is an air pocket on the south side of this room. Swim toward the door on
Maintenance Room
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
There is a Sea Creeper in this room. Be sure to grab the Custom Parts on the
center tank. There is an air pocket on the ceiling in the north. Open the
[ ] Custom Parts - On top of the tank in the middle of the Maintenance Room.
(Fire Rate 3)
-------------------------------------------------------------------------------
Floodgate Area
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
The floodgate at the end of the room is still sealed from where Jill and Parker
shut it by pulling the switch in the Control Room in an earlier episode. Jill
will need to swim through a broken window in the wall shortly after swimming
over a stack of pipes. Make a left almost immediately after swimming through
the window and swim through a second broken window. There is also a door to
the left that Jill could have opened, but swimming through the second window
[ ] Random Ammo - Found along the floor while swimming through the corridor.
Control Room
¯¯¯¯¯¯¯¯¯¯¯¯
Swim upwards after swimming through the second broken window to swim up to the
air pocket in the next room. Jill is now back in the Control Room for the
floodgate where she restored power and closed the floodgate in an earlier
episode. Dive down into the water again and swim over to the door on the north
Water Passage
¯¯¯¯¯¯¯¯¯¯¯¯¯
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
There is a Sea Creeper in this room. Jill needs to swim to the top of the area
and then open the door through the corridor at the top. In an earlier episode,
[ ] Rifle Ammo Case - This is lying on the middle set of pipes while Jill swims
-------------------------------------------------------------------------------
Lift Area
¯¯¯¯¯¯¯¯¯
Swim upwards. There are three Sea Creepers in the Lift Area's water and Jill
is likely running out of air by now, so quickly swim upward and surface in the
[ ] Custom Parts - On a crate along a catwalk near the top of the water. (Long
Magazine 3)
-------------------------------------------------------------------------------
NOTE 1: Jill can now use the Veltro key card on the door on the south side of
the bottom floor of the Lift Area if she didn't do so earlier. It doesn't do
her any good right now though - wait and use it when Jill returns to this area.
NOTE 2: A player can lure the Sea Creepers to the top of the pool by allowing
them to follow Jill before surfacing then scan them for some extra scanning
percentage toward green herbs. Depending on how many Sea Creepers Jill has
While at the top of the Lift Area, find the portion of the walkway without
railing (with yellow stripes) and pull up to the walkway. Chris wil contact
Jill over radio when she starts to move around the walkway. Chris will mention
that Jill and Parker should meet him and Jessica in the hall. They are on
[ ] Green Herb - Reenter the Hallway to the Elevator on the south side of the
Lift Area and there will be a green herb on the floor near a pipe on the right
------------------------------------------------------------------------- SCANS
[ ] Rifle Ammo (+6) - Scan in between the two metal devices on the southwest
[ ] Shotgun Shells (+8) - Scan the boxes on the southeast side of the walkway.
-------------------------------------------------------------------------------
corridor. Climb the ladder on the northeast side of the Lift Area.
Ventilation Area
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Follow the corridor then drop from the area with the ladder. Jill will fall
into the water below. Dive below and swim to the other side of the area then
swim upwards into the air pocket above. There is a Sea Creeper in the middle
of the area, so dodge her. Climb the ladder after Jill reaches the surface.
------------------------------------------------------------------------- SCANS
[ ] Rifle Ammo (+6) - Right before climbing into the VIP Room (second ladder
after swimming through the water), scan the floor near the fan.
-------------------------------------------------------------------------------
VIP Room
¯¯¯¯¯¯¯¯
Use the green weapon crate in the VIP Room if needed. Open the door to the
------------------------------------------------------------------------- SCANS
[ ] Rifle Ammo (+6) - Scan the floor near the fallen chair by the table.
-------------------------------------------------------------------------------
___________________
S C E N A R I O 2 \___________________________________________________________
-------------------------------------------------------------------------------
[WT17]
Mediterranean Sea
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
This portion of the episode is a shooter segment much like the vehicle shooter
.--------------------------------------------.
|X | Fire grenade |
'--------------------------------------------'
Chris and Jessica will have to use the gatling guns on the speedboat to blast
tentacles that move out of the water for this scenario. Jessica will fire at
the tentacles along with Chris, but Chris (the player) will be the main one
Blast the tentacles as they move up out of the water. They will constantly
move into the background up ahead then quickly dash toward the characters. The
mouth on the front end of each tentacle will try to bite the characters as the
tentacle moves toward the speedboat. Once the tentacles start to dash toward
the characters, be sure to focus all fire on the one coming directly at the
boat to stop its attack. Save all grenades for the last few tentacles - don't
overheats, the player will have to cool the gatling gun down by tapping the B
It's best to tap the B button when not shooting in order to cool down the
gun. When you don't have to shoot, don't shoot at all. Don't ever just hold
Eventually the tentacles will hop out of the water and shoot three spike
projectiles at the speedboat. Quickly aim toward the spikes and shoot them
with the gatling gun. When spikes are on the screen, focus all fire on
destroying them. They only take one shot to destroy and hitting them is the
only way to avoid receiving damage from them. The spikes are the worst part of
this battle since they are so small and require precise aiming to hit all three
The tentacles will eventually start to move out of the water then dash straight
at the speedboat from mid-distance and try to bite the characters. The
characters will have to turn to the right to shoot the tentacles eventually
Once the characters get really close to the Queen Zenobia the action really
starts to pick up. Several tentacles will move into the background and then
dash forward as the Queen Zenobia comes into view. At that time, start to fire
grenades forward to hopefully hit one of the tentacles on one side then fire
with the gatling gun on the other side. Once the characters move around the
side of the ship, the tentacles will stop attacking and a cutscene will trigger
eventually.
___________________
S C E N A R I O 3 \___________________________________________________________
-------------------------------------------------------------------------------
[WT18]
Time: 2:14am
VIP Room
¯¯¯¯¯¯¯¯
Chris and Jill are together once again. Now Chris can finally stop worrying
about Jill throughout the game since she is near him and he can ask her out on
a date afterwards then the two can crash at his place shortly after having
intense sex and- no, that will never happen. Why? Chris has a job to do, and
Chris will take the place of Parker as Jill's partner for this episode. Jill
and Chris will start out in the VIP Room next to the Casino. Use the green
weapon crate to the side if needed then fall down into the Ventilation Area
below.
Ventilation Area
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Fall down the ladder near the fan up ahead then swim through the water below
NOTE: Jill can now toss pulse grenades at the Sea Creepers in the water but be
sure to keep them for an enemy that Jill will run into later! A pulse grenade
will permanently stun a Sea Creeper. It's really best just to swim by them.
Remember, Jill can replenish her health from their attacks just by getting air
Run toward the dropoff then fall into the Lift Area once again. Chris will
mention that they can cut through the Bilge to get to the lab.
Lift Area
¯¯¯¯¯¯¯¯¯
Jill and Chris will have to hop into the water and swim below. The portion of
the walkway without railing is on the northwest side of the Lift Area. Run to
that side then dive into the water. Two Sea Creepers are in the water below
the Lift Area - swim by them while swimming toward the bottom. Use the Veltro
key card on the door on the south side of the bottom floor then open the door.
Flooded Hallway 1
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Swim under and over the pipes and follow the corridor to the door at the end
-------------------------------------------------------------------------------
Flooded Hallway 2
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Swim forward and a Sea Creeper will bust out of the vent on the right side of
the wall. The Sea Creeper will likely grab Jill, but just fight if off and
-------------------------------------------------------------------------------
Flooded Hallway 3
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Swim around the right corner up ahead and a Sea Creeper will be waiting near
the door on the other side. Swim by the creature then open the next door.
-------------------------------------------------------------------------------
Cargo Room
¯¯¯¯¯¯¯¯¯¯
Quickly surface after entering since I'm sure Jill is nearly out of air by now.
Dive back under the water and swim over to the ladder on the northeast side of
the area then climb it to reach the upper walkway. Chris will move over to the
ladder on the northwest side of the walkway and tell Jill that the lab is just
up ahead. He will dive into the water. Follow him and dive into the water
then open the door on the northwest side of the water area below.
Flooded Corridor
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Quickly swim through the corridor and open the door at the end.
Flooded Stairway
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Chris will be holding his breath and waiting for Jill on the other side of the
door. Awww... look at that. He's risking drowning to make sure Jill doesn't
Swim to the top of the stairway area and climb the ladder to reach the walkway
with the Trident marking door up above. Chris will give Jill the **TRIDENT
KEY** that he found aboard the Queen Semiramis. Evidently, they use the same
keys aboard both ships. So clever! Unlock the door then step into the lab
entrance corridor and then unlock the next door.
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
The double doors around the corner are locked and require fingerprint access by
a registered user. Jill cannot open the door or register her fingerprint at
the moment. The door down the hall is locked, but thankfully, the glass window
to the left side of the door is broken out. Stand in front of the broken
Filing Room
¯¯¯¯¯¯¯¯¯¯¯
Move to the back of the room and check the PC on the desk. The machine to the
side will ask for a fingerprint to register. The bottom touch screen will show
a diagram with a pointer finger on the right side of the screen. Place your
right index finger on the center of the right diagram then LEAVE your finger on
the screen and KEEP IT STILL while the screen scans your fingerprint. If you
lift your index finger or move it around too much while the screen scans it, an
Keep in mind that all of these fingerprint registration screens work like this
one. The fingerprint will be registered shortly. Use the green weapon crate
------------------------------------------------------------------------- SCANS
[ ] Pulse Grenade - Scan the fallen shelf and other debris that blocks the door
[ ] Handgun Ammo (+10) - Scan the bottom left portion of the shelf on the
-------------------------------------------------------------------------------
Walk over to the double doors and check the controls on the left wall beside
it. Place your finger on the right diagram on the touch screen once it appears
Sterilization Area
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
left side of the room. Step into the Sterilization Room on the left side of
the area.
*******************************************************************************
[]
- - H A N D P R I N T (24/30) - -
While in control of Jill while Chris is with her, the two will have to register
fingerprint access. In the Sterilization Room on the other side of the double
doors, this handprint is on the left set of locker doors. It's on the fourth
*******************************************************************************
------------------------------------------------------------------------- SCANS
[ ] B.O.W. Decoy - Scan the left side of the floor below the shelves off to the
right.
[ ] Shotgun Shells (+8) - Scan the crumpled up lab suit on the bench to the
left.
-------------------------------------------------------------------------------
Sterilization Room
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
No, there are no lasers in this room, so no acrobatic stunts that result from
QTE button presses are needed. Chris will enter the Sterilization Room on the
other side and the sterilization process will begin shortly. Eventually a
start to break through the south wall in the room that Jill is in. It will cut
| WEAK AREAS: |
| |
| The Scarmiglione is a large human-like creature that has a lance arm and an |
| arm with a hardened shell portion resembling a shield. It's like fighting a |
| mutant knight. This enemy will constantly try to cover its body with its |
| shield arm and move close to a character then try to slice with its lance |
| arm. From a distance, it will try to lean over and dash forward with a |
| |
| Aim toward whatever area of the Scarmiglione that is not covered with its |
| shield arm and fire at that spot to damage it. If a player shoots it in |
| legs too much, it will eventually cover its legs then leave its head open |
| to damage. It will constantly have one portion of its body open to attack. |
| Aim at whatever portion of its body it doesn't cover with its shield then |
| |
| A Scarmiglione can be stunned instantly with one hit from a pulse grenade. |
| A pulse grenade will stun it and set it up for a melee attack. Stunning it |
| with a pulse grenade and hitting it with a charged melee attack is a very |
| quick and easy way to kill it off. |
| |
| damage it very intensely. It will only take about two shock grenades to |
| |
| Once the Scarmiglione has taken intense damage, it's upper half might |
| explode and a pink appendage will be left behind. The pink appendage will |
| try to shock the player. The Scarmiglione is right near death at this |
| point and is left wide open to attack. Continue to blast it to kill it for |
| good once this happens. The Scarmiglione can actually be knocked down with |
| a shotgun blast at when its top appendage is all that is left of its top |
| half. If Jill keeps shooting the legs of a Scarmiglione, the bottom half |
| will be destroyed then the upper torso will crawl along the ground - this |
| can be annoying since it will slash with its lance arm while moving toward |
'-----------------------------------------------------------------------------'
Chris' sterilization room will open up first. He will step outside and try to
open the door for Jill. Jill's door will not open for a few seconds after
Chris' however, so she will have to repel the Scarmiglione for a while. Shoot
it in whichever area of its body that it does not cover with its shield arm and
try to keep about mid-distance from it. Don't stand right near it since it
might attack Jill if she remains close. Shoot it with the machine gun if Jill
has plenty of ammo for it. There is really no need to use a magnum for this
battle. Blast it in the portion of its body that it doesn't cover with its
The Scarmiglione will stun if Jill tosses a pulse grenade at it. Jill can run
up to the stunned creature and hit it with a charged melee attack while it is
stunned - this will take intense damage from it. Be sure to hold down the
button when performing the melee for maximum damage. Try to limit your usage
of pulse grenades while still inside the sterilization room and give the door
behind Jill a chance to open. Step out into the lab area as the door opens.
Experiment Room
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
The Scarmiglione will follow Jill outside. It can be lead down the stairs and
fought below. There is really no reason to take the fight below however. The
Scarmigione will either die instantly once all of its health is gone or its top
half will burst and a pink appendage will be left behind. The pink appendage
will lean forward and shock the area in front of it. The Scarmiglione is not
much of a threat at all when the appendage is shown however since it can be
easily knocked down with a shotgun blast. It's nearly dead at that point. If
Jill keeps shooting it in the legs, its legs will explode and the torso will
fall to the floor. The torso will crawl toward Jill and slash at her at that
time.
*******************************************************************************
[]
- - H A N D P R I N T (25/30) - -
In the Experiment Room, on the other side of the two Sterilization Rooms that
Jill and Chris get trapped in, this handprint is on the west side of the tank
with a fish inside. It is on the left glass panel while facing the west side
of the fish tank. This room is right outside the Sterilization Rooms where
*******************************************************************************
NOTE 1: There is an ++L. HAWK MAGNUM++ in the Experiment Room. It's on the
dodge maneuver. Just be sure you know its attacks. It will hold back its
right arm then slice forward for its slice attack and yell then hold its shield
in front of its body and duck down before its ram attack. Just press forward
------------------------------------------------------------------------- SCANS
[ ] Illegal Custom Parts - Scan the left (north) side of the floor in the
sterilization room that Chris was in after the fight with the Scarmigione.
(Long Magazine 4)
-------------------------------------------------------------------------------
After the battle, search the room over for items then open the elevator doors
in the back of the room. Step inside and take the elevator to the upper floor.
Underground Tunnel
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Open the big door at the other end of the tunnel to trigger a cutscene.
*******************************************************************************
[]
- - H A N D P R I N T (26/30) - -
In the Underground Tunnel that Jill and Chris come to after using the elevator
the left side of the first arch in the tunnel. As Jill and Chris step forward,
this will be off to the left when they first start to talk in the tunnel.
*******************************************************************************
------------------------------------------------------------------------- SCANS
[ ] Lump of Flesh - Lying on the right side of the tunnel as the characters
[ ] Handgun Ammo (+10) - Lying on the left side of the tunnel near the middle.
[ ] Lump of Flesh - Lying on the left side of the tunnel near the end.
-------------------------------------------------------------------------------
----------------------------------------
EPISODE 9 - NO EXIT
----------------------------------------
---
---
___________________
S C E N A R I O 1 \___________________________________________________________
-------------------------------------------------------------------------------
[WT19]
Time: 2:50am
Entrance Hall
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The player will be given control of Keith back in Valkoinen Mokki airport.
Quint will rush ahead of Keith like usual. The two characters need to find a
PC in the building.
Follow Quint as he moves down the corridor ahead. Open the door to the Bunks
room.
Bunks
¯¯¯¯¯
Move around the side of the bunk beds and open the door on the other side of
the room.
Entrance Hallway
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Quint will stop in the middle of the hall. When Keith approaches him, two
Hunters will jump out from around the corner up ahead and attack, so be ready
to blast them. Enter the Projector Room through the door on the right side of
the hall.
[ ] Hand Grenade - Reenter the Monitor Room and this is on top of a cardboard
box inside.
-------------------------------------------------------------------------------
Projector Room
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Follow Quint to the back of the room then open the elevator door. Take the
[ ] Shotgun Shells (+8) - Open the left locker in the set of lockers.
[ ] Machine Gun Ammo (+30) - Open the right locker in the set of lockers.
------------------------------------------------------------------------- SCANS
[ ] Machine Gun Ammo (+30) - Scan the chair behind the table with the
projector.
-------------------------------------------------------------------------------
Generator Area
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Quint will run toward the PC in the back of the area as Keith steps into the
outside area. The PC lacks power however. Quint will tell Keith to find a
The power generators can be activated by pulling two switches found on the east
and west side of the area. Keith will need to pull both switches to restart
the power and get the PC working. There are several weapons and pickups of
ammo and green herbs lying around the area. Be sure to stock up on whatever
Keith can carry. Exchange the handgun for either the rifle or the magnum. The
rocket launchers are very powerful, but they are one time use and Keith won't
[ ] Green Herb - On the shelf to the right after exiting the elevator.
[ ] Rifle Ammo (+27) - On the shelf to the right after exiting the elevator.
[ ] RIFLE M40A1 - On the shelf to the right after exiting the elevator.
[ ] ROCKET LAUNCHER - Near the crate to the left after exiting from the
elevator.
[ ] ROCKET LAUNCHER - Near the crate to the left after exiting from the
elevator.
[ ] Green Herb - On the ground near the crate with the ladder across from the
elevator.
[ ] Magnum Ammo (+12) - On top of the crate across from the elevator.
[ ] Green Herb - Lying near the two explosive barrels by the east switch.
[ ] B.O.W. Decoy (x3) - On top of the stack of wooden boxes in the center of
the area.
[ ] Green Herb - On a box near the switch on the southwest side of the area.
------------------------------------------------------------------------- SCANS
[ ] Green Herb - Scan the area inside of the dumpster near the elevator.
[ ] Machine Gun Ammo (+60) - Scan the terminal with wires near Quint.
[ ] Shotgun Shells (+8) - Scan the boxes under the middle platform (west side).
-------------------------------------------------------------------------------
Once Keith restores power to the generators, enemies will start to attack as
Quint works with the PC. Quint will start to download data from the PC. Climb
on top of the center platform and blast the Fenrirs as they come into view.
They often stay below the platform if Keith climbs to the top of the middle
platform. The Fenrirs can leap up onto the platform with Keith, but they
usually don't. Blast them with the machine gun while they move around the
bottom area.
Eventually Hunters will start to appear along with the Fenrirs. The Hunters
make staying on the middle platform kind of dangerous since they they will have
four ends to attack from. It's really best to get off the platform and move
toward Quint once the Hunters start to appear. Start to use B.O.W. decoy
grenades to kill off the Fenrirs - this will allow you to focus more on the
Hunters. Fenrirs and Hunters will attack for a while then one of the
generators will shut off. Keith will mention that he will go fix it.
Find the generator that needs to be restarted, then run over to it and pull the
switch - it should be the east switch. Blast the explosive barrels near the
generator switch if enemies pile up near it. Hunters will start to attack more
Once Quint mentions that the PC data download is at 80%, Farfarellos will start
to enter the area. Keith will now have to deal with Farfarellos, Hunters and
Fenrirs all at once. This can get quite dangerous. Find a corner and camp
there. It's best to equip the shotgun and just stay with your back to a
corner. Shoot the Farfarellos from a distance with the magnum if they can be
Quint will mention that the data has been fully downloaded eventually, but that
doesn't mean that the fight is over. Keith must kill all the enemies in the
area to finish this segment. Walk over to Quint after killing all the
___________________
S C E N A R I O 2 \___________________________________________________________
-------------------------------------------------------------------------------
[WT20]
Time: 3:16am
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Move to the north while on the walkway then use the fingerprint scanner to
south.
-------------------------------------------------------------------------------
Lab Office
¯¯¯¯¯¯¯¯¯¯
Check the --COMPLETION OF NEW-TYPE VIRUS-- file on the desk along the north
side of the office. Open the door on the other side of the office after
[ ] Machine Gun Ammo (+30) - On top of the metal counter to the left after
entering.
------------------------------------------------------------------------- SCANS
[ ] Magnum Ammo (+3) - Scan the far side of the metal counter off to the left.
[ ] Handgun Ammo (+3) - Scan the file cabinet on the south counter.
-------------------------------------------------------------------------------
Lab Corridor
¯¯¯¯¯¯¯¯¯¯¯¯
------------------------------------------------------------------------- SCANS
[ ] Hand Grenade - Scan the left side of the center portion of the floor.
-------------------------------------------------------------------------------
Lab Morgue
¯¯¯¯¯¯¯¯¯¯
Take a look at the --MALACODA DEVELOPMENT MATERIALS-- file on the middle table.
In the southwest corner of the room, there is a --VELTRO AGENT'S JOURNAL 2--
[]
- - H A N D P R I N T (27/30) - -
In the Lab Morgue, this handprint is on the wall behind the PC on the desk off
*******************************************************************************
Three of the drawers inside the room can be opened, but there are only Ooze
corpses inside of each one. If Jill opens the drawer closest to the exit door,
that Ooze body will fall out and then reanimate and attack. Jill can avoid him
entirely by just leaving the drawer shut however. Leave the room by exiting
------------------------------------------------------------------------- SCANS
[ ] Magnum Ammo (+3) - Scan the chair on the southwest side of the room.
-------------------------------------------------------------------------------
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Chris will rush toward the set of controls in the middle portion of the area.
virus. Jill will leave Chris behind then tell him that she will search for the
passcode.
Use the green weapon crate to the left of Chris if needed - take a machine gun
with the highest damage upgrade with Jill. Step toward the closed door on the
other side of the controls where Chris is and examine it. Chris will mention
that he has cracked the code on the door and he will open it for Jill. Step
inside the elevator and use the controls to take the elevator to the bottom
floor.
-------------------------------------------------------------------------------
Laser Room
¯¯¯¯¯¯¯¯¯¯
DON'T just run into the room and move past the poles up ahead. There are
lasers in between the poles. The lasers will only appear when Jill is viewing
the area through the Genesis scanner. Take out the scanner and look in between
the poles. See all of those red lasers? Jill needs to find a path in between
them. The lasers will not kill instantly but they take tremendous damage
[ ] Shotgun Shells (+10) - On top of one of the metal tables to the left.
-------------------------------------------------------------------------------
There is a path in between the lasers that starts on the southeast side of the
room. Find the portion off to the right side without lasers then move along
that path. Be sure to equip the scanner and constantly look though the scanner
to make sure that Jill is not about to walk into the lasers.
The path to the west side of the room will be blocked. Find the green herb
pickup on the floor and follow that path. Jill can't drop from the ladder yet
and she can't move toward the dead body with the flashing item in the back at
the moment either. Move toward the control pad on the wall and examine it.
-------------------------------------------------------------------------------
The controls have a red light on them at the moment. Press the button on the
control panel to make the lasers realign in the room and form a different path
as the green light turns on. Turn around and a new path through the lasers is
now set up behind Jill. Take out the scanner and look through it then follow
The new path will take Jill back to the beginning. A new beginning path has
opened and now Jill can fall off the ladder on the west side of the room. Fall
off the ladder and- AHHH! SHARK! Damn, I nearly dropped my 3DS there. Yeah, I
know, that wasn't a shark, but still... bad memories from REmake... Anyway,
fall off the ladder and Chris will contact Jill. Open the door off to the
right.
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Sneak along the walkway and watch for the Tricorne Ooze to appear in the
distance. Take out a machine gun or handgun and blast the creature from a
distance. When Jill moves further down the walkway, a Scarmiglione with a
lance and shield will be blocking her path. Shoot whatever portion of his body
he does not cover with a shield as he steps toward Jill. As long as Jill
shoots him in an uncovered area, she can kill him pretty quickly with any
weapon. A high powered machine gun will work very well in damaging him.
Another Scarmiglione will fall off the high platform as Jill climbs the ladder
in the back of the area. Kill it then ignore the door to the side for right
now and follow the walkway with the side railing. Climb the ladder to reach
the top of the side platform then grab the items above. Grab the --ILLEGAL
CUSTOM PARTS--.
-------------------------------------------------------------------------------
Fall back down the platform and find the fingerprint scanner on the lower wall.
Verify a fingerprint with the touch screen after examining the scanner then the
door to the side will unlock. Open the door followed by the next door inside.
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Take the --LABORATORY MAP-- from off the left wall above the desk. Jill can't
do anything with the controls below the monitor up ahead or at the machine off
------------------------------------------------------------------------- SCANS
[ ] Machine Gun Ammo (+15) - Scan the bottom right side of the terminal on the
-------------------------------------------------------------------------------
Turn around and face the entrance door. Walk over to the controls on the right
side of the entrance door and press the button to make the light on them turn
green. This will realign the lasers in the Laser Room. The lasers blocking
the employee body have turned off. Return to the Laser Room. There are no
¯¯¯¯¯¯¯¯¯¯
Climb up the stairs and walk through the path in the lasers to reach the
employee body. Read the --INFECTION LOG FOR QUEEN ZENOBIA-- file in his hand
then take the **PROTOTYPE VACCINE**. Jill will contact Chris after taking the
vaccine. Step back through the lasers then reenter the Virus Preparation Room.
[ ] **PROTOTYPE VACCINE** - Take this from the employee body among the lasers.
-------------------------------------------------------------------------------
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Walk forward and enter the employee number at the controls up ahead. A
download will start. Sounds of something striking a wall can be heard as the
-------------------------------------------------------------------------------
Walk toward the machine on the right side of the controls and examine it to
make Jill insert the Prototype Vaccine. She will place her hand into the
Walk toward the entrance door to leave the room and the room will shake and
water will start to pour from the cracks in the door shortly before the door
busts open and red water floods the room. This isn't just any red water
though, Jill will be swimming in the T-Abyss virus! She just took the vaccine
for the virus however. Chris will contact Jill while she is still in the room.
--> Objective: Go back to Chris
Swim through the doorways up ahead. Metal shutters will seal off the windows
in the rooms. Swim into the hallway then reenter the laser room down the
corridor.
Laser Room
¯¯¯¯¯¯¯¯¯¯
The lasers in this room are still active. Be sure to keep this in mind. They
can still hurt Jill. Jill will have to swim toward the ceiling and swim over
the lasers (over the laser poles) to get by them. The sliding door cannot be
opened anymore. Swim through the broken window to to the left of the sliding
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Swim directly up to surface and get air. Chris will call out to Jill. There
are some --ILLEGAL CUSTOM PARTS-- in the virus pool that can be found in the
north portion of the pool if Jill swims toward the shutters that bar the
windows in that area. Find the ladder on the east portion of the pool and
climb it to get back to the walkway with Chris. It is marked by the marker on
the map.
[ ] Illegal Custom Parts - Swim underwater in the north area of the pool and
this will be in the water beside one of the shutters. (Charge Shot 2)
-------------------------------------------------------------------------------
Take a moment to use the green weapon crate to the side and install any new
upgrades that Jill has. Be sure to keep a machine gun with the highest damage
upgrade. Walk over to the controls in the center of the room then examine them
and Jill will enter the Authentication Code to start the procedures to
You've got to love that objective. Make the area safe, my reader! Blast all
those baddies that make the area dangerous and make it a peaceful environment
Three Oozes will fall from the ceiling and attack. Back up toward the entrance
door and blast them. Some Tricorne Oozes will be in the distance. They will
either be on the same platform as Chris and Jill or on the walkway across from
them. Kill the Tricorne Oozes as soon as you see them, so they can't stand
back and fire at Jill. More Oozes and three Scarmigliones will eventually
Jill will have to face off against three Scarmigliones at once. Blast them in
their uncovered area with the machine gun to damage them quickly! Climb on top
of the platforms on the north side of the area and make them hop up toward
Jill. Jill can blast them while they hop up toward her and as they land. This
helps out quite a bit in avoiding getting hit by them. While fighting them out
in the open, Jill is a lot more open to attack. Toss pulse grenades to stun
them if needed then hit them with a charged melee. Morgan Lansdale will talk
trigger.
----------------------------------------
----------------------------------------
---
---
___________________
S C E N A R I O 1 \___________________________________________________________
-------------------------------------------------------------------------------
[WT21]
Time: 2:14am
Location: Casino
Grand Hall
¯¯¯¯¯¯¯¯¯¯
Jessica will separate from Parker after he finishes speaking with her. They
- Shotgun M3 (6/18)
- Hand Axe
the floor behind the right pillar by the door that goes to the Promenade for a
very interesting read. There are three routes that Parker can take to get back
to the Bridge. The easiest route is Route 1. If you do not fight Rachel, the
route is not that bad at all. Route 2 is one of the hardest routes because of
the Hallway with Paintings area and Route 3 can get annoying with the
*******************************************************************************
- - - - - - - - - - - - - - - - - ROUTE 1 - - - - - - - - - - - - - - - - - -
*******************************************************************************
Dining Room
¯¯¯¯¯¯¯¯¯¯¯
Enter the Cafeteria area while still in the Grand Hall to step back into the
Rachel is in the corridor on the opposite of the bottom floor of the Dining
Room.
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
A Chunk Ooze will be near the double doors that lead to the Library. Rachel is
in this corridor as well. If Parker can knock her out here, he can get some
Illegal Custom Parts from her - the parts are exclusive to this section of the
game.
Rachel is quite hard for a player to knock out in this area. Parker can move
ahead a few rooms and get some extra shotgun shells and handgun bullets or step
into the Small Library and get the Machine Gun Ammo as listed below in order to
help out with this battle. The only safe way to stagger Rachel during this
battle is to shoot her from a distance with the machine gun. She will stagger
quite often when being shot with the machine gun from long range, but Parker
has such limited ammo with the machine gun. Parker will have to switch over to
the M3 shotgun eventually and that's where the fight can get really hard. The
Toss Parker's shock grenades at Rachel while at a distance to damage her a bit
and blast her with whatever types of ammo that Parker has. There is really no
easy to take down Rachel at this part. It's best to fight her on casual or
normal mode to get the custom parts that she drops. Do not attempt this battle
Parker can travel to the rooms ahead and lure Rachel into the path of a Chunk
Ooze then set it off to damage her, but this can be random since you'll have to
time its explosion and hope that Rachel is worked into the explosion.
Obviously, Parker runs the chance of getting hit a bunch while trying this as
well.
NOTE: Parker can enter the Small Library or Library and hit Rachel from the
other side of the door with his axe. This is not very helpful, but he will get
a chance for some extra hits on Rachel by hitting her through the door.
10/Scenario 1. (Burst 6)
------------------------------------------------------------------------- SCANS
[ ] Machine Gun Ammo (+60) - Enter the Small Library and scan the area on the
-------------------------------------------------------------------------------
Library
¯¯¯¯¯¯¯
Chunk Oozes are in this area. Shoot them then open the door on the other side
of the Library.
Second Library
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Rachel will be in this room if she wasn't killed earlier. Three Chunk Oozes
will be in the area also. Kill off the Chunk Oozes in Parker's path then open
Storage Hallway
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Parker can scan some parts of this hall to get more ammo. See the list below.
------------------------------------------------------------------------- SCANS
[ ] Shotgun Shells (+12) - Scan the fallen candle near the open doorway.
[ ] Handgun Ammo (+40) - Scan the floor behind the wooden crates to the right
-------------------------------------------------------------------------------
Open the door down the middle corridor to continue. If you want to defeat
Elevator Hallway
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Get on the elevator up ahead and take it to the Bridge. Step out of the
elevator and a cutscene will play as soon as Parker opens the door in the
*******************************************************************************
- - - - - - - - - - - - - - - - - ROUTE 2 - - - - - - - - - - - - - - - - - -
*******************************************************************************
Dining Room
¯¯¯¯¯¯¯¯¯¯¯
Parker can take the upper rooms and get to an elevator that will take him to
the Bridge as well. He will fight Rachel in the Exhibit Room and in the
Exhibit Room
¯¯¯¯¯¯¯¯¯¯¯¯
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Around the corner up ahead, there are three Chunk Oozes. Lure them around the
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
enters. A Chunk Ooze guards the door to the Guest Room at the other end of the
hall and another Chunk Ooze is down the left hall. Be sure to blast them
before moving down the hall. Rachel will be right behind Parker as he moves
toward them. Do not enter the Guest Room since there is only another Chunk
Ooze inside.
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Don't enter the restroom since a Pincer Ooze is inside. Step into the Elevator
Elevator Corridor
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
A Chunk Ooze along with two Tricorne Oozes guards the elevator door. Blast the
Chunk Ooze to make it explode and damage the Tricorne Oozes. Take the elevator
up to the Bridge Hallway then open the door on the other side of the corridor
*******************************************************************************
- - - - - - - - - - - - - - - - - ROUTE 3 - - - - - - - - - - - - - - - - - -
*******************************************************************************
Grand Hall
¯¯¯¯¯¯¯¯¯¯
While still in the Grand Hall, open the door to the Promenade Area then step
inside.
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-------------------------------------------------------------------------------
Storage Hallway
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
O'Brian will contact Parker shortly after moving down the hall. Open the door
Promenade
¯¯¯¯¯¯¯¯¯
Two Hunters will dash across the nearby walkway then run into the room while
Parker moves along the walkway. Take out the machine gun and prepare to blast
them as they step into view. Enter the room then step across the walkway on
the other side. The shutter at the end of the walkway can't be opened, so move
down the stairs. Step through the doorways of the room below and step into the
open area on the other side. Look to the west side of the area. A
Scarmiglione can be seen as it guards the door on the other side of the area.
NOTE: If Parker moves to the west, Hunters will attack along with the
Blast the Scarmiglione with the handgun from a distance to make it move toward
Parker. Keep blasting it in the area that it doesn't cover with its shield.
Once it gets close. Toss a shock grenade at it. Shock grenades damage it
greatly. If Parker weakens it enough with the handgun, it might die after one
shock grenade toss. Move further to the west and three Hunters will attack.
Take out the shotgun or machine gun and blast them. Open the set of double
[ ] Handgun Ammo (+15) - On the floor near the set of double doors on the west
------------------------------------------------------------------------- SCANS
[ ] Handgun Ammo (+40) - Scan the floor near the fallen table beside the west
-------------------------------------------------------------------------------
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Two Hunters will hop out from the around the left corner as Parker steps near
it so have a shotgun ready to blast them. Don't move too far around the corner
since a Scarmiglione guards the elevator doors and it's best not to agitate him
until after killing the Hunters. Toss any leftover shock grenades at the
Scarmiglione and blast him with the machine gun in the portion of his body that
he doesn't cover with his shield. Get in the elevator and take it up to the
Bridge after finising off the Scarmiglione. Jessica will contact Parker while
Bridge Hallway
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Run to the other side of the hallway and open the door across from the hallway
___________________
S C E N A R I O 2 \___________________________________________________________
-------------------------------------------------------------------------------
[WT22]
Time: 3:50am
Location: Laboratory
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Use the green weapon crate to the side if needed then follow Chris into the
Morgue to the north. Go through the Morgue and open the door to the Lab
Corridor. Kirk will contact Chris and Jill over radio. He will tell them to
meet up with him on the fordeck. Enter the Lab Office and open the door on the
left side of the area. Collect any items that are still left over along the
way. On the other side of the Virus Pool area, run along the walkway then
follow Chris to the south as he leads the way to the fordeck. Open the door
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Follow the hallway to the next door then open both doors.
Stairway to Fordeck
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
The ship will shake and stagger Jill a bit. Run down the stairs up ahead and
follow Chris. Chris will hop down an opening and land into the water below.
Flooded Corridor
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Dive down into the water then swim down the west corridor. Debris will fall
and block the corridor to the north - Jill can swim over the pipes and pick up
some Illegal Custom Parts on the floor on the other side of them. Swim to the
left and surface then climb the ladder. Chris will haul ass into the next room
as Jill follows the corridor after climbing the ladder. Open the door and
follow Chris.
[ ] Illegal Custom Parts - When pipes fall and block the corridor, they will
fall over this item. Swim up and over the pipes then dive down and pick this
-------------------------------------------------------------------------------
Flooded Corridor 2
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Turn to the right as Jill steps away from the door and an explosion will make
her throw up her arms to shield herself. Walk over toward the fire where the
explosion came from and pick up the Handgun Ammo Case near the flames. Find
the dropoff on the west side of the railing and fall into the water below.
-------------------------------------------------------------------------------
The water is only waist deep. Follow the corridor through the doorway up
ahead. A big gust of fire will explode in front of Jill as she continues. Run
to the west corridor then follow the next hall to the south. Another gust of
fire will shoot through the fence to the left. Move around the corner and
As Jill moves toward Chris, debris will fall from the ceiling and block the
two. Chris will be trapped behind the debris. He will tell Jill to move on
ahead and he will find another way. Jill will need to back up and open the
south door.
Flooded Corridor 3
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Some person will be staggering down the corridor up ahead as Jill enters. A
sudden shake will cause Jill to slow down. Run around the corner. Jill will
find Parker as he lies on the floor. Move toward Parker and interact with him.
Jill will lend him her shoulder and help him through the next few areas.
Jill will be equipped with a handgun while helping Parker. She will only have
a Handgun Government (from Parker) to fend off against enemies for the moment.
Flooded Corridor 4
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Notice the four Ooze bodies off to the left. There is also a red gas canister
to the left - don't shoot it just yet! Move along the corridor to the right
and walk toward the door. Steam will suddenly blast through the pipes on the
Handgun Ammo (+20) - Lying on top of an Ooze body near the north wall.
-------------------------------------------------------------------------------
Turn back around and walk in between all the Ooze bodies in the back near the
entrance door. Use the control panel on the west wall to shut off the steam.
Notice the area on the south side of the room next to the controls - keep that
area in mind. Try to step back in between the Ooze bodies and one of them will
get up. Move back into the south area near the controls and blast the
Another Ooze will get up from the water eventually. Blast it with the handgun.
The Ooze should die in a few shots. Run back toward the corridor where the
Flooded Corridor 5
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Debris blocks the door to the left. Chris will be down the right corridor
shooting at Oozes up ahead. Walk forward and shoot the exposive barrel down
the hall as Chris continues to waste his ammo shooting the Oozes - got to show
[ ] Handgun Ammo (+10) - Lying on some pipe debris off to the left after
-------------------------------------------------------------------------------
Chris will lead the way and shoot any enemy up ahead. Follow him down the
corridor. Chris will shoot a pipe on the left wall in the area up ahead. He
will start to shoot at two Tricorne Oozes further ahead. Blast the explosive
barrel in front of the Tricorne Oozes to kill them both. Chris, be mindful of
Chris will continue to lead the way through the tanks up ahead. An explosion
of fire will occur in front of the characters. Chris will eventually start to
shoot at some other enemy off to the left past the tanks - I guess Jill's
Chunk Ooze!
NOTE: Jill can move along the left side of the left set of tanks to where the
Chunk Ooze will be in her view when it first steps out of the water - this is
Back away and allow Chris to shoot the Chunk Ooze then wait for it to come into
view and blast it with the handgun. It will most likely explode, but Chris is
immortal at the moment, so it won't hurt him. Open the next door as Chris
Flooded Corridor 6
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
The characters will speak a bit to each other. Follow Chris up the stairs
ahead. Open the door and follow Chris into the next room.
Catwalk Bridge
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Chris will continue to lead the way so follow him onto the bridge. A cutscene
A countdown sequence will begin after the cutscene. Jill has 4 minutes and 30
seconds to get off the Queen Zenobia. Like the last portion of the game with a
time limit, the time limit for this part is just as strict. Do not waste time
Jill will need to turn around and pick up the ++HANDGUN GOVERNMENT++ on the
catwalk bridge in order to receive it as a weapon. Jill can switch it for any
of her current weapons at the moment. Be sure to take the Government handgun
to get credit for it and it will remain in the weapon case when Jill drops it
off in a few more minutes A weapon that holds more ammo at a time than the
Government handgun is really needed for the next part, but Jill will run into a
green weapon crate along the way toward her next destination. Run up the
NOTE 1: Jill MUST pick up the Government Handgun for it to appear in the green
weapon crate.
after the cutscene with Parker. Jill MUST pick this up for it to appear in the
weapon crate.
[ ] Custom Parts - The Handgun Government has this part attached to it when
[ ] Illegal Custom Parts - Immediately after the cutscene where Parker falls
from the catwalk bridge, turn all the way around and scan the portion of the
catwalk bridge to the left of Jill when she turns to find this part location.
(Burst 5) [HELL MODE ONLY!]
-------------------------------------------------------------------------------
Steam Room
¯¯¯¯¯¯¯¯¯¯
There is a green weapon crate to the right as Jill enters this room. Look to
the east side of the room and there is a Tricorne Ooze on the catwalk across
from Jill. Blast it then fall from the catwalk that Jill is on.
IMPORTANT: The green weapon crate in this area is the last one that Jill will
run across before a big boss fight that is coming up. Put the Government
handgun in the crate. Make sure that you take weapons that have a lot of ammo.
Don't keep the shotgun! Take a machine gun, magnum and rifle if you have them.
-------------------------------------------------------------------------------
As soon as Jill falls off the catwalk, a Scarmiglione will charge through the
steam and dash straight at her. Prepare for this and quickly shoot the red
The steam blocks the way ahead. Rush over to the red valve handle in the left
alcove and rotate the handle to turn off the steam. Follow the walkway and
[ ] Small Crate - Near the ladder past the area with steam.
-------------------------------------------------------------------------------
There is a row of red canisters leaning on the right wall of the catwalk as
Jill turns to the right. Move past them and wait for a Scarmiglione to drop up
ahead. The creature will move toward the gas canisters on his way to Jill.
Back up and wait for it to pass by the middle canister then blast one of the
canisters to hit it with the blast of all of them at once. Take out a machine
gun and blast the Scarmiglione to finish it off. Follow the catwalks to the
Ventilation Area
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Follow the tunnel ahead and drop into the shaft at the end. Two Tricorne Oozes
will fall and attack in the shaft area. Quickly kill them and climb the ladder
to the right. The shaft will explode below Jill as she climbs.
-------------------------------------------------------------------------------
Chris will be waiting at the top. Follow him around the corner then open the
door.
-------------------------------------------------------------------------------
Outside Walkway
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Kirk will contact Chris and Jill on the outside and tell them that he is flying
around to the fordeck. Run along the walkway and follow Chris. Eventually the
ship will tilt upwards as Jill runs. Keep moving up the walkway. Jill will
literally be moving uphill. Two wooden crates will fall and break behind Jill
[ ] Shotgun Ammo Case - Once the ship tilts, two wooden crates will slide by
Jill and crash against the door below. One of the crates has this ammo case in
[ ] Illegal Custom Parts - Once the ship tilts, two wooden crates will slide by
Jill and crash against the door below. One of the crates has this custom part
-------------------------------------------------------------------------------
NOTE 1: Dodge the first explosive barrel by staying to the left while moving
ahead. Keep Jill to the far right side of the walkway while moving straight
ahead and every other object should pass by her without her having to shoot the
objects. Jill will still have to pause briefly then run past the second
NOTE 2: If you run back and collect one or both of the items mentioned above,
Jill will have to equip a handgun (or a magnum) and run in order to make it to
the front of the ship in time if the timed sequence is restarted (Jill dies and
you continue). A player will start with 1:15 on the clock. It will take EVERY
second to reach the door at the top if Jill runs back. Getting hit by ANY
object means that Jill just failed. Slowing down any will get Jill caught in
the explosion.
The ship will shake and an explosive barrel will fall toward Jill. Quickly aim
upwards and shoot the explosive barrel before it hits Jill. Stay on the right
side while continuing to move upwards. A lifeboat will fall but if Jill keeps
to the right side, it will not hit her. Two explosive barrels will fall toward
Jill after the lifeboat falls so prepare to aim upwards and shoot them.
Eventually another lifeboat will fall up ahead. Stop moving when it falls then
allow it to roll to the left a bit and then run past it while on the right side
of the walkway. Keep in mind that Jill has to stop moving or the lifeboat will
hit her since it completely blocks her at first. Two more explosive barrels
A doorway should be in view by now. Keep moving forward and run into the
corridor up ahead. Run toward the door at the end of the corridor to trigger a
----------------------------------------
EPISODE 11 - REVELATIONS
----------------------------------------
---
---
___________________
S C E N A R I O 1 \___________________________________________________________
-------------------------------------------------------------------------------
[WT23]
Time: 4:28am
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--> Objective: Defeat the giant enemy
Kirk will contact both Chris and Jill as they stare up at the creature from the
BOSS: Malacoda 1
Attacks:
o Spikes - The creature's tentacles will hover in place and start to fire out
o Tentacle Ram - The pincers on the side of the tentacle's mouth will start to
move as it aims toward your character then it will suddenly dash forward and
Weak Areas:
- Four Tentacles - Shooting any portion of the tentacles that stick out of
the boss' body will damage it. It has two on each side and they can be
destroyed.
The attacks of Malacoda are very limited. It attacks with its tentacles
instead of its main body. It has a total of four tentacles - two on each side
of its body. The tentacles will do one of two things before they attack. If a
tentacle ever faces your character and the pincers on the side of the mouth
start to move back and forth, it is about to ram your character. At that time,
Jill needs to run to a side to avoid the oncoming ram from the tentacle. The
tentacles will also wave a bit in the air then stop and start to fire out
spikes toward your character. The spikes can be shot with a weapon, but they
said, it is very limited. Damaging Malacoda can be a problem if Jill only has
a shotgun as her main weapon with ammo since the tentacles flail about at a
distance the majority of the time. Aim up at the tentacles and shoot at any
portion of the tentacle's body to damage it. The tentacles each have low
health, but it can be hard to hit them. Try to destroy one of the tentacles
from the beginning with constant fire from a magnum, rifle or machine gun to
Eventually Kirk will toss out some small crates. Break them open to reveal a
rocket launcher. Each crate that Kirk throws out from the helicopter will
contain a rocket launcher. Pick up the rocket launcher and Jill will
automatically drop her current weapon. The weapon will still be on the ground,
Equip the rocket launcher and aim up toward a tentacle. It's best to wait for
a tentacle to remain still before firing. A tentacle will always stay still
right before a ram. Wait for a tentacle to face your character then move its
pincers, signifying the start of a ram attack. At that time, aim toward it and
fire the rocket launcher and Jill will hit it for sure if your aim is good!
Kirk will toss out a total of four small crates throughout the battle. It will
take him a while to throw them out, and it seems to depend on when Jill fires
each rocket launcher, so don't spend too long focusing your aim. Once all four
tentacles are destroyed, Malacoda will stop attacking and Kirk will contact the
NOTE: One of the rocket launchers can be kept in Jill's inventory and saved in
order to make a much later battle very easy! Keep this in mind. It's a cheap
little trick, but it will save Jill a BUNCH of firepower later. If Jill kept
the rocket launcher from earlier when she found one while Rachel and a Scagdead
were chasing her then don't worry about saving one here.
*******************************************************************************
[]
- - H A N D P R I N T (28/30) - -
During the first battle with the Malacoda boss with Jill and Chris, this
handprint is on the big pipe that sticks out of the wreckage in the center
portion of the ship piece that Jill and Chris stand on. The pipe will be to
their backs while fighting the boss. Scan the handprint while fighting the
boss.
*******************************************************************************
------------------------------------------------------------------------- SCANS
[ ] Green Herb - Scan the damaged piece of the metal platform on the left side
of the area.
-------------------------------------------------------------------------------
BOSS: Malacoda 2
Attacks:
o Spikes - The creature's tentacle will hover in place and start to fire out
o Tentacle Ram - The pincers on the side of the tentacle's mouth will start to
move as it aims toward your character then it will suddenly dash forward and
Weak Areas:
- Four tentacles - Shooting any portion of the tentacles that stick out of the
boss' body will damage it. It has two on each side of its body and they can
be destroyed.
Here are the controls for controlling the gatling gun once again:
.--------------------------------------------.
|X | Fire grenade |
'--------------------------------------------'
Jill and Chris will have to finish off Malacoda with gatling guns from the
helicopter. This segment is much like the last shooter segement. It involves
the same type of enemy for the most part - tentacles. The Malacoda body will
remain motionless and tentacles will burst out of its sides and attack for the
majority of the battle. The tentacle heads will move close to the helicopter
and try to ram it. The main thing that a player needs to focus on is shooting
any tentacle that moves close to the helicopter and faces the helicopter with
Be on the lookout for tentacles that will shoot spikes as they stretch out into
the air. Tentacles will shoot spike projectiles very often from off screen, so
be sure to survey the area when a tentacle is sticking out of the body of the
distance. Be sure to constantly tap the B button and stop firing to cool off
the gatling gun once the tentacles start to sink into the Malacoda body or once
the gauge to the side starts to reach the red portion at the top. The grenade
rounds can help out during this battle, but they are not really needed. Fire
them if the tentacles every get fully out of the control and litter the screen
too much. The precise aiming needed for one direct hit with a grenade round
The helicopter will move toward the right side of the Malacoda then circle it
and then go back around it. The helicopter will constantly move around the
Malacoda body. New tentacles will emerge from the body very often as other
tentacles are destroyed. Eventually, the helicopter will hover in front of the
boss and four tentacles will stick out of the Malacoda body. Kirk will yell
out "Are you serious? Dammit!" At that time, destroy the four tentacles. The
characters will start to talk. The top portion of the Malacoda will start to
spew a gas then its mouth will open and expose its inner weak area along with
This is the final portion of the battle. Fire at the remaining tentacles as
they flail about from the mouth. Kirk will hand Jill a rocket launcher. Aim
toward the center portion of the mouth of the Malacoda with the rocket launcher
and wait for the circle in the middle of the reticule to fully charge then tap
___________________
S C E N A R I O 2 \___________________________________________________________
-------------------------------------------------------------------------------
[WT24]
Storage Hallway
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- Combat Knife
As you can see, Parker is quite limited from the start of this mission. Use
Parker and Jessica are back in Terragrigia. Now, we can play an event that
happened one year ago. This event takes place before the last flash back
Move up the stairs in the distance. A Hunter will attack from around the left
corner. Parker has nearly no ammo at all, so try to make every shot count when
firing on this one Hunter. Blast it with the machine gun from the start then
finish it off with the handgun. Parker will have barely enough ammo to kill
it. Open the elevator door up ahead then take the elevator to the upper floor.
[ ] Green Herb - On the metal crate off to the left by the elevator door.
-------------------------------------------------------------------------------
Office Hallway 1
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Before the elevator makes it to the top, sounds of gunshots can be heard from
the next floor and a person will start to speak. Move out of the elevator when
the doors open then run down the corridor ahead. A Hunter will leap out from
behind the left corner then eventually fly back as it is shot - kind of funny
in a way!
Raymond is lying on the floor in the middle of the right corridor while he
shoots at approaching Hunters. Move toward him and be sure to pick up the
handgun ammo near him. Start to shoot the two Hunters that Raymond is shooting
at. Parker has to kill them since they will eventually hop over Raymond and
start to attack Parker. One Hunter will appear in the back of Parker and
Jessica, so be sure to turn around after killing the first two Hunters.
[ ] Handgun Ammo (+15) - Lying on the floor by some boxes behind Raymond.
[ ] Handgun Ammo (+15) - Lying on the floor by some boxes behind Raymond.
-------------------------------------------------------------------------------
Walk over to Raymond and eventually Jessica will ask for someone to lend
Raymond a shoulder. Well... I guess Parker shall raise his hand from the crowd
and volunteer to offer Raymond a shoulder, right? Press the Y button near
Follow the corridor directly ahead. Raymond and Parker will talk a bit.
Parker can't hop over the blockade down the right corridor since he is
escorting Raymond at the moment. Open the door to the left and step into the
next room.
[ ] Handgun Ammo (+10) - On a box to the right a little ways past where Raymond
was.
-------------------------------------------------------------------------------
Locker Room
¯¯¯¯¯¯¯¯¯¯¯
There are no items in the surrounding lockers - knowing this will save you a
lot of trouble on dragging Raymond over to each one. Parker can look at the
--DAILY COURIER ARTICLE 1-- file on the table to the right while making his way
through the room. Pick up the two items in the room then open the door at the
other end.
[ ] Green Herb - On top of a fallen set of lockers in front of the exit door.
-------------------------------------------------------------------------------
Office Hallway 2
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
As Parker reaches the turn to the right up ahead, a Hunter will leap out from
the right corridor. Blast the Hunter in its head as soon as it appears.
Parker should be able to kill it with around 7 shots if all shots hit it. If
[ ] Handgun Ammo (+10) - On a box off to the right after exiting the Storage
Room.
-------------------------------------------------------------------------------
Escort Raymond around the side of the corner up ahead. Another Hunter will
attack further down the hall then another Hunter will attack after rounding the
next corner. Enter the first room that Parker comes to. The room down the
hall has pickups in it, but it's best to come back without Raymond so Parker
Conference Room
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Move to the other side of the room then open the door.
[ ] Handgun Ammo (+10) - Lying on the table with the blood splatter on it.
-------------------------------------------------------------------------------
Office Hallway 3
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Parker can't hop over the blockade down the left hall just yet. Turn to the
right and move down that corridor. Jessica will mention that Raymond needs
immediate first aid. Parker will drop Raymond in front of the door at the end
of the hall.
tourniquet on the fourth floor of the current building. Turn around and move
back down the hall then hop over the blockade at the north end. Pick up the
items then run back to the Conference Room door and open it then move out to
[ ] Green Herb - On the floor with the blood at the end of the north hall.
[ ] Machine Gun Ammo (+30) - On a stack of boxes near the blood at the end of
-------------------------------------------------------------------------------
Office Hallway 2
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Now that Parker doesn't have any extra baggage- Oh, I'm sorry Raymond. I
mean... now that Parker is not escorting Raymond, enter the room down the left
corridor.
Storage Room
¯¯¯¯¯¯¯¯¯¯¯¯
Read --THE FBC'S CHARTER-- file on the table near the entrance. Collect all
-------------------------------------------------------------------------------
Office Hallway 2
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Go back the way Parker came from while he was escorting Raymond. Enter the
Locker Room in the north then step back into the hallway on the other side.
Office Hallway 1
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Parker can hop over the blockade and move down the north corridor now. Hop
over the blockade and follow the corridor to the door at the end. Open the
Stairway
¯¯¯¯¯¯¯¯
Parker needs to get to the fourth floor up above. He is currently on the third
floor, so just move up one level. A Hunter will attack as Parker moves up the
first set of stairs, so take out the handgun and blast it. Parker can move up
Jessica will call Parker's attention to the fourth floor door if he passes by
it. A Hunter will attack if Parker chooses to keep moving up the stairs after
reaching the fourth floor. The doors to the other floors are locked. Open the
[ ] Green Herb - On the walkway in between the third and fourth floor.
-------------------------------------------------------------------------------
Office Hallway 4
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
[ ] Handgun Ammo (+10) - On the floor to the left by the blockade and the blood
-------------------------------------------------------------------------------
Main Office
¯¯¯¯¯¯¯¯¯¯¯
Read the --DAILY COURIER ARTICLE 2-- file off to the right if you want then
follow the corridor through the cubicles up ahead. There are three Hunters on
the other side of the cubicles. They will all be alerted to Parker and Jessica
once Parker shoots one of them. Shoot them from a distance with the handgun
then quickly switch over to the machine gun and fire at them as they get
[ ] Handgun Ammo (+10) - Open the left locker in the first set of lockers to
the left.
[ ] Hand Grenade - Down the first row of cubicles to the right, this is in the
final cubicle.
[ ] Machine Gun Ammo (+30) - Open the locker on the southeast side of the area.
-------------------------------------------------------------------------------
Run to the northeast side of the room and be sure to grab all the ammo pickups.
Parker will have plenty of machine gun ammo. Grab the **TOURNIQUET** from the
[ ] Machine Gun Ammo (+30) - Inside the cubicle on the northeast side of the
room.
[ ] Machine Gun Ammo (+30) - On a fallen locker on the north side of the area.
[ ] Machine Gun Ammo (+30) - On a box beside the lockers on the north side of
the area.
[ ] Machine Gun ammo (+30) - Inside the left locker on the north side of the
area.
-------------------------------------------------------------------------------
Now it's time to return to Raymond. Run back to the other side of the office
area and exit then step back into the stairway. Raymond will contact Parker
along the way and mention that Hunters are attacking him. Don't worry cadet,
Stairway
¯¯¯¯¯¯¯¯
A sound of glass shattering will be heard in the stairway area. A Hunter will
move up the stairs and attack as the characters move toward the door on the
third floor. Don't worry about conserving machine gun ammo now - go all out!
Office Hallway 1
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Two Hunters will run down the corridor to the left and attack. Blast them then
hop over the blockade further around the corner. Reenter the Locker Room then
back out into the hallway again. Raymond will contact Parker along the way.
Office Hallway 2
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
A Hunter will rush toward Parker and attack from around the corner up ahead.
Kill the Hunter and move around the right corner. Two Hunters will be at the
front of the next corridor around the corner, so be prepared to blast them.
Conference Room
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Two Hunters can be seen through the window on the other side of the room. Dear
god, Raymond, we're coming! Bust through the door on the other side of the
Conference Room.
Office Hallway 3
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Kill the Hunters that surround Raymond up ahead. More Hunters will leap over
the blockade behind Parker and Jessica so turn and shoot them. Toss a hand
grenade at them if Parker still has one. Walk toward Raymond and interact with
After the cutscene, Parker will now have Jessica and Raymond following him.
Storage Room 2
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Open the door on the other side. Jessica and Raymond will talk a bit in this
room.
Elevator Lobby
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
A Hunter will attack as Parker runs toward the middle of the area in front of
the elevator. Get on the elevator and take it to the bottom floor. Raymond
[ ] Machine Gun Ammo (+30) - On the sofa near the elevator doors.
-------------------------------------------------------------------------------
Elevator Hallway
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
[ ] Handgun Ammo (+10) - On a box to the left after stepping out of the
elevator.
[ ] Green Herb - Near the railing to the right in front front of the elevator.
[ ] Machine Gun Ammo (+30) - Near the railing to the right in front of the
elevator.
[ ] Handgun Ammo (+10) - On a box in the broken elevator off to the right.
-------------------------------------------------------------------------------
Run down the hall ahead and step out onto the top floor of the Front Hall.
Front Hall
¯¯¯¯¯¯¯¯¯¯
Kill the Hunter that attacks from the right side of the top floor then follow
the walkway to the stairs. Move down the stairs. Parker will mention that
they need to keep their cadet alive. Come cadet, my Parker shall ram through
Hunters will start to attack. As you can very well see, this area has a BUNCH
of item pickups like last time. Three Hunters will attack while the characters
are on the bottom floor. Be sure to take as many items as Parker can carry on
the bottom floor. Run up the right side of the west stairs. While standing in
[ ] Machine Gun Ammo (+30) - On the floor near the entrance doors on the east
side.
[ ] Machine Gun Ammo (+30) - On the floor near the blockades below the south
stairs.
[ ] Machine Gun Ammo (+30) - On the boxes below the north set of stairs.
[ ] Handgun Ammo (+10) - Move up the left side of the west stairs and this is
near a blockade.
[ ] Handgun Ammo (+10) - On a sofa along the west side of the area behind the
front counter.
[ ] Green Herb - Along the west side of the area behind the front counter.
[ ] Machine Gun Ammo (+30) - Move up the right side of the west stairs and this
is near a blockade.
[ ] Machine Gun Ammo (+30) - Move up the right side of the west stairs and this
is near a blockade.
[ ] Hand Grenade - Move up the right side of the west stairs and this is near a
blockade.
[ ] Small Crate - Move up the right side of the west stairs and this will be on
-------------------------------------------------------------------------------
Kill all the Hunters that attack. They will leap over the blockade in front of
the Command Room doors and move toward your character from the bottom floor.
Several Hunters will pile up at once so use a grenade at this part if needed.
After all the Hunters are killed, the characters will mention that they should
Open the doors to the Command Room to trigger a cutscene that will end this
episode.
[ ] Machine Gun Ammo (+30) - On the north side of the top floor.
-------------------------------------------------------------------------------
----------------------------------------
----------------------------------------
---
---
___________________
S C E N A R I O 1 \___________________________________________________________
-------------------------------------------------------------------------------
[WT25]
Time: 5:35am
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Jill and Chris will start out underwater near the Queen Dido. They both have
air tanks so there is no need to worry about surfacing to get air. Rotate the
left circle pad counterclockwise as Jill holds onto the handle on the door
outside the Queen Dido. She will open the door soon.
Shelf Room
¯¯¯¯¯¯¯¯¯¯
Collect the items in the room - yeah, I guess green herbs can even grow
underwater! Swim over toward the door ahead and examine it. Use the stylus to
trace the pattern on the bottom screen in order to flame the door and get
through it.
_________________
| |
| -------. |
| | |
| | |
| '------- |
| |
| |
|_________________|
NOTE: You might as well keep your stylus out since there are plenty of these
-------------------------------------------------------------------------------
Ship Corridor
¯¯¯¯¯¯¯¯¯¯¯¯¯
Swim down the stairs and into the hall ahead. The music that plays sets the
perfect mood for this area, I think. Wow, epic! Swim through the next
doorway.
Shelf Corridor 2
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
A dead Globster is floating in the center of the room up ahead. Both doors in
-------------------------------------------------------------------------------
Examine the door directly ahead and then weld the pattern on the bottom touch
_________________
| |
| |
|----. .----|
| | | |
| '-------' |
| |
| |
|_________________|
-------------------------------------------------------------------------------
Swim back outside then use the torch to trace the patten and open the other
door.
_________________
| |
| .-------. |
| | ||
| | .--' |
|-------' | |
| '----|
| |
|_________________|
Carcass Room
¯¯¯¯¯¯¯¯¯¯¯¯
Several dead Globsters are in this room. One of them is actually half human.
It's a Veltro soldier! Check his body and Jill will mention something about
the Globsters on the beach a while back. Swim into the corridor to the south.
Ship Corridor 2
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Globster just ate it! Swim down the corridor and enter the room to the left.
Collect all the items in the room then swim back out.
-------------------------------------------------------------------------------
Follow the corridor to the west. Swim down the right corridor then get that
_________________
| |
|---. |
| | .----. |
| | | | |
| '----' | |
| '---|
| |
|_________________|
-------------------------------------------------------------------------------
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Examine the barred metal door up ahead. It has an electric lock on it that
needs to be activated. Chris will stay behind and... survey the door.
-------------------------------------------------------------------------------
Swim over toward the other metal door and Jill will take out her blowtorch and
you'll take out your trusty stylus and make mincemeat out of that door with
_________________
| .-----------. |
| | ||
| '--. ||
| | ||
| .--' .--' |
| | | |
|---' '----|
|_________________|
Outside Area
¯¯¯¯¯¯¯¯¯¯¯¯
If you look through the barred window to the right, the controls for the power
There is an opening on the back right wall that Jill can swim through. Be very
outside and it can grab Jill in its mouth and eat her - it's an instant kill!
The best way to avoid the Globster is to wait by an opening then allow it to
swim in the direction away from Jill then quickly swim to your destination.
Swimming to the extreme top or bottom of the area near it can help, but don't
[ ] Magnum Ammo (+6) - When staring through the first opening by the area with
the first Globster, this is on the ground to the right. Wait for the first
Globster to swim to the left then move into the back of the area and then
quickly swim down and get this and swim back through the hole. Be fast or Jill
[ ] Pulse Grenade - Swim into the room to the west after swimming past the
first Globster and this will be on the floor inside the room.
[ ] Pulse Grenade - On the bottom portion of the opening in the room to the
-------------------------------------------------------------------------------
The pulse grenades that are found will only stagger the Globsters just a bit.
They're basically useless against Globsters. Swim into the opening to the left
after swimming past the first Globster. Jill will swim into a smaller room.
Swim into the next room through the opening to the west.
Swim into the bigger area to the south. There is another Globster in this
area. Wait for the creature to swim to the south then follow it around the
south side of the wall and enter the opening down the east side. Press the red
[ ] Handgun Ammo (+10) - Floating near the top of the big open area with the
[ ] Machine Gun Ammo (+30) - Near the barrels in the room with the power
controls.
-------------------------------------------------------------------------------
Chris will radio Jill and tell her that the door is open. Now, that Chris has
done all the hard work, Jill needs to swim back to Chris' area. Swim by both
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Chris will stand in front of the door as Jill swims into the area. Open the
door and swim into the opening above the ladder then a cutscene will trigger
[ ] Rifle Ammo (+6) - On the fallen locker to the right after opening the door
-------------------------------------------------------------------------------
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Take the **VOICE RECORDER** from the body after the cutscene. Jill will play
the recorder afterwards. There is nothing in this room or the back room where
Jill and Chris entered, so open the door off to the side.
Hallway with Paintings
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Oh snap. Look at that chilling atmosphere down the hall ahead. Well, let's
get to investigating! Follow the hall ahead. The lights will go off as Jill
steps further to the west. The Globster up ahead is actually dead. Be sure to
scan it. It will tumble over as Jill gets near it. Enter the room to the
south.
Living Room
¯¯¯¯¯¯¯¯¯¯¯
More sounds of the ship nearly falling apart can be heard as Jill enters the
room. The Living Room has a dead Veltro soldier on the floor inside. Open the
next door.
------------------------------------------------------------------------- SCANS
-------------------------------------------------------------------------------
Dining Room
¯¯¯¯¯¯¯¯¯¯¯
The Dining Room has several corpses laid out on the long table inside. Chris
will comment if Jill examines several of the bodies on the table. As Jill
steps to the west side of the Dining Room, the door at that end will creak open
*******************************************************************************
[]
- - H A N D P R I N T (29/30) - -
While playing as Jill and Chris in the Queen Dido, they will eventually enter a
Dining Room with several bodies on a long table. Look on the south wall and
this handprint will be on the big blood splatter on that wall.
*******************************************************************************
OFFERING TO THE DEAD-- file on the desk near the door. Step toward the open
------------------------------------------------------------------------- SCANS
[ ] Hand Grenade - Scan the floor near the covered dresser to the left of the
[ ] Green Herb - Scan the right side of the shelf on the north wall.
[ ] Machine Gun Ammo (+160) - Scan the inside of the grandfather clock on the
south wall.
-------------------------------------------------------------------------------
Movie Room
¯¯¯¯¯¯¯¯¯¯
The final area of the game is through the doors to the west. There is a green
weapon crate near the door. Open it and take out a shotgun, magnum (if you
have ammo) and machine gun. Place the best upgrades that Jill has on the
shotgun since it will be used the most. Open the big door when done.
[ ] Machine Gun Ammo (+50) - On the small table off to the left.
[ ] Green Herb - On the floor to the right front portion of the big door.
------------------------------------------------------------------------- SCANS
[ ] Hand Grenade - Scan the blood on the floor below the screen.
-------------------------------------------------------------------------------
Red Staircase
¯¯¯¯¯¯¯¯¯¯¯¯¯
Run down the stairs ahead. A voice will speak out phrases from Dante's "Divine
[ ] Shotgun Shells (+10) - Near the right hand of the second body along the
stairs.
-------------------------------------------------------------------------------
Throne Room
¯¯¯¯¯¯¯¯¯¯¯
Norman is on the throne up ahead still speaking phrases as Jill enters the
room. The room has a few item pickups spread around it. Pick them up if
needed. If Jill doesn't need the items then she might need them later, so just
keep them in mind. There is a green weapon crate off to the right. Keep in
*******************************************************************************
[]
- - H A N D P R I N T (30/30) - -
When Jill and Chris enter the room where Norman sits on a throne, this
handprint is on the side of the platform right below Norman. It can be scanned
*******************************************************************************
[ ] Green Herb - Near some cobwebs to the right of the throne that Norman sits
on.
[ ] Random Ammo - Near a fallen chair on the left side of the room.
[ ] Random Ammo - Near the wreckage on the right side of the room.
[ ] **NORMAN'S PDA** - Norman will drop this after moving close to him.
------------------------------------------------------------------------- SCANS
[ ] Machine Gun Ammo (+160) - Scan the fallen chair in the debris off to the
[ ] Magum Ammo (+6) - Scan the debris to the left of Norman's throne.
-------------------------------------------------------------------------------
Step toward Norman and he will stop speaking phrases and get up off the throne
and start to yell a bit while talking. Eventually a cutscene will play and
Norman will take out the PDA that contains the recording of Lansdale and then
drop it as the virus continues to mutate his body. Take **NORMAN'S PDA** from
Well, Jill and Chris have got what they need, so let's just make a casual
stroll back toward the entrance door and leave. Turn around and walk toward
the entrance door and a cutscene will play when Jill tries to open it. Damn
you, Norman...
___________________
S C E N A R I O 2 \___________________________________________________________
-------------------------------------------------------------------------------
[WT26]
Time: 6:40am
Throne Room
¯¯¯¯¯¯¯¯¯¯¯
Attacks:
o Teleport Frontal Claw Attack - Abyss teleports toward Jill and reappears in
front of her then charges a claw attack and tries to hit her. Aim forward
o Teleport Back Claw Attack - Abyss teleports toward Jill and then reappears
behind Jill then charges a claw attack and tries to hit her. Quick turn and
shoot Abyss.
o Teleport Side Claw Attack - Abyss teleports toward Jill and two images of
Abyss appear in front of her and charge a claw attack. Aim at the Abyss that
o Teleport Back Claw Attack w/image - Abyss teleports toward Jill and an image
appears in front of her then charges a claw attack. The real Abyss appears
behind Jill and charges a claw attack while breathing purple gas. Quick turn
will dash at Jill and peform a claw attack. The image will remain for a few
seconds afterwards. Once it disappears, the real Abyss will appear in front
of Jill and attack. Wait for the image to fade away then aim forward. When
Abyss appears, blast him. Sometimes Abyss will appear behind Jill.
appears near Jill and attacks. A few seconds later, the real Abyss will
appear in front of Jill and attack. Wait for the image to disappear then
prepare to blast the real Abyss. This is much like the teleport delay except
the image starts out close to Jill. Sometimes Abyss will appear behind Jill.
o Teleport Ram Claw Attack - Abyss will teleport then two images of Abyss will
both dash at Jill from each side and try to hit her. The Abyss that attacks
second with a dash is the real Abyss. Try to dodge out of the way of this
with the dodge feature. It cannot be stopped. This can get quite hard to
o Teleport Delay - Toward the end of the battle, Abyss will begin to move
toward Jill then teleport when he gets next to her. He will do one of his
image attacks after doing so. The main difference with this move is that he
o Claw Attack - Toward the end of the battle, when Jill is close to Abyss,
o Dashing Claw Attack - Abyss runs at Jill and hits her with his claw. He will
mainly do this toward the end of the battle. Jill will have to dodge the
attack with a dodge command or step out of the way as he does his dash.
Sometimes he will stand and breathe a purple gas before doing this.
o Grab - Abyss grabs Jill from close range and holds her up then tries to
impale her. Tap the Y button to escape. If Jill does not escape, the impale
Weak Areas:
- Back Growth - The yellow piece of skin on the top part of his backside
(more damage)
Final Form Abyss has the look of an actual Tyrant boss. He has the features of
the original Tyrant from Resident Evil 1 with his exposed heart on the front
side of his chest and he has a large claw arm. He also does running slice
attacks and he has a impale instant death attack that he can perform if he
grabs Jill.
For the most part, Abyss will attack by teleporting toward Jill in an attempt
to hit her with his claw hand. From close range, he can grab Jill and hold her
into the air then impale her. Be sure to tap the Y button to escape the grab
if Norman ever grabs Jill or Jill will get killed instantly. Jill can shoot
Abyss to interrupt his claw attack right after he teleports. This is the main
way to damage him. Have the shotgun equipped at all times during this battle.
The shotgun will instantly knock Abyss out of his attack if he is hit right
Abyss will eventually use images of himself to trick Jill. It will appear as
if he is about to hit Jill when, in fact, it's only an image that is attacking
Jill and the attack will go right through her harmlessly. The real Abyss will
attack sometimes afterwards. There is a trick to hitting the real Abyss all
THE KEY TO FINDING HIM: The real Abyss will breathe a purple gas while he
The images of Abyss will not breathe out any type of gas. Also, when Jill aims
at an image, the laser will go right through it, but while aiming at the real
Abyss, the end of the laser will turn circular to let you know that Jill is
will save his attacks with delayed images until he has been damaged greatly.
From the start of the battle, Abyss will only teleport toward Jill and attack
attack. After Jill damages him more, he will start to teleport toward her and
an image will attack along with the real Abyss while in front of Jill. Blast
the Abyss with the purple gas coming out of his mouth.
Abyss will start to teleport toward Jill and attack from behind her as an image
attacks from the front side. Quick turn and face the real Abyss then blast him
before he attacks. When he teleports and an image of Abyss dashes at Jill then
remains on the screen, aim forward as the image fades then blast the real Abyss
When Abyss teleports and two images of himself appear and try to ram Jill, be
prepared to dodge the second Abyss as he tries to hit Jill since it will be the
real Abyss - use the dodge commands to dodge this. Abyss will begin to attack
without teleporting once he has been damaged greatly. He will start to ram Jill
and he will perform his claw attack without teleporting. Jill will have to
dodge his attack with the dodge feature or run to the side when he starts this.
If Abyss ever turns his back to Jill to where his weak back spot is in view,
blast the yellow weak area to damage him greatly. Toward the end of the
battle, Abyss will start to fall over from taking too much damage. Jill can
approach him at that time and perform a charged melee attack, but DO NOT
PERFORM A MELEE on him at that time. Rush toward him and take out a magnum or
machine gun and blast the yellow portion of his back to damage him greatly!
Gunshots take much more damage off than a melee attack. Blast the back portion
with the shotgun if Jill doesn't have magnum or machine gun ammo.
Toward the end of the battle, Abyss will start to mix up his attacks greatly!
He will appear behind Jill more often after teleporting. His attacks can get
quite random with his teleports. Explaining them all really wouldn't do much
good since he has such a wide variety of them. You just have to watch Abyss
carefully.
The main thing that you need to do to speed up this battle is to SPAM Abyss
with constant blast from the shotgun. Literally, blast the hell out of him
once Jill stops one of his attacks. Don't let up on shooting him. Fire, fire,
fire! When he teleports, blast him out of his attacks then nail him with extra
gun blasts. It all adds up eventually and will make the battle shorter
overall. Abyss will start to do his more dangerous attacks faster. Chris will
be shooting Abyss with his handgun the entire time - his shots only take light
damage though.
NOTE 1: In order to speed up the battle, blast Abyss with the shotgun to knock
him out of an attack then spam him with machine gun fire from the MP5 machine
gun. Blast him once then spam the hell out of him with rapid machine gun fire.
It all adds up and will speed up the battle greatly! Toward the end, shooting
him with rapid machine gun fire will stun him QUICKLY! Once he is stunned, aim
toward the yellow area on his back and continue to fire the machine gun. He
will fall fast in just about two stuns!
NOTE 2: If Jill still has the rocket launcher (from the boss battle at the
beginning of episode 11 or one from the Rachel and Scagdead fight) in her
inventory during this battle, fire it at Abyss! The rocket shot will not kill
Abyss since it only takes 30000 damage and he has more health than that, but it
will damage him severly. You can wait until he falls over then shoot his weak
area with the rocket also - this might be enough to kill him.
Once Abyss falls, the ending cutscenes will play! Be sure to watch past the
closing credits for an extra cutscene (you can skip the credits and still see
it).
- HELL difficulty
New game+
---
TO BE CONTINUED IN...
And Berserker (Kevo) has got you covered for that "horrific fate" as well...
www.gamefaqs.com/ps3/989571-resident-evil-5-lost-in-nightmares/faqs/59192
---
Resident Evil Revelations. If you've never played it, be sure to check it out.
To me, it's really what the main story of Resident Evil 5 should have been more
like - action with horror atmosphere surroundings. It's short, but it's the
END
----------------------------------------
[WE00]
===============================================================================
__ __
|_|
===============================================================================
=-=-=-=-=-=-=-=-=-=-=-=-=-=-= - W E A P O N S - =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
This section covers all weapons and part upgrades for Campaign and Raid Mode.
NOTE: Both Campaign and Raid Mode share weapons and part upgrades, but they are
[WE01]
----------------------------------------
HANDGUNS
----------------------------------------
====
M92F
====
The M92F is the most basic of handguns and offers basically all moderate
Campaign Stats:
Firepower: 150
Capacity: 10
Customization Slots: 3
Campaign Location:
- Episode 1/Scenario 1
=====
PC356
=====
The PC356 is weaker than the M92F overall, but it offers the most custumization
slots for part upgrades out of any of the handguns. With some good part
Campaign Stats:
Firepower: 130
Capacity: 8
Customization Slots: 5
Campaign Location:
Complete the B.O.W. Hunter mission (kill 150 enemies) and this will appear in
==========
Government
==========
The Government handgun is the most powerful handgun, but it has the slowest
rate of fire, capacity and reload time. With the help of burst fire and part
upgrades to boost the rate of fire and capacity, this handgun can be
Firepower: 200
Capacity: 7
Customization Slots: 3
Campaign Location:
- Episode 10/Scenario 2
After finishing the portion of the scenario where Jill escorts Parker, this
will be on the catwalk bridge behind Jill once the timer starts for the
triggering system.
===
G18
===
The G18 starts with the highest rate of fire and capacity. It is the weakest
handgun of all. Burst fire along with a damage upgrade can help this weapon
Campaign Stats:
Firepower: 120
Capacity: 16
Customization Slots: 3
Campaign Availability: Yes
Campaign Location:
Complete the Secret Sign 30 mission and this will appear in the weapon crate.
Scan 30 handprints.
[WE02]
----------------------------------------
MACHINE GUNS
----------------------------------------
====
P-90
====
The P-90 machine gun has the highest rate of fire and capacity. It has a low
firepower, but when the rate of fire is so great and the overall capcity is
high, this can be considered the best overall machine gun when it has some good
upgrades equipped to it! A player can literally spam constant shots with this
gun easily.
Campaign Stats:
Firepower: 90
Capacity: 60
Customization Slots: 4
Campaign Availability: Yes
Campaign Location:
Finish a streetpass supply mission with this labeled as the unlockable after
playing duo Raid Mode online with a player. This will appear randomly.
===
AUG
===
The AUG machine gun is the most basic of the machine guns. It has a decent
firepower, rate of fire and amount of customization slots, but the capcity is
pretty low.
Campaign Stats:
Firepower: 120
Capacity: 42
Customization Slots: 3
Campaign Location:
- Episode 5/Scenario 2
After moving through the lower level of the Engine Room, Jill will step out
onto a walkway with water below it (Water Corridor). Move down the stairs and
enter the Tank Room off to the right and this weapon will be on a table inside
===
G36
===
In campaign mode, the G36 is the most damaging machine gun, but it has the
lowest rate of fire and overall capacity. This weapon is best used against a
single enemy or two enemies. Since the capacity is so low, it's hard to spread
damage on a crowd with this weapon and not have to reload. The high amount of
Campaign Stats:
Firepower: 140
Capacity: 30
Customization Slots: 4
Campaign Location:
This machine gun is only available to side characters and not available to Jill
in campaign mode.
===
MP5
===
The MP5 is next in line with the P-90 for the highest rate of fire. It is
slightly more damaging and has a decent capacity. The MP5 is one of the better
Campaign Stats:
Firepower: 110
Capacity: 50
Customization Slots: 3
Campaign Location:
- Episode 4/Scenario 1
Once Jill reenters the Hallway with Broken Windows in Episode 4, she will have
the Iron Anchor key, so use that key to unlock the iron door in that hallway
and this will on a counter to the left in the room with the weapon crate behind
the door.
===========
High Roller
===========
The High Roller is the most damaging machine gun found in Raid mode. It has a
rate of fire that is even lower than the G36 and can only hold around the same
amount of ammo as the AUG. It's slow rate of fire basically kills its higher
damage rate per shot at low levels. With an upgrade to boost its rate of fire,
this weapon can be much more effective.
Campaign Stats:
Firepower: N/A
Capacity: N/A
Campaign Availability: No
[WE03]
----------------------------------------
SHOTGUNS
----------------------------------------
=======
Windham
=======
The Windham shotgun has the highest firepower out of the shotguns. The Windham
has a pellet spread that is wide but tighter than the M3, so it can be good for
close range and mid-range combat, as well as single enemies or crowds. The
character that fires this weapon must go through a pumping animation after each
Campaign Stats:
Firepower: 160
Customization Slots: 3
Campaign Location:
After collecting the crest item from The Study in the Bridge area, return back
to the Cafeteria area and enter the Guest Room in the Hallway with Paintings
then place the crest on the indention in the pedestal below the shotgun on the
==
M3
==
The M3 shotgun has the widest pellet spread out of all the shotguns. When this
gun is fired, its pellets will hit a wide area of whatever is in front of your
character. This shotgun can be the best shotgun for crowds thanks to its wide
spread. The M3 also offers the highest amount of customization slots out of
the shotguns. Just like with the Windham, the M3 shotgun must be pumped after
each shot.
Campaign Stats:
Firepower: 130
Capacity: 6
Customization Slots: 4
Campaign Availability: Yes
Campaign Location:
This shotgun is only available to side characters and not available to Jill in
campaign mode.
=====
Hydra
=====
This triple barrel shotgun has the tighest pellet spread out of any of the
available shotguns for campaign mode. The Hydra is more likely to hit with
every pellet from close range to take off the maximum amount of damage per shot
fired. Like the other shotguns, it is still weaker at a distance, but thanks
to its tighter spread, it's more likely to damage more even from a distance.
One of the best parts about the Hydra over the Windham and the M3 is that your
character does not have to go through any type of pumping animation per shot
fired.
Campaign Stats:
Firepower: 130
Capacity: 5
Customization Slots: 2
Complete the NORMAL Cleared mission and this will appear in the weapon crate on
=====
Drake
=====
The Drake is very similar to the Hydra only it is a double barrel shotgun. The
Drake will often have a faster rate of fire than the Hydra and it seems to have
a slightly tighter spread which makes it good for mid range shots. At low
levels in Raid mode, the Drake has the lowest capacity out of all the shotguns.
Campaign Stats:
Firepower: N/A
Capacity: N/A
Campaign Availability: No
[WE04]
----------------------------------------
RIFLES
----------------------------------------
=====
M40A1
=====
The M40A1 rifle has a high firepower, but a character must eject each bullet
shell after firing, so it can't be fired rapidly. With some good upgrades,
this rifle can deliver some intense damage from long range with every shot
fired however. This rifle is the best source of high damage from early on in
Campaign Stats:
Firepower: 1100
Capacity: 8
Customization Slots: 3
Campaign Location:
- Episode 3/Scenario 2
In the Storage Hallway of the Promenade area, this will be propped up against a
====
PSG1
====
The PSG-1 can be fired rapidly and has the best rate of fire out of all rifles,
so a player can literally spam shots on an enemy with this weapon. With a part
upgrade to boost its capacity and overall damage, this weapon can be quite
effective for bigger enemies or boss enemies!
Campaign Stats:
Firepower: 700
Capacity: 5
Customization Slots: 3
Campaign Location:
Complete the Secret Sign 15 mission and this will appear in the weapon crate.
Scan 15 handprints.
========
Muramasa
========
The Muramasa rifle is very similar to the M40A1 rifle with how a bullet shell
must be ejected per shot. This weapon has such high firepower that it is
basically a long distance magnum however. The Muramasa has the lowest capacity
Campaign Stats:
Firepower: N/A
Capacity: N/A
Customization Slots: N/A
Campaign Availability: No
[WE05]
----------------------------------------
MAGNUMS
----------------------------------------
======
Python
======
The Python magnum offers the highest damage rate, but it has the lowest rate of
fire and capacity. With some part upgrades, this gun can be just as effective
as the L. Hawk magnum. The Python has the highest amount of customization
slots out of the available magnums for campaign. The reload for this weapon
Campaign Stats:
Firepower: 1500
Capacity: 6
Customization Slots: 3
Campaign Location:
- Episode 7/Scenario 1
After completing Episode 6 where Jill gains the Veltro key card, return to the
hallway in between the Dining Room and the Library in the Cafeteria area of the
ship then unlock the door in that hallway with the Veltro key card. This
weapon is lying on the desk in the back of the Small Library behind the door.
=======
L. Hawk
=======
The L. Hawk magnum has the quickest rate of fire and capacity out of the
magnums. It's firepower is the lowest, but it can make up for that flaw with
its higher rate of fire. The main flaw with this weapon in campaign is that it
Campaign Stats:
Firepower: 1200
Capacity: 8
Customization Slots: 2
Campaign Location:
- Episode 8/Scenario 2
This is lying on a stool in the Experiment Room. This is the same room where
Pale Rider
==========
Would you look at the barrel on that thing!? The Pale Ride offers the most
intense damage out of any magnum, but it has a very slow rate of fire and a
long reload time. It also has the smallest starting capacity out of the
magnums. Whatever enemy is hit from the other end of this weapon's barrel will
Campaign Stats:
Firepower: N/A
Capacity: N/A
Campaign Availability: No
[WE06]
----------------------------------------
----------------------------------------
===============
Rocket Launcher
===============
Like usual, the rocket launcher delivers one intense explosive blast that will
kill just about whatever it hits. The only enemies that this weapon cannot
kill are some bosses. It takes a total of 30000 damage per shot and can only
be fired once. After it is fired once, it will disappear from the inventory.
Campaign Stats:
Firepower: 30000
Capacity: 1
Campaign Location:
- Episode 7/Scenario 2
While Parker and Jill run from Rachel and all the other Ooze in the Cargo Room
this will be on the bottom floor at the top of some stairs near a Scagdead
enemy outside the door to the hallway that leads to the Control Room.
- Episode 11/Scenario 1
Kirk will toss out crates containing rocket launchers during the fight with the
Complete the HELL Cleared mission and this will appear in the weapon crate on
Melee Attack
============
A melee attack can be performed against certain enemies once they are stunned.
animation. Pulse grenades can be used to stun enemies and set them up for
When an enemy is stunned, move near it until a button prompt appears then press
and hold the button to charge the melee until your character melee attacks to
get maximum damage for the melee. Every character has a unique melee attack
but all melee attacks take the same amount of damage. In Raid Mode, the
current level of the player will change the damage amount per melee attack.
Final Form Abyss - When he is weak keep shooting him to stun him
Character Melees:
Chris - Uppercut
Parker - Backhand
Quint -
Norman -
O'Brian -
Morgan -
Campaign Stats:
Capacity: unlimited
NOTE: Keith's melee hits 3 times. The first two hits take off about 40 damage
============
Combat Knife
============
The combat knife is a weak melee weapon with an infinite number of uses. It is
short range, so a character must get in close to use it. It's best to knock an
enemy to the floor then run up (behind it) and slash it with the knife. The
knife can help to save ammo and it does seem to stagger lower level enemies
quite well, but it can also get your character hit very easily. Some
characters in the game have a different type of melee weapon. Characters such
as Jill use the combat knife differently compared to most other characters.
Melee weapons per character:
Quint -
Norman -
O'Brian -
Morgan -
Capacity: unlimited
============
Hand Grenade
============
A Hand Grenade will take some decent damage from a whole group of enemies once
the explosion triggers after being thrown. After being thrown, there will be a
5 second delay then the explosion will go off and deal high area damage to all
enemies surrounding it. Besides damaging crowds, this can be a good explosive
Firepower:
Capacity: 9
============
B.O.W. Decoy
============
A B.O.W. Decoy attracts surrounding enemies with its loud noises then detonates
after a few seconds. The amount of damage delivered is less than a hand
grenade. This weapon works the best against weak enemies such as Fenrirs. It
can also be used to simply get the attention of an enemy to knock it down with
Firepower:
Capacity: 9
=============
Shock Grenade
=============
is thrown. These work the best for enemies that are in water. Toss the shock
grenade at an enemy that is underwater and the shock will take a large amount
of damage from it and most likely kill it. Be sure to stand far away from the
area of the electricity however or your character will also get shocked! A
player can stand in the water and throw a shock grenade into the same water
pool without receiving shock so long as the shock grenade is thrown forward and
not near the player. Some enemies such as Scarmiglione's are weak against this
Firepower:
Capacity: 9
=============
Pulse Grenade
=============
A Pulse Grenade is much like a flash grenade from other Resident Evil games
except that it takes a while to stun an enemy instead of the stun being nearly
instant. When thrown, a pulse grenade will roll then eventually go off and
stun any surrounding enemies. A pulse grenade can set all surrounding enemies
up for melee while they are on dry land. This grenade can also be thrown just
The pulse grenade is the only grenade that can be used underwater. When thrown
underwater, it can stun smaller enemies (Sea Creepers) and stagger bigger
enemies (Globsters).
Firepower:
Capacity: 9
----------------------------------------
----------------------------------------
The following is a list of upgrades that can only be found in the Campaign
mode.
-------------------------------------------------------------------------------
-- Auto Loader
Extra Info: Basically, the gun never has to be reloaded regardless of its
current capacity. The full amount of ammo on hand can be fired without the
Location:
-------------------------------------------------------------------------------
-- Bind 1
Location:
-------------------------------------------------------------------------------
-- Bind 2
Location:
- Episode 7/Scenario 2
Rachel will drop this after defeating her in the Cargo Room.
-------------------------------------------------------------------------------
-- Burst 1
Location:
- Episode 3/Scenario 2
After obtaining the Helm key, unlock the door to Guest Room 4 in the Upper
Cabins area. This is in a hall with an elevator. Scan below the bed to find
this.
-------------------------------------------------------------------------------
-- Burst 2
Location:
- Episode 7/Scenario 1
After obtaining the Veltro keycard in Episode 6, return to the Hallway with
Paintings in the Cafeteria area and unlock the safe at the end of the hall.
-------------------------------------------------------------------------------
Location:
- Episode 1/Scenario 1
This is lying on some crates near a vent in the first room that Jill will enter
-------------------------------------------------------------------------------
-- Burst 4
Location:
- Episode 7/Scenario 1
Knock out Rachel by damaging her when she appears in the Cafeteria area and she
will drop this. She will appear upstairs and downstairs. She will start in
-------------------------------------------------------------------------------
Location:
- Episode 10/Scenario 2
Immediately after the cutscene where Parker falls from the catwalk bridge, turn
all the way around and scan the portion of the catwalk bridge to the left of
-------------------------------------------------------------------------------
-- Burst 6
Location:
- Episode 10/Scenario 1
While playing as Parker, defeat Rachel in the Cafeteria area. Return to the
Dining Room from the Grand Hall. Rachel will be in the corridor on the other
side of the Dining Room. There is an Ooze Exploder in the room with her.
Rachel can also be fought in some of the upstairs rooms of the Cafeteria area
as well.
-------------------------------------------------------------------------------
-- Charge Shot 1
Upgrade: You can perform a charge shot by holding down the fire button. Charge
Location:
- Episode 4/Scenario 1
Turn on the water purifier in the control room of the Solarium in Episode 3
then reenter the Solarium in Episode 4/Scenario 1 and swim to the other side of
the pool. This part is on the gazebo counter on the other side of the pool.
-------------------------------------------------------------------------------
-- Charge Shot 2
Upgrade: You can perform a charge shot by holding down the fire button. Charge
Location:
- Episode 9/Scenario 2
After the lab is flooded, swim to the north side of the outside portion of the
-------------------------------------------------------------------------------
-- Charge Shot 3
Upgrade: You can perform a charge shot by holding down the fire button.
Location:
-------------------------------------------------------------------------------
Upgrade: You can perform a charge shot by holding down the fire button. Charge
Location:
- Episode 3/Scenario 2
Enter the Solarium through the Grand Hall in Episode 3. Solve the puzzle to
unlock the door to the control room. This lying no a control part near the
-------------------------------------------------------------------------------
-- Critical 1
Location:
- Episode 4/Scenario 1
Scan the area below the lamp in the VIP Room in the Casino area.
-------------------------------------------------------------------------------
Location:
- Episode 6/Scenario 2
After the boss fight with the Draghignazzo in the Observatory, this can be
found by scanning the floor near the windows on the opposite side of the room,
-------------------------------------------------------------------------------
-- Damage 1
Location:
- Episode 2/Scenario 2
In the Storage Hallway, this is on top of a cabinet near the iron door that
-------------------------------------------------------------------------------
-- Damage 2
Location:
- Episode 3/Scenario 2
In the Conference Room where the Helm key is obtained this part is lying on the
table.
-------------------------------------------------------------------------------
-- Damage 3
Location:
- Episode 6/Scenario 2
After the fight with the Draghignazzo in the Observatory, scan the middle
-------------------------------------------------------------------------------
-- Damage 4
Upgrade: Ups firepower by 60%.
Location:
- Episode 7/Scenario 1
Return to the Conference Room in the Bridge area of the ship and use the Veltro
- Episode 8/Scenario 1
While swimming through the Water Corridor, outside the Engine Room area, this
part will be on a catwalk above the door that Jill enters this area from. This
area has two Sea Creepers in it. The gear puzzle that Jill needed the cog for
-------------------------------------------------------------------------------
-- Damage 5
Location:
- Episode 9/Scenario 2
In the Hall to Virus Preparation room, this part is on a metal table on the
very top platform past the railing. Two Scarmigliones and an Ooze Bone Shooter
-------------------------------------------------------------------------------
Location:
- Episode 3/Scenario 2
Use the Helm Key to unlock the door to the Study after gaining the Helm Key in
the Conference Room in the Bridge corridor area then scan the side of the table
closest to the map on the wall inside of the room to reveal this illegal custom
part.
-------------------------------------------------------------------------------
Location:
- Episode 12/Scenario 1
-------------------------------------------------------------------------------
-- Daze 1
Location:
- Episode 5/Scenario 2
On a platform in the lower portion of the Engine Room. While in the Engine
Room Corridor, step through the left door and this will be off to the right in
-------------------------------------------------------------------------------
-- Daze 2
Location:
- Episode 7/Scenario 1
Use the Veltro keycard to open the safe in the Guest Cabin near the Heliport
-------------------------------------------------------------------------------
Location:
- Episode 4/Scenario 1
Return to the Detention Room, where the dummy of Chris was located in Episode 1
and scan the yellow containers off to the right inside the room.
-------------------------------------------------------------------------------
-- Edge Runner 1
Upgrade: Firepower goes up as your health goes down. Maximum change is 50%.
Location:
- Episode 10/Scenario 2
This part is attached to the Government handgun that Jill can pick up on the
Catwalk Bridge.
NOTE: The Government handgun must be picked up during the timed sequence to
-------------------------------------------------------------------------------
-- Edge Runner 2
Upgrade: Firepower goes up as your health goes down. Maximum change is 100%.
Location:
-------------------------------------------------------------------------------
-- Fire Rate 1
Location:
- Episode 2/Scenario 2
In the small corridor near the bottom floor of the Dining Room, scan the top of
- Episode 3/Scenario 2
Enter the Solarium through the Grand Hall in Episode 3. Solve the puzzle to
unlock the door to the control room. This is on a table beside the pump
controls.
-------------------------------------------------------------------------------
-- Fire Rate 2
Location:
- Episode 2/Scenario 2
In the Promenade area, before lifting the shutter, move down the stairs across
-------------------------------------------------------------------------------
-- Fire Rate 3
Location:
- Episode 8/Scenario 1
While swimming out of the Bilge area, once Jill reenters the Maintenance Room,
-------------------------------------------------------------------------------
-- Fire Rate 4
Location:
- Episode 10/Scenario 2
While on the outside walkway of the Queen Zenobia, once the ship tilts, two
wooden crates will slide by Jill and crash against the door below. One of the
crates has this custom part in it, so run back and grab it.
NOTE: If you run back and collect the part mentioned above, Jill will have to
equip a handgun (or a magnum) and run in order to make it to the front of the
ship in time if the timed sequence is restarted. A player will start with 1:15
on the clock. It will take EVERY second to reach the door at the top if Jill
runs back. Getting hit by ANY object means that Jill just failed. Slowing
Stay to the left to dodge the first explosive barrel then stay to the right to
dodge all other objects. Pause briefly and allow the second falling lifeboat
-------------------------------------------------------------------------------
Location:
- Episode 6/Scenario 2
After fighting the Draghignazzo and getting the Veltro keycard, this will be on
the walkway that leads to the antenna. Near the antenna controls, this will be
-------------------------------------------------------------------------------
-- Infighter 1
Upgrade: Firepower goes up as your distance from the target closes in under 4
Location:
Return to the Cafeteria area and use the Iron Anchor Key to unlock the
Captain's Dining Room in the middle of the stairs in the Dining Room and this
-------------------------------------------------------------------------------
-- Infighter 2
Upgrade: Firepower goes up as your distance from the target closes in under 4
Location:
- Episode 7/Scenario 2
The Scagdead will drop this after defeating him in the Cargo Room.
-------------------------------------------------------------------------------
Upgrade: Firepower goes up as your distance from the target closes in under 4
Location:
Return to the Dining Room and unlock the door with the Iron Anchor symbol and
scan the floor near the chair inside the Captain's Dining Room.
-------------------------------------------------------------------------------
-- Long Magazine 1
Location:
- Episode 3/Scenario 2
While on the bottom floor of the Grand Hall, this part is lying in a wall
-------------------------------------------------------------------------------
-- Long Magazine 2
Location:
- Episode 4/Scenario 1
Turn on the water purifier in the control room of the Solarium in Episode 3
then reenter the Solarium in Episode 4/Scenario 1 and swim to the other side of
the pool. This part is on a sunbathing chair on the other side of the pool.
- Episode 4/Scenario 1
Scan the floor below the vent before leaving the Corridor the Examination Room
after Rachel is fought off and made to retreat in the room. She will appear
after exiting the Examination Room. This part will only be on the floor after
- Complete the Angry Fist mission (successfully land 10 fully charged melee
attacks)
-------------------------------------------------------------------------------
-- Long Magazine 3
Location:
- Episode 7/Scenario 2
While at the bow of the ship, as soon as Scenario 2 of Episode 7 begins, scan
- Episode 8/Scenario 1
While in the water in the Lift Area, this part is on top of a crate on the
-------------------------------------------------------------------------------
-- Long Magazine 4
Location:
- Episode 8/Scenario 3
After fighting the Scarmiglione, enter the Sterilization Room that Chris was
trapped in and scan the floor off to the left to reveal this.
- Episode 10/Scenario 2
In the first flooded corridor that Jill drops into she will be swimming and
some pipe debris will fall and block her path, making the player swim to the
left - swim up and over the debris to find this part.
-------------------------------------------------------------------------------
Location:
- Episode 3/Scenario 2
Go back to the Upper Cabins while in the elevator after finding the Helm Key
then use the key to unlock the door in the elevator corridor. Scan the side of
the left cabinet closest to the entrance door to find this illegal custom part.
-------------------------------------------------------------------------------
Location:
- Episode 7/Scenario 2
This is lying on top of a container near the side of the bottom floor with the
ladder by it. This must be collected in Episode 7! It will not be there at the
beginning of Episode 8.
NOTE: I believe you drop to the container from the middle walkway (there should
-------------------------------------------------------------------------------
-- Narrow 1
Location:
- Episode 8/Scenario 3
In the Locker Room, outside the sterilization rooms, this part will be on a
-------------------------------------------------------------------------------
[WE08]
----------------------------------------
----------------------------------------
The following is a list of upgrades that can only be found in Raid mode.
Stage Listing - the part can be received by completing the listed stage
Wanted Mission - mission type appears after completing a Raid mode duo session
***
If you want to find out how to get Infection missions faster or alter Wanted
missions or Suppy missions, go to the Raid mode section of this guide and look
***
-------------------------------------------------------------------------------
-- Auto Loader
Location:
Infection Mission
-------------------------------------------------------------------------------
-- Bind 1
Location:
-------------------------------------------------------------------------------
-- Bind 2
Location:
-------------------------------------------------------------------------------
-- Bind 3
Upgrade: Ups stopping power by 200%.
Location:
Trench stages 1, 4
-------------------------------------------------------------------------------
-- Bind 4
Location:
Chasm stage 20
-------------------------------------------------------------------------------
-- Bind 5
Location:
Abyss stage 3
-------------------------------------------------------------------------------
-- Burst 2
Upgrade: Fires 2 consecutive shots with one trigger pull.
Location:
Trench stage 20
-------------------------------------------------------------------------------
-- Burst 3
Location:
Infection mission
-------------------------------------------------------------------------------
-- Cloak 1
Upgrade: Lowers the degree of how much aggression an enemy will feel towards
Location:
Chasm stages 1, 2, 4
-------------------------------------------------------------------------------
-- Cloak 2
Upgrade: Lowers the degree of how much aggression an enemy will feel towards
Location:
Trench stages 5, 15
-------------------------------------------------------------------------------
-- Charge Shot 1
Upgrade: You can perform a charge shot by holding down the fire button. Charge
time is short.
Location:
Abyss stages 1, 2
-------------------------------------------------------------------------------
-- Charge Shot 2
Upgrade: You can perform a charge shot by holding down the fire button. Charge
Location:
Abyss stage 15
-------------------------------------------------------------------------------
-- Charge Shot 3
Upgrade: You can perform a charge shot by holding down the fire button. Charge
time is short.
Guns Supported: Handgun, Shotgun, Rifle
Location:
Abyss stage 20
-------------------------------------------------------------------------------
-- Charge Shot 4
Upgrade: You can perform a charge shot by holding down the fire button. Charge
Location:
Abyss stage 16
-------------------------------------------------------------------------------
-- Cornucopia 1
Location:
Abyss stage 20
-------------------------------------------------------------------------------
-- Cornucopia 2
Location:
Abyss stage 20
-------------------------------------------------------------------------------
-- Cornucopia 3
Location:
Infection Mission
-------------------------------------------------------------------------------
-- Cornucopia 4
Location:
Infection Mission
-------------------------------------------------------------------------------
-- Cornucopia 5
Location:
Infection Mission
-------------------------------------------------------------------------------
-- Critical 1
Location:
Chasm stages 1, 3, 7, 9, 10
-------------------------------------------------------------------------------
-- Critical 2
Location:
Trench stage 5
-------------------------------------------------------------------------------
-- Critical 3
Location:
Chasm stage 20
Trench stages 1, 6
-------------------------------------------------------------------------------
-- Critical 4
Location:
Trench stages 8, 20
-------------------------------------------------------------------------------
-- Critical 5
Location:
Infection Mission
-------------------------------------------------------------------------------
-- Damage 1
Location:
Chasm stage 1
-------------------------------------------------------------------------------
-- Damage 2
Location:
Chasm stages 5, 9, 12
-------------------------------------------------------------------------------
-- Damage 3
Location:
-------------------------------------------------------------------------------
-- Damage 4
Location:
Trench stages 9, 20
-------------------------------------------------------------------------------
-- Damage 5
Upgrade: Ups firepower by 20%.
Location:
Trench 13, 20
-------------------------------------------------------------------------------
-- Damage 6
Location:
Infection Mission
-------------------------------------------------------------------------------
-- Daze 1
Location:
Chasm stages 1, 3, 4
-------------------------------------------------------------------------------
-- Daze 2
Location:
Chasm stage 11
-------------------------------------------------------------------------------
-- Daze 3
Location:
Chasm stage 16
-------------------------------------------------------------------------------
-- Daze 4
Location:
Abyss stage 3
-------------------------------------------------------------------------------
-- Daze 5
Location:
Extra stage
-------------------------------------------------------------------------------
-- Easy Hit 1
Location:
Chasm stages 1, 5
-------------------------------------------------------------------------------
-- Easy Hit 2
Location:
Abyss stage 2
-------------------------------------------------------------------------------
-- Easy Hit 3
Location:
-------------------------------------------------------------------------------
-- Edge Runner 1
Upgrade: Firepower goes up as your health goes down. Maximum change is 17%.
Location:
Chasm stages 3, 9
-------------------------------------------------------------------------------
-- Edge Runner 2
Upgrade: Firepower goes up as your health goes down. Maximum change is 34%.
Location:
Trench stages 4, 6
-------------------------------------------------------------------------------
-- Edge Runner 3
Upgrade: Firepower goes up as your health goes down. Maximum change is 50%.
Location:
Extra stage
-------------------------------------------------------------------------------
-- Enrage 1
Upgrade: Raises the degree of how much aggression an enemy will feel towards
Location:
Chasm stages 1, 6
-------------------------------------------------------------------------------
-- Enrage 2
Upgrade: Raises the degree of how much aggression an enemy will feel towards
Location:
Trench stages 1, 6, 20
Abyss stages 1, 5
-------------------------------------------------------------------------------
-- Fire Rate 1
Location:
Trench stage 3
-------------------------------------------------------------------------------
-- Fire Rate 2
Upgrade: Ups firing rate by 30%.
Location:
Chasm stage 20
-------------------------------------------------------------------------------
-- Fire Rate 3
Location:
Trench stages 7, 8, 9
-------------------------------------------------------------------------------
-- Fire Rate 5
Location:
-------------------------------------------------------------------------------
-- Full Burst
Location:
Infection Mission
-------------------------------------------------------------------------------
-- Gluttony
Upgrade: Uses ammo from other weapons when out of ammo for current weapon.
Location:
Infection Mission
-------------------------------------------------------------------------------
-- Grenade Launcher
Upgrade: Throwing grenades while aiming will allow you to throw them in line
Location:
Infection Mission
-------------------------------------------------------------------------------
-- Infighter 1
Upgrade: Firepower goes up as your distance from the target closes in under 4
Location:
-- Infighter 2
Upgrade: Firepower goes up as your distance from the target closes in under 4
Location:
Trench stage 15
Abyss stages 5, 6
-------------------------------------------------------------------------------
-- Infighter 3
Upgrade: Firepower goes up as your distance from the target closes in under 4
Location:
-------------------------------------------------------------------------------
-- Long Magazine 1
Location:
Chasm stages 1, 2, 3, 4
-------------------------------------------------------------------------------
-- Long Magazine 2
Location:
Chasm stage 8
-------------------------------------------------------------------------------
-- Long Magazine 3
Location:
-------------------------------------------------------------------------------
-- Long Magazine 4
Location:
-------------------------------------------------------------------------------
-- Long Magazine 5
Upgrade: Ups capacity by 50%
Location:
-------------------------------------------------------------------------------
-- Long Magazine 6
Location:
-------------------------------------------------------------------------------
-- Long Magazine 7
Location:
Wanted Mission
-------------------------------------------------------------------------------
-- Long Magazine 8
Location:
-------------------------------------------------------------------------------
-- Long Magazine 9
Location:
-------------------------------------------------------------------------------
-- Long Magazine 10
Location:
-------------------------------------------------------------------------------
-- Narrow 1
Location:
Chasm stages 13, 15, 17, 18, 19, 20
Trench stages 4, 7, 9
-------------------------------------------------------------------------------
-- Narrow 2
Location:
-------------------------------------------------------------------------------
-- Outrange 1
Upgrade: Firepower goes up as your distance from the target exceeds 4 meters.
Location:
Trench stage 2
-------------------------------------------------------------------------------
-- Outrange 2
Upgrade: Firepower goes up as your distance from the target exceeds 4 meters.
Location:
Trench stages 15, 20
-------------------------------------------------------------------------------
-- Outrange 3
Upgrade: Firepower goes up as your distance from the target exceeds 4 meters.
Location:
Extra stage
-------------------------------------------------------------------------------
-- Piercing 1
Location:
Trench stages 7, 20
Abyss stage 3
-------------------------------------------------------------------------------
-- Piercing 2
Infection Mission
-------------------------------------------------------------------------------
-- Wide 1
Location:
Trench stages 6
-------------------------------------------------------------------------------
-- Wide 2
Location:
Trench stages 5, 10
Abyss stages 4, 5, 6
-------------------------------------------------------------------------------
[EN00]
===============================================================================
__ _
ENEMIES
===============================================================================
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- - E N E M I E S - -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
This section contains a list of all enemies in both the Campaign mode and Raid
NOTE: Some of the enemy descriptions have text taken from the official Capcom
www.capcom.co.jp/bhrev/en/index.html
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
OOZE
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Ooze is what an infected person ends up as after being infected with "T-Abyss".
Once the virus gets into a body, it units with the cell membranes and makes
them start absorbing an abnormal amount of water. The cell membranes swell up
with the osmotic pressure and in the end and they collapse as if they melted
away.
When this phenomenon happens throughout the body of a human being, the infected
person's body changes as if they had been drowned, they become sodden and
almost liquefy.
"T-Abyss" continues its propagation and craves more water and nutrients, which
drives the body of the host. This impulse is the reason why ooze sucks fluid
===========
Normal Ooze
===========
The average Ooze enemy that your character will face off against will be in a
basic humanoid form. They resemble RE4 Regerators but are less aggressive and
attack differently. They have a grab attack and they can hit your character
Normal Ooze are quite fast and can get in close range very quickly. They are
weak in their head, but a player should concentrate on firing at either their
legs or their arms. They can be stunned and set up for a melee by firing at
both of their arms until both are limp. They can be knocked down by firing at
their legs. Once they are on the ground, aim at their head and fire for
intense damage.
Both methods of attack listed above work well. When they are in close range,
always try to ground them. Only hit their arms from long range.
-- STARTING HP:
-- DAMAGE MODIFIERS
Body: 1.0
Legs: 1.2
Arms: 1.2
Head: 1.5
-- ATTACKS
---------------
Stepping Attack
---------------
The Ooze steps forward while ducking and strikes with its right arm. It will
Causes: Stagger
--------------
Forward Attack
--------------
The Ooze holds its right arm or left arm to the side then strikes forward.
Range: Close
Causes: Stagger
----
Grab
----
The Ooze leans back then lunges forward with both arms while its tongue
-- RECOMMENDED WEAPONS
- Handgun/Machine Gun
A Machine gun with rapid fire or a handgun with burst fire can both work
well at weakening a normal Ooze from long range. The more rapid fire, the
better your chances will be for stunning or knocking one to the ground.
- Shotgun
A Shotgun works well for killing an Ooze from close range. When one of
these gets right in your character's face, it's really best just to blast
- Rifle
A rifle shot from a distance will likely kill a normal Ooze. This might
seem like a waste, but rifle shots can help to save handgun or machine gun
=============
Ooze (Pincer)
=============
Oozes with pincer arms are a little less common than normal Oozes but they are
still found often as the game progresses. These Ooze have mutated to where
they have several spikes on their arms and their arms are much bigger and
longer than the normal Ooze. These enemies are highly damaging with all of
their attacks.
They have several attacks listed below. The most lethal attack is their double
arm pincer slice - it's their main attack from a distance. They have all the
same type of weaknesses as the normal Ooze, but they will take more shots.
They can still be set up for melee by damaging their arms and they can still be
It's best to bring out heavier weapons on these enemies when they are nearby.
Only shoot them with a handgun or machine gun from a distance. The main
problem with this is that the shotgun is found well after these enemies start
appearing in campaign mode. Use a hand grenade against these enemies if your
character doesn't have a shotgun or rifle and other Ooze are in the area.
-- STARTING HP:
-- DAMAGE MODIFIERS
Body: 1.0
Legs: 1.2
Arms: 1.2
Head: 1.5
-- ATTACKS
----------
Spike Stab
----------
The Pincer Ooze holds up its right arm then lunges forward and stabs with its
spikes.
Range: Close
Dodge Timing: Right as the Pincer Ooze holds up its right arm back.
---------------
Pincer Overhead
---------------
The Pincer Ooze holds its left arm above a character then tries to stab them
Range: Close
Dodge Timing: Right as the Pincer Ooze holds up its left arm.
Causes: Stagger
-----------------------
-----------------------
The Pincer Ooze holds back both of its arms then moves forward and brings both
Range: Close/Mid
Dodge Timing: Right as the Pincer Ooze leans back with both claw arms.
Causes: Stagger
----
Grab
----
The Pincer Ooze leans back then lunges forward with both arms while its tongue
Range: Close
-- RECOMMENDED WEAPONS
- Handgun/Machine Gun
From a distance, a handgun with burst fire or a machine gun can work well
at hitting Pincer Ooze in their arms or legs. Be sure to not let them get
- Shotgun
The shotgun is the best choice to use against Pincer Ooze when they get in
mid or close range. Don't take your chance on these enemies from mid
range that often. Bring out the shotgun then move forward and blast them
or they might perform their double claw slice from mid range.
- Rifle
The rifle works very well for damaging these enemies quickly. Early in
the game, your character will likely not have the handgun ammo to spare
against all of the Pincer Ooze that are fought, so the rifle can be a
===============
Ooze (Tricorne)
===============
This particular Ooze variation has a giant right arm. It will hold up that arm
from long range and fire bones at a target. These can enemies can get quite
annoying from any type of distance. They continue to move back as your
character gets close also - the moment your character gets near them, they will
From close range, these enemies will try to hit your character with their big
right arm. This attack is very fast and you'll have to take quick action in
order to dodge it. Shooting these enemies in their right arm as they hold it
up will eventually make them drop that arm. Like normal Oozes, they can be
grounded by shooting their legs. Tricorne Oozes are often very weak, so a few
shots to just about any portion of their body will kill them quickly. Try to
-- STARTING HP:
-- DAMAGE MODIFIERS
Body: 1.0
Legs: 1.2
Arms: 1.2
Head: 1.5
-- ATTACKS
---------
Bone Shot
---------
The Tricorne Ooze holds up its big arm (right arm) and fires a bone forward.
Range: Long/Mid
Causes: Stagger
--------------
--------------
The Tricorne Ooze leans back then lunges forward and strikes with its right
arm.
Range: Close
Causes: Stagger
-- RECOMMENDED WEAPONS:
- Handgun/Machine Gun
A handgun or machine gun can both work just as well against these enemies
by hitting them in any portion of the body. No upgrades are really needed
- Rifle
From a distance, a rifle can work well for shooting Tricorne Oozes. It's
really best to use a rifle when these enemies are at an extreme distance
in order to get a more accurate shot on them. The handgun or machine gun
can still work just as well for a distance kill since the Tricorne Ooze
are so weak.
============
Ooze (Chunk)
============
A Chunk Ooze is a bloated Ooze that will explode as its main attack. The only
attack that it has is to explode upon contact with an enemy, which will
instantly kill it. The resulting explosion from this kamikaze Ooze will take
major damage from any enemy or other Ooze around it. These enemies can
A Chunk Ooze has no true weak point, but it's top half is weaker than its legs.
It's best to shoot the legs in order to stop a Chunk Ooze however. Once the
legs are damaged enough, the Chunk Ooze will fall to its knees and eventually
explode. When it is shot in its upper body, its body will swell and eventually
explode. No matter what, the Chunk Ooze will always explode as it dies, so be
-- STARTING HP:
-- DAMAGE MODIFIERS
Top torso:
Legs:
-- ATTACKS
---------
Explosion
---------
Range: Close/Dying
Causes: Knockdown
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
GLOBSTER
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
A Globster is basically a human carcass that has mutated out at sea when
exposed to the T-Abyss virus. A Globster can be easily dealt with from a
distance with a handgun or machine gun. It will drag its body forward toward
its enemy while on dry land. Wait for it to lift its front half up and expose
the mouth on its bottom side then blast the mouth. A direct hit to the mouth
will make it yell to where a player can damage it even more as it yells from
A Globster will only attack with its mouth while on dry land. It will raise
its top half and yell from up close before an attack so it's very easy to hit
in the mouth. These enemies can be a major threat while fought in water later
in the game however. When they bite in the water, they will eat your character
for an instant kill. In the water, they can only be stunned with a pulse
grenade and that stun will not last long at all. It's really best to avoid
-- STARTING HP:
-- DAMAGE MODIFIERS
Body: 1.0
Mouth:
-- ATTACKS
------------
Front Attack
------------
The Globster holds its front half to the right then swings it to the left.
Range: Close
Causes: Stagger
----
Bite
----
The Globster lifts up its top half and drags itself forward then bites with its
mouth.
Range: Mid
Causes: Knockdown
---------------------------------------------
---------------------------------------------
The Globster lunges forward and chomps a character then eats the character.
Range: Close
-- RECOMMENDED WEAPONS
- Handgun/Machine Gun
Attempt to shoot the Globster in its mouth when it lifts up its bottom
side while dragging itself. If the mouth can be shot, it will raise up
and yell leaving its mouth exposed. Blast it in the mouth a handgun or a
machine gun for intense damage. Keep your distance as much as possible.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
SEA CREEPER
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
As you can imagine from the name, it is an aquatic monster. This special
mutation tends to happen when a female body gets infected. The carapace looks
like a woman's long hair and covers the entire body, reducing friction and
allowing them to move freely underwater. It enables them to creep around the
water silently.
As soon as these monsters approach their targets, they spread their six arms,
which they use to hold their prey while they eat them. It is impossible to
escape from their arms because the embrace reminds them of their mother's love.
The Sea Creeper is a like a sting ray type of underwater creature with
tentacles. It stays underwater for the most part. Equip the Genesis scanner
character and grabbing that character then squeezing with its tentacles.
A Sea Creeper will only raise up out of the water from a distance and shortly
before it attacks. Be sure to keep your distance from it at all times to make
exposed itself yet, it might be headed toward your character. Back up when it
can't be seen and your character might back away from its grab if it tries to
When it rises out of water from a distance, that is your cue to blast it and
kill it right then. It's always best to place your highest damage upgrades on
a rifle or a magnum in order to kill a Sea Creeper when it first rises out of
the water at a distance. It can be shot before a grab if a player aims upward
One of the best ways to deal with a Sea Creeper when it is underwater is to
toss a shock grenade or a hand grenade in the area where it swims. Both of the
explosives will likely kill it. A shock grenade goes off instantly when it
When these enemies are met while your character swims underwater, they will
perform the same grab attack. While underwater, your character can surface to
get air and replenish any damage that a Sea Creeper takes however. Only on
later levels of Raid mode and Hell mode do underwater Sea Creepers become much
of a problem.
-- STARTING HP:
-- DAMAGE MODIFIERS
Body: 1.0
-- ATTACKS
----------------
----------------
While underwater, the Sea Creeper swims forward then jumps out of the water and
Range: Close
-----------------------------
-----------------------------
While your character swims near an underwater Sea Creeper, it will grab out for
your character.
Range: Close
-- RECOMMENDED WEAPONS:
- Shock Grenade/Hand Grenade
Simply tossing a shock grenade or a hand grenade in the area where the Sea
Creeper swims will likely kill it. It is very weak to shock grenade, so
- Magnum/Rifle
Equip either one of these weapon types with the highest damage upgrade that
your character has. Back away from the Sea Creeper and wait for it to rise
out of the water from a distance then quickly blast it. You need to make
When a Sea Creeper is met underwater, it is really best to just swim by it.
In later levels of Raid Mode and Hell mode on campaign mode, swimming by
more than one Sea Creeper is not an easy task at times. Toss a pulse
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
GHIOZZO
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
carnivorous fish called Ghiozzo. Their appearance is very similar to the deep-
sea fish that the team discovered which hosted the fish virus "The Abyss".
When developing the virus "T-Abyss", The Abyss was used as the base of the
virus. Because of the influence of the virus, they have great appetites and
can crush anything with their sharp teeth and strong jaws. The famous
Ghiozzo can actually eat large mammals, bones and all within a few seconds.
Ghiozzo are large fish with big teeth similar to a piranha. They can attack
while in water or on dry land. Ghiozzo are slightly limited on land since they
can only hop instead of swim, but they can be lethal on land in and in water.
They are overall weak, but they often attack in groups. They attack by jumping
-- STARTING HP:
-- DAMAGE MODIFIERS
Body: 1.0
-- ATTACKS
------------
Jumping Bite
------------
Range: Close
Causes: Stagger
-- RECOMMENDED WEAPONS
- Handgun/Machine Gun
Ghiozzo are very weak so they will be killed off with only a few shots from
either a handgun or a machine gun. The first shot will knock them to the
water surface or ground and stagger them for a bit where they can be shot
once again.
When a crowd of Ghiozzo are in the water, a shock grenade or a hand grenade
tossed into the water will likely kill several of them at once.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
HUNTER
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
The Hunter is a reptilian B.O.W. with sharp claws that was designed by Umbrella
Corporation. By combining a fertilized human ovum with reptilian DNA and then
administering the T-virus to the resulting creation, the Hunter was born. The
Hunter ("Alpha" Hunter) was first unleashed in the original Mansion Incident in
Resident Evil 1 upon Chris and Jill as they returned from the Guardhouse. The
Hunter design in Revelations takes after the original MA-121 Alpha Hunter model
The Hunter will almost always attack in a group with other Hunters. They are
fast and highly aggressive. Their attacks are quick and they can be highly
damaging. They attack with groud slashes and jumping slashes. These enemies
will hop and move around a character quite a bit before they actually attack.
They can easily confuse a player with their high speed and jumps. A Hunter's
A shotgun is the best weapon to use against Hunters because it will often knock
them down. Grounding a Hunter and keeping it from hopping and move around a
character is the best choice of action when facing one. A machine gun with a
high rate of fire can work well against a few Hunters - the high rate of fire
is mainly needed to knock them down. A handgun can work well against single
Hunter enemies, but be sure to aim for its weak head. A Hunter can be stunned
it can be meleed.
-- STARTING HP:
-- DAMAGE MODIFIERS
Body: 1.0
Head:
-- ATTACKS
----------
Claw Slice
----------
The Hunter holds its left arm back then lunges forward with a claw slice.
Causes: Stagger
------------------
------------------
The Hunter holds its right arm back for a while then steps forward and slices.
Dodge Timing: Right before the Hunter hits with its claw
Causes: Stagger
------------------
------------------
The Hunter jumps forward and slices with its right arm.
Causes: Knockdown
-- RECOMMENDED WEAPONS
- Shotgun
A shotgun is easily the best weapon to use against Hunter since it will
often knock them to the ground per shot. The M3 is really the best shotgun
to use against them since they are often fought in packs, but any shotgun
- Machine Gun
A machine gun with a high rate of fire works well for smaller groups of
Hunters. The P-90 and MP5 machine gun work the best thanks to their higher
rate of fire. The AUG, G36 and High Roller will take more damage per shot,
but they will not knock down a Hunter as quickly.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
FARFARELLO
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Farfarello (meaning Slanderer) was named after one of the 12 devils called
Malebranche (Evil Claws) from the Divine Comedy written by Dante Alighieri.
Farfarello is the improved breed of "Hunter" and was created by adding the "T-
Abyss" to hunters.
mimic its surroundings and become transparent like a group of aquatic organisms
control.
Farfarellos are grayish-white Hunters with the ability to make their body
transparent. They have the same exact attacks as the standard Hunter but they
are even more aggressive in close range. They will often appear only while
they in close range. They have a habit of appearing a few seconds before they
Farfarelleos are not as aggressive from a distance which can allow a player to
find them easily from long range. While at a distance, hold up a weapon and
the end of the laser will before circular. Farfarellos are best fought at a
distance since they are highly aggressive with their attacks from up close.
The weapon you use to fight them really depends on your distance from them.
Use a shotgun while up close and use a rifle, magnum, machine gun or handgun
-- DAMAGE MODIFIERS
Body: 1.0
Head:
-- ATTACKS
----------
Claw Slice
----------
The Farfarello holds its left arm back then lunges forward with a claw slice.
Causes: Stagger
------------------
------------------
The Farfarello holds its right arm back for a while then steps forward and
slices.
Dodge Timing: Right before the Farfarello hits with its claw
Causes: Stagger
------------------
------------------
The Farfarello jumps forward and slices with its right arm.
Causes: Knockdown
-- RECOMMENDED WEAPONS
- Shotgun
Just like the standard Hunter, shoot Farfarellos from closer ange with the
shotgun. They like to appear a few seconds before they attack, so stand
- Rifle/Magnum/Machine Gun/Handgun
From a distance, just about any weapon other than the shotgun can work
well. Farfarellos are not near as aggressive from a distance and they will
often walk toward your character. Once you find them, blast them with a
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
FENRIR
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Fenrirs are wolf enemies that have their rib cages protruding from their sides.
They attack much like any four-legged wolf or dog enemy in previous RE titles.
They will run and perform a jumping bite attack.
Fenrirs attacks in packs most of the time, so it's best to spread fire over the
whole group to keep them from attacking. Fire at them while they run to make
them fall to the ground then shoot them while they are grounded. A handgun
will work fine from a distance, but as they get in closer, use a heavier weapon
such as a shotgun or machine gun. A B.O.W. Decoy works very well against packs
of Fenrirs.
-- STARTING HP:
-- DAMAGE MODIFIERS
Head: 1.0
Body: 1.0
-- ATTACKS
------------
Jumping Bite
------------
Range: Close
Dodge Timing: Right before the Fenrir bites while in the air
Causes: Stagger
-- RECOMMENDED WEAPONS
- Handgun/Machine Gun
From a distance or with single Fenrirs, a handgun or a machine gun can work
well with knocking over a Fenrir after each blast and setting it up for
extra shots. Try to shoot them as they run then shoot them in their rib
cages once they fall for maximum damage. When dealing with several Fenrirs
them further.
- Shotgun
When Fenrirs are in close range, a shotgun can work well in killing them,
shotgun with its wide blasts works the best for Fenrir enemies.
- B.O.W. Decoy
When dealing with a big pack of Fenrirs, a B.O.W. Decoy is the best way to
kill several of them in a row. The decoy will take their attention away
from your character as well. Just one decoy will likely kill a whole pack
of Fenrirs.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
BABY DRAGHIGNAZZO
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
only in Raid Mode. It's actually shorter than a character, but has all the
same attacks and overall appearance as the normal Draghignazzo enemy. See the
-- DAMAGE MODIFIERS
-- ATTACKS
-- RECOMMENDED WEAPONS
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
SCAGDEAD
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
(this can only be seen in 1 out of 1000 people). However the resistance to the
infection only slows it down and won't be able to stop its advance entirely.
When people get infected, they suffer from high fever then develop tumors
around their shoulders and necks. These symptoms happen a few days or weeks
after being infected, and as the infection advances the host gradually loses
consciousness.
The infected are aware they are being taken over by the virus, yet they cannot
do anything about it. Even after the madness of the virus has complete control,
the head of the host mutters words unconsciously, as if they are sleepwalking.
Scagdeads are large Ooze with a human body attached to the the left side of
their torso. The human body head is the weakest part of a Scagdead. Scagdeads
are some very dangerous enemies because of their instant kill grab. When they
get in close range, they can grab your character with their creature mouth and
kill your character instantly. From long range, they will dash toward your
character and try to slice your character with their saw blad hands - this
Scagdeads require a lot of firepower in order to beat. The machine gun, rifle
and magnum from long range are the safest ways to weaken them. A shotgun blast
from close range takes a lot of damage from them but just keep in mind that
you're risking getting hit by an instant kill grab. Hand grenades are a good
way to damage multiple Scagdeads and Scagdeads that are in a group of other
enemies.
A Scagdead can be stunned and set up for melee by shooting them a bunch. They
can also be stunned by explosions from explosive canisters and pulse grenades.
When a Scagdead is stunned, it's really best just to keep shooting it since the
melee that your character will perform is weak. Only melee at that time if you
B.O.W. Decoy grenades are the best way to get Scagdeads off of your characer
when they are in groups. Just like other enemies, they will be lured toward
the decoy and this will keep them from getting in close to your character with
-- STARTING HP:
-- DAMAGE MODIFIERS
Body: 1.0
----
Grab
----
The Scagdead will grab forward with his monster head. If this hits your
character, it will instantly kill the character. This is an instant death grab
where he will slice your character with his saw blade arm while holding her in
Range: Close
Dodge Timing:
------------------
------------------
The Scagdead will race forward and stick out his saw blade arm then hit your
character with the saw blade. This leaves your character in danger status.
Range: Mid Range (the Scagdead dashes and hits from close range)
Dodge Timing:
Causes: Stagger
-----------
Mouth Traps
-----------
The Scagdead will fire out small creature mouths with teeth that will lie on
the floor and grapple your character and hold that character in place if the
character steps over them. These can be shot with a gun to get rid of them.
Range: Close
-- RECOMMENDED WEAPONS
- Handgun/Machine Gun/Rifle/Magnum
Any of the weapons listed above can work well at weakening a Scagdead from
a distance. Rifles, especially the PSG-1 rifle, stand among the listed
weapons since your character will constantly find rifle ammo and they take
off a good bit per shot. The PSG-1 rifle can be used to literally spam
these enemies with shots from a distance. In Raid Mode, the magnum is
obviously the best to use since you'll constantly get more magnum ammo.
All of the explosives listed above have their uses for a Scagdead. A hand
grenade takes a big amount of damage from it and can hit a crowd of
enemies along with it. The Pulse Grenade is good for using when your
more. Take special note of the B.O.W. Decoy since it can be used to
attract the Scagdead's attention away from your character and leave it
wide open to weapon fire shortly before the decoy goes off and damages it!
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
SCARMIGLIONE
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
The Scarmiglione is a large human-like creature that has a lance arm and an arm
with a hardened shell portion resembling a shield. It's like fighting a mutant
knight. This enemy will constantly try to cover its body with its shield arm
and move close to a character then try to slice with its lance arm. From a
distance, it will try to lean over and dash forward with a shield ram as well.
Aim toward whatever area of the Scarmiglione that is not covered with its
shield arm and fire at that spot to damage it. If a player shoots it in legs
too much, it will eventually cover its legs then leave its head open to damage.
It will constantly have one portion of its body open to attack. Aim at
whatever portion of its body it doesn't cover with its shield then blast it
with a magnum, shotgun or machine gun. Keep in mind that it's weak point is
A Scarmiglione can be stunned instantly with one hit from a pulse grenade. A
pulse grenade will stun it and set it up for a melee attack. Stunning it with
a pulse grenade and hitting it with a charged melee attack is a very quick and
A Scamiglione is also VERY weak to shock grenade. A shock grenade will damage
it very intensely. It will only take about two shock grenades to kill one so
Once the Scarmiglione has taken intense damage, it's upper half might explode
and a pink appendage will be left behind. The pink appendage will try to shock
the player. The Scarmiglione is right near death at this point and is left
wide open to attack. Continue to blast it to kill it for good once this
happens. The Scarmiglione can actually be knocked down with a shotgun blast at
when its top appendage is all that is left of its top half. If your character
keeps shooting the legs of a Scarmiglione, the bottom half will be destroyed
then the upper torso will crawl along the ground - this can be annoying since
it will slash with its lance arm while moving toward your character at that
time.
-- STARTING HP:
-- DAMAGE MODIFIERS
Torso: 1.0
Legs: 1.0
Head:
-- ATTACKS
---------------
---------------
The Scarmiglione holds its blade arm to the side then slashes forward. It can
Range: Close
Dodge Timing: Right before the blade arm hits your character
Causes: Knockdown
----------
Shield Ram
----------
The Scarmiglione dashes forward with its shield arm in front of it.
Causes: Knockdown
---------------
Appendage Shock
---------------
While the upper body is destroyed the appendage will stretch forward and try to
--------------
--------------
While the legs are destroyed, the Scarmiglione torso will crawl forward and
Dodge Timing: Right before the blade arm hits your character
Causes: Stagger
-- RECOMMENDED WEAPONS
- Machine Gun/Rifle
With plenty of upgrades, rapid fire from a machine gun or rifle (PSG-1)
portion of his body that isn't covered with his shield then open fire!
Try to aim for his head when his upper torso is exposed.
- Magnum
Magnum blasts to the rest of his body are really no different than using a
A shock grenade takes heavy damage from a Scarmiglione. Just toss the
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
INFECTED RACHEL
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Early on in the game, Rachel is found shortly before she is mutilated by Ooze
in the Examination Room aboard the Queen Zenobia. Later, when Jill comes back
to get the lift key from her, Rachel has mutated after being exposed to the T-
Abyss virus and now an Ooze creature just like her killers.
Rachel is a much harder and more aggressive normal Ooze type of creature. She
basically has the attacks as the standard Ooze, but she is much faster and will
take more damage from your character. She has quite a bit of health and cannot
Rachel's weak area is her head. The best way to deal with her is to damage her
as she runs toward your character. It's best to drain most of her health with
a weapon that has a quick rate of fire before she gets in close range. From
close range, Rachel can be extremely hard with how quick she attacks.
-- STARTING HP:
-- DAMAGE MODIFIERS
Body: 1.0
Legs: 1.2
Arms: 1.2
Head: 1.5
-- ATTACKS
--------------
Forward Attack
--------------
Rachel holds her right arm or left arm to the side then strikes forward.
Range: Close
Causes: Stagger
----
Grab
----
Rachel leans back then lunges forward with both arms while her tongue appendage
Range: Close
-- RECOMMENDED WEAPONS
- Machine Gun/Rifle/Magnum
Equip a machine gun or PSG-1 rifle with the highest damage upgrades,
capacity and rate of fire upgrades then shoot Rachel as she moves toward
your character. Try to shooter her in the head, but just shoot any portion
of the body if you miss the head to often. The magnum can be highly
effective against Rachel, but it's best to only use it in Raid mode where
you have more ammo. A magnum shot will usually stagger Rachel per hit.
- Shotgun
From close range, a shotgun blasts will damage Rachel quite a bit, but, if
you can't dodge her attacks that well, your character will be hit a bunch.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
DRAGHIGNAZZO
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
The Draghignazzo is a large shellfish that has been infected with the T-Abyss
virus. It's main body is covered by a hard shell that protects it from harm.
Along the back and the right side of the Draghignazzo, are patches of exposed
flesh. The fleshy portions of the creature are the only areas where it can
take damage from weapon fire. It takes normal damage while it is shot in a
fleshy area. Its main weak point is the red eye that is at the top of the
The Draghignazzo attacks with constant rams from a distance. It will lay down
its shell arm moments before it charges. Running to its right side can help a
player to avoid its ram attack. It has a close range turning attack from close
range and a ground pound attack. The close range attack can be avoided by
moving away from the creature and the ground pound can be dodge by staying at
long range from the creature. The ground pound will knock a character down -
The Draghignazzo will fall over and be stunned for a few seconds after it
receives enough damage. Try to aim for the red eye when shooting it, but shoot
any soft portion of its body when the red eye is not in view. A rifle or
magnum from a distance or a shotgun from close range can work well in damaging
-- STARTING HP:
-- DAMAGE MODIFIERS
-- ATTACKS
----------
Shield Ram
----------
Draghignazzo places his shield arm on the ground for a few seconds then dashes
forward and tries to ram. Toward the end of the battle, he will do this
run toward his right side (your left). When he charges this attack, your
character can run in between his shield arm and body and quickly run to the
Causes: Knockdown
------------
Ground Pound
------------
Draghignazzo crouches and holds its shield arm into the air for a few seconds
then pounds the ground. Back away from him to avoid being hit by this. It
does take damage if your character is too close. It will knock her off balance
Dodge Timing:
------------------
Turn-Around Strike
------------------
When Dragnignazzo has its back turned, it will turn around quickly and try to
hit your character with its shield arm while turning. Try to stay way from the
Causes: Knockdown
-- RECOMMENDED WEAPONS
- Rifle/Magnum
From a distance, blast the Draghignazzo with a rifle or a magnum. The PSG-
1 rifle is the best weapon to use since it can shoot with rapid fire on the
fleshy areas. The magnum works very well for a single shot to the red eye
- Shotgun
This boss will mainly be fought from a distance for the most part, but
while in close range, a shotgun can be used to blast the big fleshy portion
on its backside. The shotgun also works well at damaging this enemy once
- Machine Gun/Handgun
Both a machine gun and a handgun can work well for damaging the
Draghignazzo so long as some good upgrades are placed on them. With the
machine gun, make sure to place a damage upgrade on it. With the handgun,
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
MALACODA
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
The Malacoda is a whale that has been infected with the T-Abyss virus.
Parasites inside of the whale have also become infected and protrude from the
body and mouth of the whale. The parasitic tentacles that emerge from its body
fish. The parasites of the Malacoda are its main means of attack. The whale
body only serves as the host body to the T-Abyss virus and the infected
The parasites can fully detach from the Malacoda and attack by themselves. The
parasites are long worm-like creatures that have a maw with mandibles on the
front head portion. The Malacoda's tentacles are its only visible weak point
for the majority of the fight. Destroying the tentacle-like parasites only
cause more to form, but they keep it from attacking. The main weak point of
The Malacoda's tentacles are weak all over and can be destroyed with heavy fire
focused on each one. Since the tentacles flail about so much and are hard to
launcher or gatling gun. The Malacoda's tentacles are fought later in the game
then the main whale body along with the tentacles are fought in Chapter 11.
-- STARTING HP:
-- DAMAGE MODIFIERS
Tentacle: 1.0
-- ATTACKS
-----------
Spike Shots
-----------
The creature's tentacles will hover in place and start to fire out spikes
Dodge Timing: N/A (fire at the spikes to destroy them or run to the side)
Causes: Stagger
------------
Tentacle Ram
------------
The pinchers on the side of the tentacle's mouth will start to move as it aims
toward your character then it will suddenly dash forward and try to ram your
character.
Causes: Knockdown
-- RECOMMENDED WEAPONS
- Gatling Gun
While on a boat or up in a helicopter, rapid fire with the gatling gun will
destroy the tentacles eventually. Just aim for any area of the tentacles
but be sure to blast the front end if it faces your character. The main
thing a player needs to watch for are the spike shots (shoot them) and the
forward ram that a tentacle parasite will perform. Always blast a tentacle
- Rocket Launcher
In Chapter 11, the helicopter pilot will toss down boxes containing rocket
launchers to Jill and Chris as they fight the Malacoda. One blast from a
correctly. The best time to fire a rocket is when a tentacle faces your
- Magnum/Rifle
When you can't use a gatling gun or a rocket launcher, a magnum is the best
magnum takes such heavy damage per shot. A rifle can work well against the
Malacoda's tentacles as well - it won't take as much damage per shot, but
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Final Form Abyss is the final boss of campaign mode. Jack Norman injects
himself with the T-Abyss virus while Jill and Chris are aboard the Queen Dido
and mutates into this Tyrant-like creature. Abyss has the features of the
usual Tyrant enemy from older Resident Evil games. He has an exposed heart on
his front side like the Tyrant fought in labs below the Spencer Mansion.
its head shortly before each teleport. It will often teleport before each
attack. Strong weapon fire on Abyss will interrupt the attack and stagger it.
Eventually Abyss will start to use images to confuse the player while it
prepares an attack. Always look for the image that emits a purple smoke from
the top of its head - that is the real Abyss. Blast the true Abyss to stop its
Abyss has some attacks that must be dodged using the dodge feature. The most
notable attack is when it makes two images of itself and both run toward your
character and prepare to slash the character. Abyss can attack without
dash and slice. It also has a grab - tap the Y button to escape once grabbed
Abyss' main weak point is the yellow growth on its back. Once a certain amount
of damage has been taken from Abyss, it will start to lean over and expose its
weapon point. Firing at the true Abyss while it is on-screen will damage the
boss - it all adds up and its best to spam damage as much as possible when
given the chance. Always shoot Abyss in its top half since its legs are
stronger. When it leans over, blast its yellow weak point. This boss has tons
of health in both normal mode and hell mode, so it takes quite a while to fully
kill it. Not even a rocket launcher will kill it without extra weapon fire.
-- STARTING HP:
Normal Mode:
Legs:
Body: 1.0
-- ATTACKS
----------------------------
----------------------------
Abyss teleports toward your character and reappears in front of the character
then charges a claw attack and tries to hit the character. Aim forward and
shoot him.
Causes: Knockdown
-------------------------
-------------------------
Abyss teleports toward your character and then reappears behind the character
then charges a claw attack and tries to hit the character. Quick turn and
shoot Norman.
-------------------------
-------------------------
Abyss teleports toward your character and two Abyss images appear in front of
the character and charges a claw attack. Aim at the Abyss that breathes a
Causes: Knockdown
---------------------------------
---------------------------------
Abyss teleports toward your character and an image appears in front of the
character then charges a claw attack. The real Abyss appears behind the
character and charges a claw attack while breathing purple gas. Quick turn and
Causes: Knockdown
-----------------------
-----------------------
Abyss teleports toward your character. An image of Abyss will dash at your
character and peform a claw attack. The image will remain for a few seconds
afterwards. Once it disappears, the real Abyss will appear in front of the
character and attack. Wait for the image to fade away then aim forward. When
Abyss appears, blast him. Sometimes Abyss will appear behind the character.
Causes: Knockdown
------------------------
------------------------
Abyss teleports toward your character. An image of Abyss appears near your
character and attacks. A few seconds later, the real Abyss will appear in
front of the character and attack. Wait for the image to disappear then
prepare to blast the real Abyss. This is much like the teleport delay except
the image starts out close to your character. Sometimes Abyss will appear
Causes: Knockdown
------------------------
------------------------
Abyss will teleport then two Abyss images will both dash at your character from
each side and try to hit the character. The Abyss that attacks second with a
dash is the real Abyss. Try to dodge out of the way of this with the dodge
feature. It cannot be stopped. This can get quite hard to avoid since it
Causes: Knockdown
--------------
Teleport Delay
--------------
Toward the end of the battle, Abyss will begin to move toward your character
then teleport when he gets next to the character. He will do one of his image
attacks after doing so. The main difference with this move is that he moves
Causes: Knockdown
-----------
Claw Attack
-----------
Toward the end of the battle, when your character is close to Abyss, sometimes
Causes: Knockdown
-------------------
-------------------
Abyss runs at your character and hits the character with his claw. He will
mainly do this toward the end of the battle. Your character will have to dodge
the attack with a dodge command or step out of the way as he does his dash.
Sometimes he will stand and breathe a purple gas before doing this. Sometimes
Causes: Knockdown
----
Grab
----
Abyss grabs your character from close range and holds the character up then
Causes: Knockdown
-- RECOMMENDED WEAPONS
- Rocket Launcher
The rocket launcher takes 30000 damage once it hits Abyss, so it will
inflict some extremely heavy damage on him. It can basically bring him
down to where he will start attacking more aggressively from the beginning
of the battle if Abyss is shot with the rocket early. Shoot Abyss in the
weak point after weakening him enough and the rocket launcher will take off
- Machine Gun
The machine gun with a damage, rate of fire and capacity upgrade is a very
good weapon to use against this boss. The P-90 and MP5 stand out the best
for damaging the boss since they both already carry such a good rate of
fire. The machine gun will not instantly stagger Abyss as it attacks like
a shotgun, but it will stagger him with enough rapid fire. The best part
about the machine gun is that the damage inflicted can be SPAMMED like mad
literally unload. Once Abyss exposes its weak point, a player can blast
- Shotgun
The shotgun is a great weapon to use to knock Aybss out of its attacks.
One shot will knock Abyss out of the majority of its attacks if the true
Abyss is shot. The shotgun takes off quite a bit of damage per shot as
well. The main flaw with this weapon is that the shots are not constant
- Magnum/Rifle
Both the magnum and rifle are both good at knocking Abyss out of its
attacks. The magnum has a slow rate of fire, but it can work very well for
hitting Abyss' weak point. The PSG-1 rifle can be used to spam damage on
Abyss much like a machine gun - give it a damage, rate of fire and capacity
up grade and the PSG-1 rifle can work just as well as a machine gun!
[LI00]
===============================================================================
__ _ _
\____/|_||___/ \__||___/
LISTS
===============================================================================
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- - B A S I C S - -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
This section contains all materials that can be listed in Resident Evil:
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
[LI01]
============
MISSION LIST
============
Missions are basically equal to Medals on Mercenaries 3D. These are lists of
tasks that can be performed in order to unlock certain items, weapons or extra
gaming content for Revelations. Revelations has a Mission listing for Campaign
and Raid Mode. Raid Mode will not be available to view under the Mission menu
NOTE: Once a task for a mission has been performed, you must visit the Missions
menu from the main menu. The accomplished missions should have an exclamation
point "!" over their icon. Select the mission then press the A button to
MISSIONS
-------------------------------------------------------------------------------
|_|
-- CASUAL Cleared
-------------------------------------------------------------------------------
|_|
-- NORMAL Cleared
-------------------------------------------------------------------------------
|_|
-- HELL Cleared
-------------------------------------------------------------------------------
|_|
-- Aloof Challenger
Description: Clear Casual difficulty or higher without using herbs or Infinite
Rocket Launcher
-------------------------------------------------------------------------------
|_|
-- Clear Chapter 1
New oufits
-------------------------------------------------------------------------------
|_|
-- Chapter 2
-------------------------------------------------------------------------------
|_|
-- Chapter 3
-------------------------------------------------------------------------------
_
|_|
-- Final Chapter
-------------------------------------------------------------------------------
|_|
-- Researcher
Specifics: See the Enemy Location List in the Lists section of this guide.
-------------------------------------------------------------------------------
|_|
-- B.O.W. Hunter
Specifics: Defeat 150 enemies in the campaign mode. This will stack as you
progress and will be unlocked in time. An easy way to get this quickly is to
keep repeating the portion of Episode 2, Scenario 1 where Chris gets attacked
by several wolves after falling. Kill off so many then restart. All the kills
add up!
-------------------------------------------------------------------------------
|_|
-- Angry Fist
Description: Land 10 fully charged physical attacks
Specifics: Perform 10 fully charged melee attacks after a stun - walk up to the
stunned enemy and charge the Y button then allow it to fully charge and hit.
Melees can only performed against certain enemies in the game. The following
Final Form Abyss - When he is weak keep shooting him to stun him
-------------------------------------------------------------------------------
|_|
-- Dodge Master
game. Press forward or the circle pad or press back on the circle pad + B
-------------------------------------------------------------------------------
|_|
-- Secret Sign 1
Specifics: See the hand print list in the list section - scan 1 of them!
-------------------------------------------------------------------------------
|_|
-- Secret Sign 15
Specifics: See the hand print list in the list section - scan 15 of them!
-------------------------------------------------------------------------------
|_|
-- Secret Sign 30
Specifics: See the hand print list in the list section - scan them all!
-------------------------------------------------------------------------------
MISSIONS
NOTE: As Raid Mode missions start to pile up on the mission selection screen,
start to discard completed Raid Mode missions. Press X while highlighting them
then choose to discard them. Raid Mode missions must be discarded eventually
in order to receive more missions. With a full mission list, a player will not
-------------------------------------------------------------------------------
|_|
-- Legendary Weapon
Specifics:
Collect one of the following through completing Raid mode missions or buying
- Pale Rider
- High Roller
- Drake
- Muramasa
-------------------------------------------------------------------------------
|_|
-- Legendary Raider
Specifics:
Collect all of the following through completing Raid mode missions or buying
- Pale Rider
- High Roller
- Drake
- Muramasa
-------------------------------------------------------------------------------
_
|_|
-- Level 5
-------------------------------------------------------------------------------
|_|
-- Level 10
-------------------------------------------------------------------------------
|_|
-- Level 20
-------------------------------------------------------------------------------
|_|
-- Level 30
-------------------------------------------------------------------------------
|_|
-- Level 40
Description: Reach player level 40
-------------------------------------------------------------------------------
|_|
-- Level 50
-------------------------------------------------------------------------------
|_|
-- CHASM Cleared
-------------------------------------------------------------------------------
|_|
-- TRENCH Cleared
-------------------------------------------------------------------------------
|_|
-- ABYSS Cleared
-------------------------------------------------------------------------------
|_|
Description: Clear all stages in Raid Mode on CHASM difficulty with an S Rank
-------------------------------------------------------------------------------
|_|
Description: Clear all stages in Raid Mode on TRENCH difficulty with an S Rank
-------------------------------------------------------------------------------
|_|
Description: Clear all stages in Raid Mode on ABYSS difficulty with an S Rank
-------------------------------------------------------------------------------
|_|
-------------------------------------------------------------------------------
_
|_|
-- 50 Missions
Specifics: Clear 50 Missions from either the list of Campaign Missions and/or
the list of Raid Mode Missions. Any missions count, even streetpass missions!
-------------------------------------------------------------------------------
|_|
-- 100 Missions
Specifics: Clear 100 Missions from either the list of Campaign Missions and/or
the list of Raid Mode Missions. Any missions count, even streetpass missions!
-------------------------------------------------------------------------------
|_|
Description:
Unlocks: 10000 BP
-------------------------------------------------------------------------------
|_|
Unlocks: 10000 BP
Specifics: This includes Normal Ooze, Claw Ooze, Bone Shooter Ooze and Exploder
-------------------------------------------------------------------------------
|_|
Unlocks: 10000 BP
-------------------------------------------------------------------------------
|_|
Unlocks: 10000 BP
-------------------------------------------------------------------------------
|_|
Unlocks: 10000 BP
-------------------------------------------------------------------------------
|_|
Unlocks: 10000 BP
-------------------------------------------------------------------------------
|_|
Unlocks: 20000 BP
-------------------------------------------------------------------------------
|_|
Description: You won't be able to find these creatures with you eye. But if
you have the skill, you should be able to take down 5 of them.
Unlocks: 25000 BP
-------------------------------------------------------------------------------
|_|
Unlocks: 30000 BP
-------------------------------------------------------------------------------
|_|
-- Defeat Baby Draghignazzo (Defeat 5)
Kill 5 of them.
Unlocks: 30000 BP
Specifics: These are the smaller Draghignazzos that are first found on Stage
18. They are also found in Stage 1 while playing on Abyss difficulty.
-------------------------------------------------------------------------------
|_|
are caught. Just make sure to kill 5 of them before you are.
Unlocks: 35000 BP
-------------------------------------------------------------------------------
|_|
Description: A giant, disfigured creature with a shell that can deflect bullet.
Kill 5 of them.
Unlocks: 40000 BP
-------------------------------------------------------------------------------
|_|
Unlocks: 40000 BP
-------------------------------------------------------------------------------
[LI02]
==============
HANDPRINT LIST
==============
The following is a list of all Handprints that can be found in campaign mode.
Each handprint will only appear while viewing the specified area through the
-- Secret Sign
-- Secret Sign 15
-- Secret Sign 30
-------------------------------------------------------------------------------
_
|_|
-- Handprint (1/30)
After moving through the tunnel on the sea coast, scan the right side of the
green FBC crate across from the rock near the beginning of the dock. There is
-------------------------------------------------------------------------------
|_|
-- Handprint (2/30)
After regaining control of Jill while she is aboard the Queen Zenobia,
backtrack to the lounge with the lit up vending machine. The handprint is on
-------------------------------------------------------------------------------
|_|
-- Handprint (3/30)
After regaining control of Jill while she is aboard the Queen Zenobia,
backtrack to the hallway right after stepping through the Mini Storage Room
area. Look on the bottom side of the south wall while standing near the door
to the storage room and this handprint is on the bottom section of the wall
-------------------------------------------------------------------------------
|_|
-- Handprint (4/30)
After reaching the point where Jill witnesses a woman (Rachel) being killed on
the other side of a glass window, move down the stairs and enter the
Examination Room where she is and fight off the two Oozes. Scan the white board
with the three X-rays on it directly across from the body of Rachel.
-------------------------------------------------------------------------------
|_|
-- Handprint (5/30)
This handprint is found while playing as Chris on the snowy mountain in Europe.
While inside the wreckage of the plane, open the cockpit door and a body will
fall out. The hand print is on the plane controls in front of the right seat
-------------------------------------------------------------------------------
|_|
-- Handprint (6/30)
Episode: Episode 2 - Double Mystery
While in the Mines with Chris and Jessica, they will fight several Fenrirs in
the area with many stacked boards in the center. After fighting the Fenrirs,
move to the south. This handprint is on the right stalagmite in the set of
stalagmites off to the left before dropping off the ledge ahead. Jessica will
-------------------------------------------------------------------------------
|_|
-- Handprint (7/30)
Once Jill and Parker get their weapons back, return to the Dining Room. Move
to the northeast side of the Dining Room and the handprint is on the east side
-------------------------------------------------------------------------------
|_|
-- Handprint (8/30)
Once Jill and Parker get their weapons back, return to the guest room where
Jill was held captive then enter the bathroom. The handprint is on the wall
|_|
-- Handprint (9/30)
Once Jill gains access to the Bridge, while facing the long set of controls in
the Bridge control room, this hand print is on the far right window behind the
-------------------------------------------------------------------------------
|_|
Handprint (10/30)
On the second floor of the Grand Hall, while in front of the locked shutter
that blocks the door to the Communications Room, turn around and this handprint
-------------------------------------------------------------------------------
|_|
Handprint (11/30)
On the first floor of the Grand Hall, find the shutter that blocks the door to
the Casino on the east side. Move to the northeast a bit and this print is on
the glass display on the northeast wall. It's above some steps.
-------------------------------------------------------------------------------
|_|
Handprint (12/30)
While in the Solarium Pump Room on the upper floor of the Grand Hall, a
handprint is on the panel of the control box on the south wall beside the three
tanks. Be sure to use the controls to purify the pool in order to get
handprint 16 in Episode 4!
-------------------------------------------------------------------------------
|_|
Handprint (13/30)
After entering the Promenade, this can be found on the east set of top cabinets
in the Café. After lifting the shutter, ignore the room with the trapped
Scagdead enemy and move down the walkway to the left. Run down the stairs and
the Café will be right in front of Jill. Move forward and to the right then
-------------------------------------------------------------------------------
|_|
Handprint (14/30)
Episode: Episode 3 - Ghost of Veltro
After killing the Scagdead enemy (Mutant Communications Officer), run back up
to the second floor and enter the room he was held in. This handprint is on
the top stacked crate, on the side that faces the door.
-------------------------------------------------------------------------------
|_|
Handprint (15/30)
Activate the elevator by solving the puzzle on the control box in the hall on
the west side of the Promenade then take the elevator up to the Deck. While in
the Guest Cabin up above, scan the table on the left (south) side of the room.
The table has some blood on it and the handprint is right near that blood.
-------------------------------------------------------------------------------
|_|
Handprint (16/30)
In the Solarium that is accessed through the Grand Hall, use the pump controls
to purify the pool in episode 3 then reenter the Solarium in episode 4. Dive
into the pool then swim into the tunnel and make an immediate right then swim
and find the ladder in the water and climb it. Climb up to the diving board
off to the left. Walk toward the end of the diving board and look through the
scanner and this handprint will be near the end of the diving board.
-------------------------------------------------------------------------------
|_|
Handprint (17/30)
Use the switch to turn on the light in the Casino. This handprint is on one of
the slot machines to the south of the set of stairs the characters use to enter
the Casino. Facing the row of five slot machines in the back on the south
side, this handprint is on the left side of the fourth slot machine.
-------------------------------------------------------------------------------
|_|
Handprint (18/30)
In the Detention Room, where Jill and Parker found the dummy of Chris in
episode 1, this handprint is on the left side of the yellow flag that is on the
left wall.
-------------------------------------------------------------------------------
|_|
Handprint (19/30)
While in control of Keith for the first time in Episode 5 while in Valkoinen
Mokki airport, Keith and Quint will enter a Projector Room shortly after
side of the projector screen on the west side of the Projector Room.
-------------------------------------------------------------------------------
|_|
At the beginning of the Bilge Passageway Lift Area, after playing with Keith,
the game will switch back to Jill and Parker. This hand print is on the
notebook that is on top of a metal block on the northeast side of the lift
area.
-------------------------------------------------------------------------------
|_|
Handprint (21/30)
While Jill and Parker are about to fix the antenna right near the end of the
episode, the handprint is on the controls for the antenna. This can be scanned
in Episode 7 also.
-------------------------------------------------------------------------------
_
|_|
Handprint (22/30)
While out on the heliport looking for the UAV, after fighting all waves of
Hunters, run to the far west end of the heliport and step out onto the catwalk.
The handprint is on the grating on the far west side of the catwalk.
-------------------------------------------------------------------------------
|_|
Handprint (23/30)
When Jill and Parker enter the elevator after dashing down the corridor with
several Hunters and Oozes while under a time limit the elevator will take them
up to a Cargo Room. This handprint is on the inside window of the control room
off to the left as soon as the characters step through the doorway. The
control room portion of the Cargo Room is on the west side of the area.
Get this in Episode 8! When Jill and Parker swim out of the control room, they
will have to climb a ladder that will take them back to the upper floor of the
cargo room. While in the cargo room at that time, they will not be under a
time limit. Run over to the control room of the cargo room and scan the
-------------------------------------------------------------------------------
|_|
Handprint (24/30)
While in control of Jill while Chris is with her, the two will have to register
fingerprint access. In the Sterilization Room on the other side of the double
doors, this handprint is on the left set of locker doors. It's on the fourth
-------------------------------------------------------------------------------
|_|
Handprint (25/30)
In the Experiment Room, on the other side of the two Sterilization Rooms that
Jill and Chris get trapped in, this handprint is on the west side of the tank
with a fish inside. It is on the left glass panel while facing the west side
of the fish tank. This room is right outside the Sterilization Rooms where
-------------------------------------------------------------------------------
|_|
Handprint (26/30)
the left side of the first arch in the tunnel. As Jill and Chris step forward,
this will be off to the left when they first start to talk in the tunnel.
-------------------------------------------------------------------------------
|_|
Handprint (27/30)
In the Lab Morgue, this handprint is on the wall behind the PC on the desk off
-------------------------------------------------------------------------------
|_|
Handprint (28/30)
During the first battle with the Malacoda boss with Jill and Chris, this
handprint is on the big pipe that sticks out of the wreckage in the center
portion of the ship piece that Jill and Chris stand on. The pipe will be to
their backs while fighting the boss. Scan the handprint while fighting the
boss.
-------------------------------------------------------------------------------
|_|
Handprint (29/30)
Episode: Episode 12 - The Queen is Dead
While playing as Jill and Chris in the Queen Dido, they will eventually enter a
Dining Room with several bodies on a long table. Look on the south wall and
-------------------------------------------------------------------------------
|_|
Handprint (30/30)
When Jill and Chris enter the room where Norman sits on a throne, this
handprint is on the side of the platform right below Norman. It can be scanned
-------------------------------------------------------------------------------
[LI03]
===================
===================
"Researcher" mission and receive the Edge Runner 2 custom parts for Campaign
mode. A player must complete one full scan on each enemy. The enemy does NOT
have to turn white while the scanner is equipped - one full scan is all that is
needed.
Each listing list out a description of the enemy along with the episode,
scenario and area where they can be found for the first time. Some enemies are
met earlier than the times that I have listed, but a scanner is not available
at that time. This list is only for locating each enemy for the Researcher
-------------------------------------------------------------------------------
|_|
-- Globster
-------------------------------------------------------------------------------
|_|
-- Ooze
-------------------------------------------------------------------------------
|_|
-- Fenrir
-------------------------------------------------------------------------------
_
|_|
-- Pincer Ooze
-------------------------------------------------------------------------------
|_|
-- Tricorne Ooze
-------------------------------------------------------------------------------
|_|
-- Scagdead
Description: Big Ooze with a big mouth on his head and a human body on his left
side.
-------------------------------------------------------------------------------
|_|
-- Ghiozzo
Description: Big fish with large teeth
-------------------------------------------------------------------------------
|_|
-- Infected Rachel
-------------------------------------------------------------------------------
|_|
-- Sea Creeper
-------------------------------------------------------------------------------
|_|
-- Farfarello
-------------------------------------------------------------------------------
|_|
-- Chunk Ooze
Description: Gray Hunter that can turn transparent
-------------------------------------------------------------------------------
|_|
-- Draghignazzo
-------------------------------------------------------------------------------
|_|
-- Hunter
* Most players will likely want to take the long way to the Deck, so they will
-------------------------------------------------------------------------------
|_|
-- Scarmiglione
|_|
-- Malacoda
-------------------------------------------------------------------------------
|_|
-------------------------------------------------------------------------------
[LI04]
===============
UNLOCKABLE LIST
===============
****************************************
****************************************
Perform the following actions to unlock Raid Mode costumes. The costumes will
-------------------------------------------------------------------------------
-- Chris (Snow)
-------------------------------------------------------------------------------
-- Chris (Ship)
-------------------------------------------------------------------------------
-- Jessica (Snow)
-------------------------------------------------------------------------------
-- Jessica (Ship)
-------------------------------------------------------------------------------
-- Jessica (Terragrigia)
-------------------------------------------------------------------------------
-- Jill (Ship)
-------------------------------------------------------------------------------
-- Jill (Beach)
Reach player level 5 in Raid Mode.
-------------------------------------------------------------------------------
-- Keith (Snow)
-------------------------------------------------------------------------------
-- Keith (HQ)
Finish 50 missions.
-------------------------------------------------------------------------------
-- Morgan
Find the real exit on the Bonus stage (stage 21) in Raid Mode.
-------------------------------------------------------------------------------
-- Norman
-------------------------------------------------------------------------------
-- O'Brian
-------------------------------------------------------------------------------
-- Parker (Ship)
Finish Episodes 1-3 in the main game.
-------------------------------------------------------------------------------
-- Parker (Beach)
-------------------------------------------------------------------------------
-- Parker (Terragrigia)
-------------------------------------------------------------------------------
-- Quint (Snow)
-------------------------------------------------------------------------------
-- Quint (HQ)
-------------------------------------------------------------------------------
-- Raymond
-------------------------------------------------------------------------------
***************************
***************************
-------------------------------------------------------------------------------
-- Stages 1-7
-------------------------------------------------------------------------------
-- Stages 8-12
-------------------------------------------------------------------------------
-- Stages 13-17
-------------------------------------------------------------------------------
-- Stages 18-20
-------------------------------------------------------------------------------
-- Bonus Stage 21
-------------------------------------------------------------------------------
*********************************
*********************************
Finish all of the following difficulties in Raid Mode to unlock the following
extra difficulty levels. The Bonus stage does not have to be finished.
-------------------------------------------------------------------------------
-- Trench Difficulty
-------------------------------------------------------------------------------
-- Abyss Difficulty
-------------------------------------------------------------------------------
*********************************
*********************************
different colors for your name - your honor for completing each task. The
-------------------------------------------------------------------------------
-- Green Color
-------------------------------------------------------------------------------
-- Blue Color
-------------------------------------------------------------------------------
-- Pink name
-------------------------------------------------------------------------------
[HM00]
===============================================================================
_ _ _ _____ _
|_|
===============================================================================
=-=-=-=-=-=-=-=-=-=-=-= - H E L L M O D E T I P S - =-=-=-=-=-=-=-=-=-=-=-=-=
This section offers tips for Hell Mode in Campaign Mode. I have went through
each episode and listed out a few tips for some of the harder areas of Hell
Mode.
NOTE: Hell mode difficulty is unlocked once Normal mode is fully complete in
Campaign.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
----------------------------------------
BASIC TIPS
----------------------------------------
* Use the Government Handgun as your main long distance weapon for killing
You'll likely waste handgun ammo because of the 5 shot burst fire, but handgun
ammo is very plentiful throughout the game. If you can find the perfect damage
upgrade that will allow your character to kill off each enemy with the first 5
* Carry the Hydra shotgun with your character the majority of the time. If an
Ooze gets in close range, switch to the shotgun and blast it immediately! Do
not take chances since the normal Ooze enemies are highly aggressive on Hell
mode. Equipping the Hydra shotgun with Charge Shot 3 can help since a fully
* Carry the PSG-1 rifle with your character most of the time. If you ever
start to run a bit low on handgun ammo, switch over to the rifle and use it to
kill normal Ooze enemies from long range. Both handgun ammo and rifle ammo is
* If Jill does not need a green herb, be sure to leave any available green
herbs in an area and REMEMBER where it was left. Jill can return and get it
scanner. Be sure to hold the credit for that green herb in the scanner.
Literally, walk around with 100% scan. Keep in mind that as you scan more
often, Jill will get lower percentages for enemies that she has already
scanned. Basically, you could use a green herb early then not get one back for
a while because of low percentage scans! 100% scans carry over from Jill to
Keith, Chris and Parker, so each character will start out with the same scan
* If Jill ever needs extra health and doesn't have any green herbs, try your
* Conserve machine gun ammo as much as you can. Carry it with Jill if she ever
starts to run out of machine gun ammo for a chance to receive more ammo for the
machine gun through random ammo from scans. Only spam machine gun ammo in the
fight with Rachel in Episode 4. Jill really needs to have FULL machine gun
* The PSG-1 rifle is a GREAT weapon to kill off the first Scagdead in Episode 3
conserve ammo for this weapon that often though since rifle ammo is usually
* Conserve the majority of your magnum ammo for the Malacoda boss in Episode
11. The magnum will help Jill to damage its tentacles and destroy them with
the magnum instead of having to rely full on the rocket launchers that Kirk
tosses out. Basically... the quicker you get the fight over with, the less of
a pain the battle is. The magnum is not as useful for the final battle, so use
* Save the majority of your shock grenades for episode 8 and episode 9.
Scarmigliones are very weak to shock grenades!
----------------------------------------
----------------------------------------
The following ammo cases are exclusive to Hell Mode difficulty. They cannot be
-------------------------------------------------------------------------------
|_|
Details: Scan the spike in the growth off to the left after stepping out of the
pool on the opposite side of the Solarium. Be sure to turn on the pumps in the
control room of the Solarium during Episode 3 to have the pool cleansed by
Episode 4!
-------------------------------------------------------------------------------
|_|
Details: Enter the Engine Room from the lower level - while in the flooded
Engine Room Corridor, enter the Engine Room through the left door instead of
the right door. Jill will be in knee deep water while in the lower lever of
the Engine Room. Look over to the right at the start of the lower leve portion
and this ammo case will be on a shelf against the far right right wall.
-------------------------------------------------------------------------------
|_|
Details: Lying on the platform below the stairs next to a green herb in the
-------------------------------------------------------------------------------
|_|
Details: When Jill and Parker take the elevator up to the Observation Hall from
the Grand Hall, they will be attacked by the Draghignazzo along the way. Once
they reach the top, step out of the elevator and this ammo case will be on a
seat to the left near the green ammo crate in the Observation Hall.
-------------------------------------------------------------------------------
|_|
Details: Scan the vase on the northeast side of the Guest Cabin. Jill can get
this in Episode 3 after the Scagdead fight also - just enter the hallway and
|_|
Details: Check behind the green weapon crate off to the right after stepping
-------------------------------------------------------------------------------
|_|
Details: To the left in the long tunnel corridor once Jill and Chris step off
the elevator after the fight with the first Scarmiglione. This is near the
-------------------------------------------------------------------------------
|_|
Details: On the table to the right in the dark room with the Veltro soldier
-------------------------------------------------------------------------------
----------------------------------------
EPISODE TIPS
----------------------------------------
=========
Episode 1
=========
* The fight with the first Ooze is like a complete slap in the face compared to
the difficulty of the Oozes on normal mode. Be sure to run away from him and
shoot him from a distance with the Governent handgun. The Kitchen area is kind
of small, so don't be afraid to take out the shotgun and blast the Ooze with it
* Jill will have to use her M92F handgun with no upgrades for the Sea Coast
portion. The Globsters that Jill will face have increased health from normal
mode. Be sure to aim for their mouth when they move toward Jill and blast them
in the mouth to stagger them then keep blasting them in the mouth. Back up
when needed to gain some distance between Jill and the Globster.
=========
Episode 2
=========
* While playing as Chris, DO NOT open the containers near the plane wreckage
and scan the lumps of flesh inside. Save the scans for Keith and Quint's
scenario in Episode 5. They will need the green herbs from the scans more than
Chris will!
=========
Episode 3
=========
* With Parker and Jessica, activate the elevator in the lobby then rush back
down the entrance corridor to the lobby. Stand in the corridor and allow the
Hunters to run to Parker and Jessica. They will only come from one direction
while doing this. Stand near the lobby so that you can see them approaching
from the corridor then toss a grenade as they are about to come into view to
damage each wave badly. Arm the machine gun and blast them as they try to
attack and blast them with the shotgun when they get in close range.
* Arm the PSG-1 rifle with the highest damage, load capacity and fire rate
upgrade and take it into the Promenade and blast the Scagdead with it. Stand
by the windows of the room that he is in and hop through them then blast him
from the other side of them, or use the counter in the downstairs Café to hop
over and blast him from the other side. Hop back and forth over the areas then
blast him.
Use all explosive canisters to damage the Scagdead as well. Spam him with
grenades and rifle shots and he will fall eventually. Be on the lookout for
the other Ooze enemies in the area. The hand grenades can actually help to
=========
Episode 4
=========
* Before going down the stairs to the Examination Room, be sure to pick up the
MP5 or P-90 machine gun and arm it with the highest damage, load capacity and
fire rate upgrades. Take along the PSG-1 rifle with the next best upgrades for
When Rachel appears each time on the way back, blast her with the machine gun
as she moves toward Jill. If Jill starts to run out of machine gun ammo,
substitute the PSG-1 rifle for rapid fire against Rachel. With the final fight
in the lounge, run away from Rachel and the Ooze enemies when they drop and
spam the whole group with hand grenades to quickly kill off the normal Ooze and
NOTE: The Hydra equipped with Charge Shot 3 can help out a lot for the Rachel
fights on Hell mode. A fully charged shot from the Hydra will knock Rachel to
the floor with each hit. You can literally charge a shot then knock her, and
charge another shot then wait for her to get up and knock her down again then
keep repeating!
=========
Episode 5
=========
* When fighting Sea Creepers, equip the Python magnum with the highest damage
upgrade and blast them when they first rise up out of the water from long
range. Try not to waste too many shock grenades on them - only use about one
or two and save the rest for the Scarmigliones in Episode 8 and 9. If you
don't need to reenter a room with Sea Creepers, consider running from them.
* When Jill has the Cog and needs to return to the gear puzzle, in the Engine
Room Corridor, open the door on the left and take the lower level of the Engine
Room back to the area with the gear puzzle. Jill will not have to fight any
enemies on the way back! Backtrack to the Engine Room Corridor then open the
door on the right to go back to Parker afterwards. No enemies along the way!
* When the Farfarellos first appear with Keith and Quint at the crash site, run
to the opposite side of the area and stand near the front of the plane. Shoot
the Farfarellos with the handgun or machine gun from a distance then switch to
the shotgun when they get close. The best part about running toward the front
of the plane is that the Farfarellos spawn from the middle or the other end of
=========
Episode 6
=========
* Try as much as you can to scan enemies with Chris while in the first
scenario. Chris has several chances to scan enemies from a distance or after
running from them. Scan the two Scagdeads while fighting them if you can.
* In the Promenade area with Chris and Jessica, fight or run by all the Ooze in
the area. If you have problems fighting them, just run by them. It's a good
* When fighting the two Scagdeads in the Casino with Chris and Jessica, spam
them with hand grenades and blast them from long range with the handgun. Try
to use up ALL of Chris' handgun ammo for this fight. Use pulse grenades to
stun and then melee a Scagdead to save ammo and damage them further.
* In the underground storage area with Chris and Jessica, once all visible Ooze
have been defeated, quickly run toward the ladder on the other side and just
ignore the Claw Ooze that drops from the overhead vent - just climb the ladder.
looks into the elevator - don't shoot it at that time. This is a 50% scan, so
it will likely give Jill a green herb for both scans! Blast his appendage with
rate upgrade before fighting the Draghignazzo outside the elevator. Blast the
Draghignazzo in his fleshy area from long range with the PSG-1 rifle after he
rams. Switch over to the Government handgun and blast him if Jill starts to
run out of ammo. The hardest part about the fight with the Draghignazzo is his
HIGH amount of health. He will be in his phase of ramming without warning for
quite a while, so be ready to run to the side a lot to avoid his attacks! It
can be good to use the shotgun from close range from the start of this battle
since his attacks are very predictable early on. Once he starts to ram without
=========
Episode 7
=========
* VERY IMPORTANT! In Episode 7, while in the Cargo Room, run by all the Ooze,
Rachel and the Scagdead and leave the rocket launcher in the area where the
Scagdead is. Once Episode 8 begins, swim back out to the area where the
Scagdead was at and pick up the rocket launcher. The rocket launcher will
still be there! Place the rocket launcher in the weapon crate and save it for
the final boss. One rocket shot will take 30,000 damage off of him.
=========
Episode 8
=========
* While in the boat with Chris and Jessica, be sure to blast the tentacles in
the water whenever possible as they appear. When they are in the distance, get
ready to blast the tentacles as they move toward the boat and prepare to
attack. Once the boat gets next to the Queen Zenobia, start to use the grenade
rounds in the gatling gun to blast the tentacles as they rise out of the water
to attack. Shoot them from long range with a grenade rounds - this can help to
* When fighting the Scarmiglione, stun him with pulse grenades if Jill needs to
move by him while still in the Decontamination Room. Blast him with the
machine gun in whichever area that he doesn't cover with his shield for the
most part. If your aim is good, take out a magnum and blast him directly in
the head for intense damage. Try not to use shock grenades for this battle.
=========
Episode 9
=========
* During the fight where Quint uses the terminal and enemies attack Keith, take
the machine gun, magnum and shotgun and stand in the corner near the dumpster
by the elevator as enemies appear. Stay in the corner between the shelf and
dumpster and fight off all enemies. Leave the green herb in the dumpster and
the green herb near the two explosive barrels. Collect any other green herbs
that Keith can carry before pulling the switches to start the battle. Use
B.O.W. Decoys for any waves with Fenrirs in it. Try to use the machine gun to
blast Fenrirs and distant Hunters then fire with the shotgun when they both get
in close range. Once the Farfarellos start to appear gradually change over to
the magnum as they start to crowd the area. The Farfarellos will take around 3
* After Morgan speaks to Chris and Jill, several Ooze will attack. It's a good
idea to use the rifle to shoot the first wave of Ooze from a distance. Be sure
to pick out the Bone Shooters and shoot them first! When Scarmigliones appear,
toss all of your leftover shock grenades at them to damage them intensely.
It's VERY important that Jill tries to stay in between the two platforms near
the exit door since this will shield her from the Bone Shooters that shoot
bones from the walkways on the other side of the area - they keep reappearing.
Do not climb the platform since Jill will be in full view for the Bone Shooters
to hit her.
==========
Episode 10
==========
* When in control of Parker, take the Cafeteria area back to the Ship's Bridge
- take the lower route. Blast the Ooze Exploders and run by Rachel. Rachel
will likely damage Parker, but a player will not have to worry about any
the Bridge Hallway then move ahead and open the door in the corridor on the
* VERY IMPORTANT! In the Steam Room in Episode 10, be sure to run over to the
green weapon crate and take out a Python magnum! Do not keep the shotgun at
this point. Carry a magnum and a rifle and whichever other weapon of your
choosing for the Malacoda boss. THIS IS THE FINAL WEAPON BOX BEFORE THE
* Run by both of the Scarmigliones in the Steam Room area. When the first
Scarmiglione appears, after falling from the area with the weapon crate, toss a
pulse grenade at it then run over to the valve handle and rotate it quickly to
turn off the steam that blocks Jill's path then run to the ladder at the end
* When running to the front of the ship as it tilts, stay to the far right to
avoid all falling objects. Only pause to allow the second lifeboat to move
Episode 11
==========
* When fighting the Malacoda, blast its tentacles with the magnum. Don't worry
about conserving magnum ammo. When Kirk tosses out boxes, break them and blast
running of ammo at all times. The first Hunter will take every bit of ammo
that Parker has. A player will be forced to use the handgun often. Use the
machine gun to try to knock down Hunters then blast them with the handgun to
One of the hardest parts of the Parker scenario are the Hunters that Parker
will face while he escorts Raymond over his shoulder. Try to aim toward their
head and blast them in the head. If they fall, reload! If Parker reloads
while a Hunter is standing, the Hunter will very likely hit him! Be extremely
careful with avoiding attacks all the way through the Parker scenario and make
every shot count! During the final wave of enemies in the main hall, use hand
grenades often!
==========
Episode 12
==========
* Before the battle with Final Form Abyss, equip the MP5 or P-90 machine gun
with the highest damage, load capacity and fire rate upgrade and take along the
Hydra shotgun and a magnum (Python) with Jill. Place your next highest upgrade
is going to be LONG! If Jill has the rocket launcher, it can be fired at him
from the beginning to take off 30,000 of his health right then. You can also
try saving it until he starts leaning over then quickly fire the rocket and hit
his yellow weak point on his back to GREATLY increase the damage.
When fighting Final Form Abyss, equip the MP5 or P-90 machine gun with the
highest damage, load capacity and fire rate upgrade. Always aim for his chest
or body and spam him with weapon fire. The Hydra shotgun is the best weapon to
use in order to stop his attacks, but the machine gun delivers constant damage
on him. Whenever he leans over, be sure to spam his yellow weak point on his
[RM00]
===============================================================================
__ _ _ _
/ \// / _` || | / _` | / \ / _ \ / _` | / _ \
RAID MODE
===============================================================================
=-=-=-=-=-=-=-=-=-=-=-=-=-=-= - R A I D M O D E - =-=-=-=-=-=-=-=-=-=-=-=-=-=-
This section contains information for the unlockable Raid Mode. All stages and
NOTE: This section will most likely remain unfinished for quite a while. Each
stage is basically like a mini-campaign stage, so this stuff will take much
time to complete.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
[RM01]
----------------------------------------
----------------------------------------
===================
===================
Your main goal in Raid Mode is to reach the location in the objective listed
from the start of each stage. A player can pick from several characters
through the characters menu and equip weapons from the weapon menu before each
stage begins. Fight through enemies in each room to obtain extra items, ammo
pickups, weapons and keys to progress further. Once your character reaches the
final room, a BSAA medal will floating in that area. Hit the BSAA medal with a
==================
==================
Each enemy has a health gauge displayed above them while your character fights
each enemy. The health gauge shows the enemy's remaining Health Points (HP).
The damage delivered to an enemy will be displayed after each shot. A number
=========================
=========================
Much like an RPG, Some enemies will have certain status enhancements placed on
them when your character meets them. These status enhancements will give the
Enemies that have status enhancements have an icon above their HP meter.
.--------------------------------------------.
| ENHANCEMENT | ICON |
|============================================|
'--------------------------------------------'
=========================
=========================
At the end of each stage, Experience Points (XP) and Battle Points (BP) are
.---------------------------------------------------------.
|=========================================================|
'---------------------------------------------------------'
Besides the normal ranking, a stage bonus is also be awarded. Stage bonuses
give a player bonus BP and increase the overall XP gained at the end of a run.
.----------------------------------------------------------------------------.
|============================================================================|
| Trinity Bonus | Finish a stage with Low Level, No Damage and Genocide |
'----------------------------------------------------------------------------'
=============
Player Levels
=============
As players complete Raid Mode stages and XP is gained, your characters will
gain levels, which will boost their defense and overall attack power. All
characters share the current level on your save data, so no matter which
character you play as, that character will have the stats of that current
level. Besides the increase in stats, gaining levels will also allow your
characters to use high-level weapons. If you gain a high-level gun and your
characters are at a lower level than the gun, your characters cannot use that
weapon until they have leveled up to the same level or a greater level.
Player levels can be lowered through the character menu via the corresponding
button command on the bottom of the screen. Lowering levels wil decrease your
character stats back to the stats for that particular level. The lower levels
================
Weapon Inventory
================
All weapons that are acquired in Raid Mode will be stored in the weapon
inventory. From the start, the inventory can only hold a total of 12 weapons.
All other weapons must be discarded. A player will have to discard weapons
constantly while completing Raid Mode stages since there will not be enough
room to carry all weapons from the beginning. As a player progresses through
Raid Mode, the weapon inventory can be upgraded by buying a larger inventory
Keep high level weapons that have the most customization slots. If you get a
high level weapon with no customization slots, consider dropping it. High-
level weapons with the most customization slots are the best weapons to keep.
It's always good to have a machine gun, rifle, magnum and shotgun in your mix
============================
============================
Each character has specific masteries that enhance their use of some type of
weapon. These masteries are all character specific and cannot be changed over
to another character.
-- Jill
-- Chris -- Raymond
Shotgun Reload Speed 200% Handgun Reload Speed 200%
-- Parker
-- Keith
-- Jessica -- Norman
Machine Gun Reload Speed 200% Machine Gun Reload Speed 200%
===========================
===========================
Partner commands can be used in either solo or duo Raid mode by holding the
control pad up (directional pad up) and pressing any of the face buttons (Y, X,
Y - Thanks
X - Go
B - Wait
A - Come On
Each character has a unique "Thanks" phrase. All other commands are basically
the same per character and only distinguished by the character voice.
=================================
=================================
While playing an online game with a player, you will receive a campaign and a
Raid Mode mission as a streetpass mission from the other player so long as
-- Supply Missions
The mission for campaign will be a supply mission and it will automatically be
fulfilled. It will give your character some extra items for campaign.
-- Wanted Missions
The extra streetpass Raid mode mission will be a type of seek and destroy
mission. It will display the name of the person that you played a game with
online and tell you to go to a certan stage. Go to that stage and one of the
enemies will carry the player name. Kill that enemy to get the reward from the
mission.
NOTE: Some custom parts in Raid mode can ONLY be received through a Wanted
Mission.
-- Infection Mission
Infection missions are very rare missions that only appear once every now and
then. They require a player to meet up with another player that has a
NOTE: Some custom parts in Raid mode can ONLY be received through an Infection
Mission.
================================================================
================================================================
All missions that are received through streetpass where it displays a player's
name are random based on when you look at the mission menu. Every time that
you FIRST look at the mission menu, a mission with a player's name (Supply,
Once you save the game (or autosave) upon exiting, that mission will remain the
same.
If you turn off the autosave feature through the options menu and ONLY save
each mission as you get it and DO NOT look at the group of missions, you can
form a whole collection of missions then check over them to see if one appears
that you actually want. If one that you want doesn't appear, you can back out
of the mission menu and DO NOT SAVE then reload your game through the Load Data
screen and check on the missions again to get another random set of missions
The best way to receive missions is to constantly host or join the Extra stage
(Ghost Ship) and hit the first BSAA medal when starting each time. You need to
make sure that you are constantly playing with a new player per playthrough
since the missions have the players name on them - playing with the same player
while you have a mission with that player's name on it will give you no new
streetpass missions. Make sure to delete missions on the Raid mode missions
menu to where you can collect a bunch of missions at one time also. Collect
about 5-10 missions by hosting or joining online sessions. It's a good idea to
set your level to 1 while doing this in order to let other players know that
you do not intend to play the stage seriously. A level 1 player playing the
Extra stage is totally "WTF?", so that shows that you are not playing
seriously.
2) Set your level to level 1 (out of respect for the other players). Go to
"Characters" in the Raid mode menu then press Y and adjust the level to level
1.
3) Select "Online Play" then host a game of the Extra stage (Ghost Ship).
4) Start the game then run toward the first BSAA medal up the stairs and hit
it. It will only take around 10 seconds. Save your game when prompted. When
it says "Overwrite save data?", choose "Yes". This will save the streetpass
mission that you received. DO NOT look at the missions under the online
mission menu or the mission menu on the main menu. Do not look at them at all!
NOTE: Once again, make sure to save after each session - this will save the
5) Once you have around 5-10 missions from playing with other players, and the
missions have been saved, go to the "Missions" menu on the online menu or on
the main menu then take a look at the set of streetpass missions that you have
received. If you're trying to get a specific mission or an infection mission
6) While still on the missions menu, if you do not find the specific mission
that you are looking for, press the B button to exit out of the missions menu.
When it ask you to "Overwrite save data?", choose "No" then when it tells you
"Are you sure you want to continue without saving?" choose "Yes". Press the B
button to exit back out to the Load Data screen then reload your save file.
7) You can keep entering the Missions menu and checking on the streetpass
missions to make them change, so long as you DO NOT save your game and continue
to reload your save data by backing out to the Load Data screen. Any missions
with a player's name on them will continue to display randomly and you will
have a chance to receive an Infection mission. When you do find the mission
that you want, be sure to save your game by choosing "Yes" when it ask to
[RM02]
----------------------------------------
----------------------------------------
NOTE: The Raid Mode stages for "Chasm" difficulty are covered below. Since the
stages don't really need much of a walkthrough, I have started listing only
enemies, part upgrades and key items for stage 7 and onward.
NOTE 2: If you want a full detailed Raid mode stage list with all listings and
________________________________
-------------------------------------------------------------------------------
============
Docking Area
============
-- ENEMIES:
- Ooze (level 1) x2
No enemies!
============
Storage Room
============
-- ENEMIES:
- Ooze (level 1) x2
second Ooze will be chowing down on something on the floor near the locked
door. Defeat both enemies to receive the **OLD KEY** then use it to unlock the
next door.
==============
Dark Hallway 1
==============
-- ENEMIES:
- Ooze (level 1) x2
No enemies!
============
Mini Storage
============
-- ENEMIES:
(enemy drop)
The Ooze behind the shelf has a defense up upgrade on it. It will drop some
Elevator Hallway
================
-- ENEMIES:
- Ooze (level 1) x2
- Green Herb x2
Step into the corridor with elevators quick then turn and shoot the Ooze behind
the right corner. He will be standing right near it so step into the corridor
then turn around and shoot him. After stepping past the broken elevator, kill
the Ooze that appears up ahead quickly since a small Ooze will be behind your
A Bone Shooter stands at the end of the next corridor. Check the right locker
and left locker at the end of the hall for a green herb and random ammo pickup,
respectively.
======
Lounge
======
-- ENEMIES:
N/A
-- BREAKABLE OBJECTS: -- ITEMS/AMMO: -- KEY ITEMS:
No enemies!
=======
Kitchen
=======
-- ENEMIES:
- Green Herb x1
Two Oozes with claws will be waiting in the kitches. The one near the back
door has an attack upgrade. Kill the first Claw Ooze quickly then work on
damaging the second one. After the second Claw Ooze is killed, another will
crawl out of the vent duct near the entrance. Kill him to make the BSAA Medal
appear.
The BSAA Medal will appear. Hit it with a melee to receive a green herb and
_________________
-------------------------------------------------------------------------------
Walkway
=======
-- ENEMIES:
N/A
=============
East Seashore
=============
-- ENEMIES:
- Globster (level 2) x7
- Blowfish (level 2) x1
- Green Herb x1
- Custom Parts x1
- Weapon Case
(enemy drop)
Globsters will spawn from the water on both side of this area. They will come
from the east and west portion of the water. Kill them off as they appear then
a bigger Globster with an "attack up" upgrade will spawn from the west side.
The Globster with an upgrade will drop some --CUSTOM PARTS--. Try to shoot
them in the mouth as they move toward your character in order to stagger them
and make them expose their mouth for even more shooting. The final Globster
A Blowfish will spawn in the water on the west side of the seashore. Run over
to it and kill it for a --WEAPON CASE--! Use the old key to unlock the padlock
over the shutter on the west side of the area then life the shutter.
======
Tunnel
======
-- ENEMIES:
N/A
=============
West Seashore
=============
-- ENEMIES:
- Globster (level 2) x4
- Custom Parts x1
Globsters will spawn from the east and west side of this shoreline as well.
One from the west side will have a speed up upgrade on it. The Globster with
the upgrade is slightly smaller than the rest of them. The BSAA medal will
appear on the far end of the dock once all Globsters have been defeated.
Run to the far west side and find the hidden path near the shoreline then
follow it to the end and pick up the --CUSTOM PARTS-- at the end along with
________________________________
-------------------------------------------------------------------------------
=======
Kitchen
=======
-- ENEMIES:
N/A
No enemies - nothing in this room. Open the door to the Passage. The door to
the kitchen cannot be opened.
=======
Passage
=======
-- ENEMIES:
(enemy drop)
The door to the Detention Room is down the corridor. An Claw Ooze with an
Attack upgrade will step out from the corridor to the Stairway Area. Kill the
Ooze to receive some --ILLEGAL CUSTOM PARTS--. Your character needs the Crew
Quarters Area Key in order to unlock the door to the Detention Room. Enter the
Stairway Area
=============
Stairway Area
=============
-- ENEMIES:
- Ooze (level 3) x2
Exploder Ooze that moves up the stairs to the right. An Ooze will spawn to the
right near the doorway and another Ooze will move down the stairs off to the
left. A Claw Ooze with an attack upgrade waits on the top floor. Shoot him
from the middle section of the stairs. An **OLD KEY** will be received once he
falls. Use the old key to unlock the padlock on the top door.
===========================
===========================
-- ENEMIES:
- Ooze (level 3) x1
When moving into the corridor with the broken windows, run toward the door to
the Bunks and Restroom area quickly and turn to face the Ooze that is down the
corridor behind your character. Waiting in the first corridor for him to come
==================
==================
-- ENEMIES:
- Ooze (level 3) x1
- Green Herb x1
- Custom Parts
(enemy drop)
In the restroom area, move toward the Ooze that lurches forward from the other
end and an Ooze Exploder will move out of the nearby stall to the left. Blast
the Exploder quickly to make him explode and kill the normal Ooze. The
explosion will kill both. Turn back around immediately after killing them and
an Ooze with a speed upgrade will spawn behind your character. Kill off the
===========================
===========================
-- ENEMIES:
- Ooze (level 3) x3
An Claw Ooze will be down the left corridor. Turn around immediately after
killing the claw Ooze then kill the Ooze that will spawn behind your character.
Run around the corner and kill the Ooze at the other end. Stand in the corner
of the corridor since an Ooze will spawn in the corridor that your character
just left. Kill the Ooze that spawns and your character will receive an **OLD
KEY**.
Use the old key to unlock the padlock on the door at the end of the hall. The
door to the Laundry Room requires the Crew Quarters Area Key in order to
unlock.
NOTE: Step into the Bunk Room through the door with the anchor mark on it then
collect the items inside before entering the Corridor to the Examination Room.
=========
Bunk Room
=========
-- ENEMIES:
N/A
No enemies.
=================
=================
-- ENEMIES:
N/A
- Green Herb x1
No enemies.
============================
============================
-- ENEMIES:
- Ooze (level 3) x2
Move down the first set of stairs then stop in between the stairs. An Ooze
will fall out of the vent on the left wall. Kill it then look back up the
stairs that your character just move down an another Ooze will be coming at
Enemies can be seen through the windows of the Examination Room. Enter the
================
Examination Room
================
-- ENEMIES:
- Ooze (level 3) x1
An Ooze and a Claw Ooze will be off to the right. Quickly kill the normal Ooze
then run toward him while he dies then turn back around and kill the Claw Ooze.
Pick up the **CREW QUARTERS AREA KEY** near the blood on the floor by the
window. An Ooze Claw will spawn near the entrance door. Kill the Claw Ooze
then leave.
============================
============================
-- ENEMIES:
Be cautious on your way back. When your character steps around the corner an
Exploder Ooze with a speed up upgrade will move toward your character from the
other side of the corridor. Don't run toward the doorway at the top of the
stairs since an Ooze Exploder is waiting near the door. Slowly walk toward the
Use the Crew Quarters Area Key to unlock the door to the Laundry Room in the
============
Laundry Room
============
-- ENEMIES:
- Ooze (level 3) x1
(enemy drop)
Kill the Ooze that is lying on the floor then turn and kill the Ooze near the
laundry machines off to the right. There is a Blowfish on the back floor.
===========================
===========================
-- ENEMIES:
Ooze (level 3) x2
An Ooze will fall from the ceiling vent around the first corner. Either run by
him or step away from him then shoot him. Another Ooze can be seen on the
other side of the containers that block the middle of the hall. Go ahead and
==================
==================
-- ENEMIES:
N/A
-- BREAKABLE OBJECTS: -- ITEMS/AMMO: -- KEY ITEMS:
An Ooze will step out of the first stall to the right as your character enters
the restroom. Another Ooze will be at the end of the restroom area.
===========================
===========================
-- ENEMIES:
N/A
If you didn't kill the Ooze from the other side of the hall then it is still
=============
Stairway Area
=============
-- ENEMIES:
portion of the first set of stairs then turn and look back upwards then blast
the Exploder Ooze that is standing to the side of the top door. An Claw Ooze
will be moving up the bottom floor stairs. Kill them both then reenter the
=======
Passage
=======
-- ENEMIES:
- Ooze (level 3) x1
Rush into the next area and run down the left corridor. Turn and fire at the
Use the Crew Quarters Area Key to unlock the door to the Detention Room.
==============
Detention Room
==============
-- ENEMIES:
- Ooze (level 3) x1
____________________________
-------------------------------------------------------------------------------
===========
Mine Tunnel
===========
-- ENEMIES:
- Fenrir (level 4) x4
Drop off the ledges and enter the cave up ahead. After stepping further into
the cave a pair of Fenrirs will attack from each of the side tunnels. A total
of four Fenrirs will attack. Try to kill them as they appear before they can
=========
Mine Cave
=========
-- ENEMIES:
- Fenrir (level 4) x1
A normal Fenrir and a Fenrir with a speed upgrade will attack. Kill off the
normal Fenrir quickly since the Fenrir with the speed upgrade is a bit smaller
===========
Mine Bridge
===========
-- ENEMIES:
- Fenrir (level 1) x3
- Green Herb x1
- B.O.W. Decoy x1
Right after stepping onto the first bridge, turn around immediately as a Fenrir
spawns from behind your character and attacks then blast it. Two more Fenrirs
will leap across the gap to the south. Drop into the big open area.
============
Mine Storage
============
-- ENEMIES:
- Fenrir (level 4) x4
- Green Herb x1
- B.O.W. Decoy x1
- Custom Parts
(enemy drop)
- Weapon Case
(enemy drop)
A total of five Fenrirs will attack in this area. They are all big Fenrirs and
one of them has an attack upgrade and will drop --CUSTOM PARTS-- once defeated.
The final normal Fenrir will stand in the back, so move toward him and shoot.
A Baby Draghignazzo will spawn after defeating all Fenrirs. Kill the Baby
Draghignazzo to receive a --WEAPON CASE--. Move down the path ahead then use
===========
Mine Cliffs
===========
-- ENEMIES:
- Fenrir (level 4) x6
Put your character's back to north wall then prepare to fire as several Fenrirs
leap off the ledges and start to attack. One of the last few will have a speed
upgrade and a big Fenrir will have a defense upgrade and it will drop --CUSTOM
PARTS-- once defeated. The last two Fenrirs will be normal Fenrirs. Kill all
Use the Old Key to unlock the padlock. Climb the ladder at the end of the path
then lift open the gate around the left corner up above the ladder. The BSAA
_______________________
-------------------------------------------------------------------------------
========
Room 200
========
-- ENEMIES:
N/A
The only thing in the first room is a random ammo pickup in the restroom.
===============
Storage Hallway
===============
-- ENEMIES:
N/A
- Green Herb x1
The door in the middle hall is locked. Open the door at the other end of the
hall.
==============
Second Library
==============
-- ENEMIES:
Step in between the middle of the bookcases and an Ooze Claw will crawl out
from the back lower shelf on the right side. Blast him as he crawls out.
=======
Library
=======
-- ENEMIES:
- Ooze (level 5) x1
Two Oozes stand on the other side of each of the two bookcases. The one on the
right has an attack upgrade on him. Move around the left side and kill the
===================
===================
-- ENEMIES:
N/A
Open the door with the card reader and step inside to get a few extra pickups
in the Small Library. Open the door to the Dining Room after finishing with
=============
Small Library
=============
-- ENEMIES:
N/A
-- BREAKABLE OBJECTS: -- ITEMS/AMMO: -- KEY ITEMS:
Move to the back of the room and grab the --WEAPON CASE-- on the desk behind
the bookshelves.
===========
Dining Room
===========
-- ENEMIES:
- Ooze (level 5) x2
(enemy drop)
One Ooze is on the bottom floor and one is on the stairs. Kill them both then
move up the stairs and kill the Claw Ooze on the west walkway - move back down
the steps if needed while fighting him. The final Claw Ooze has an attack
Open the door in the middle of the stairs to find a few pickups in the
Captain's Dining Room. Move into the next room on the top floor to continue
=====================
Captain's Dining Room
=====================
-- ENEMIES:
N/A
- Hand Grenade x1
============
Exhibit Room
============
-- ENEMIES:
Ooze (level 5) x3
The Exhibit Room starts out very quiet. Move around the right side of the
display cabinets and an Ooze is on the floor. As soon as the Ooze on the floor
gets up, another Ooze will fall out of a ceiling vent on the other side of the
room. Move back to the beginning of the room and stay on a far side and shoot
them both. Once they both die an Claw Ooze and another Ooze will fall from the
The final enemy will drop an **OLD KEY**. Use the Old Key to unlock the door
=======================
-- ENEMIES:
N/A
======================
======================
-- ENEMIES:
- Ooze (level 5) x1
An Ooze will pop off the top of the first dresser to the right then crawl
outside of it and attack. Blast his ass as he tries to get up and I bet he
won't scare your character like again. Run further down the hall if needed to
get some distance. The one Ooze is the only enemy in this hall. Open the door
directly ahead and grab the pickups inside then leave. Open the safe down the
hall for an ammo pickup. The main destination is through the door on the west
========
Room 302
========
-- ENEMIES:
N/A
- B.O.W. Decoy x1
======================
======================
-- ENEMIES:
- Ooze (level 5) x3
Enemies will arrive in waves of two in this room. They will spawn from the
floor on both sides of the walkway. The first two enemies are an Ooze and an
Ooze with a speed upgrade. Kill the first Ooze then the one with the speed
upgrade should be running in behind it. Shoot the one with the upgrade as he
runs from a distance. He's hard to hit at times, so just shoot him anywhere.
Another Ooze and an Ooze with an attack upgrade will spawn on the left side of
the walkway. Blast them from the starting side. An Ooze and an Claw Ooze will
spawn on the right side after the next two are defeated. Kill all the enemies
and the last one will drop an **OLD KEY**. Enter the restroom for an extra
herb pickup. Use the Old Key to unlock the padlock on the door on the right
========
Restroom
========
-- ENEMIES:
N/A
=============
Guest Hallway
=============
-- ENEMIES:
N/A
========
Room 301
========
-- ENEMIES:
- Blowfish (level 5) x1
(enemy drop)
Step into the restroom and a Baby Draghignazzo is inside. Kill the Blowfish to
receive a --WEAPON CASE--. Go back outside the room then open the door down
the hall.
================
Elevator Hallway
================
-- ENEMIES:
N/A
The BSAA emblem to hit in order to finish this stage is down the right hall in
front of the elevator. Don't hit the emblem just yet though. Step into the
room through the door on the left side of the hall for one final pickup then
========
Room 303
========
-- ENEMIES:
N/A
Grab the --CUSTOM PARTS-- on the bed then leave and hit the BSAA emblem in the
__________________________
-------------------------------------------------------------------------------
==============
Bridge Hallway
==============
-- ENEMIES:
N/A
===========
Locker Room
===========
-- ENEMIES:
A Claw Ooze is up ahead. Toss a hand grenade at him if your character doesn't
have a shotgun or magnum. Kill him quickly since an Exploder Ooze is standing
right near the exit door. Kill the Claw Ooze quickly then move around the side
of the lockers closest to the entrance door and blast the Exploder Ooze. Open
the door to the hall ahead then step into the Bridge area.
======
Bridge
======
-- ENEMIES:
(enemy drop)
The only enemy in the Bridge area is a Claw Ooze with an attack upgrade that
stands on the stairs leading down to the hallway to the Locker Room. Since you
have so much space, just back up while fighting him and blast him from a
distance. Your character will receive some --CUSTOM PARTS-- after defeating
him. Enter the hall through the door at the bottom of the stairs then step
into the room down the right corridor - open the right door.
===============
Conference Room
===============
-- ENEMIES:
Two Claw Oozes will try to rush your character right when this room is entered.
Once Claw Ooze will be up ahead near the wall safe and one Claw Ooze with a
speed upgrade will be off to the right. Quickly rush the normal Claw Ooze and
blast him with the shotgun and try to kill him. At least get around to keep
both on one side. Defeat them both while they start standing near each other.
Exit the room then enter the next room across the hall.
=========
The Study
=========
-- ENEMIES:
- Ooze (level 8) x1
Kill the Ooze near the desk in the back of the room. An Ooze with a speed
upgrade will spawn right in front of the entrance door as soon as the normal
Ooze dies so turn around quickly and start to shoot him before he can sneak up
on your character. The last Ooze will drop an **OLD KEY**. Run back out into
the hallway and unlock the elevator then take it up to the Promenade.
================
Elevator Hallway
================
-- ENEMIES:
N/A
- Green Herb x1
There is a big fight up ahead, so load up and heal if needed. Make sure that
all weapons are fully loaded. Open the double doors when ready.
=========
Promenade
=========
-- ENEMIES:
- Scagdead (level 8) x1
-- BREAKABLE OBJECTS: -- ITEMS/AMMO: -- KEY ITEMS:
(enemy drop)
- Weapon Case
(enemy drop)
The enemies in this room will attack in several waves. They will spawn from
throughout the Promenade area. No place is truly safe except near the exit
doors, but even then, enemies will drop right in front of your character. It's
best to shoot them all from a distance with a handgun, machine gun or rifle and
then switch over to the shotgun or magnum as they get closer. Don't even try
for melees unless there is only one enemy in sight - even then, one can still
-- Wave 1
Ooze x3
Bone Shooter x2
An Ooze and a Bone Shooter will be the first two enemies in the area. Take out
a rifle and blast the Bone Shooter in the distance then kill the Ooze that
walks toward your character. A Bone Shooter will spawn up above and another
Ooze will move down the stairs to the right. Kill them both then prepare for
An Ooze with a defense upgrade will step out into the middle. The Ooze with
the defense upgrade will take the longest to kill so take out a rifle and start
damaging him quickly from a distance. He will drop some --ILLEGAL CUSTOM
PARTS--.
-- Wave 2
Ooze x3
Claw Ooze x3
A Claw Ooze will spawn in the very back then another one will fall from the top
floor. A normal Ooze will move down the stairs. Toss a grenade at the enemies
A normal Ooze should spawn in the back of the area and another Claw Ooze will
move down the stairs to the right. Kill them both then step forward toward the
stairs and this will make a Claw Ooze with an attack upgrade fall out of the
window near the entrance. Move toward the middle and kill him. Two normal
-- Wave 3
Claw Ooze x2
A Claw Ooze with a speed upgrade will spawn from the Café area. Quickly kill
him and any other Oozes that group with him. Killing the Claw Ooze will make
-- Wave 4
Ooze x5
Scagdead x1
Normal Oozes and a Claw Ooze will spawn along with the Scagdead. The normal
enemies will be the main enemy that your character will fight along with the
Scagdead - kill them quick if they get in your way (use a powered weapon).
Just like in campaign, the Scagdead starts upstairs. He will works his way
down the stairs. There are no explosive canisters to help your character out,
but at least his life gauge can be seen in Raid mode, so you have an idea of
Make the Scagdead circle the shrubbery near the Café or keep on hopping over
the counter of the Café then blast him from behind the counter. Toss grenades
at him to wear him down fast. Blast him with the shotgun from close range, but
don't ever take too many shots at him. Shoot him with the rifle and blast him
with the handgun or machine gun from long range. Don't worry about aiming at
the human body's head - just blast him anywhere. Only shoot at the human head
Once the Scagdead is killed, your character will receive a --WEAPON CASE--.
Once the final enemy in this area is killed, your character will receive an
**OLD KEY**. Use the Old Key to unlock the door on the east side of the
Promenade.
======================
======================
-- ENEMIES:
- Ooze (level 8) x2
of the storage room. Kill them both then move up the stairs and make your way
to the east side of the top floor. A single Bone Shooter will be on the east
walkway. Kill him then open the door on the east side.
===============
Storage Hallway
===============
-- ENEMIES:
N/A
=====================
=====================
-- ENEMIES:
N/A
The BSAA medal for completing the stage is right in front of the large door to
-------------------------------------------------------------------------------
============
Command Room
============
-- ENEMIES:
N/A
==========
Front Hall
==========
-- ENEMIES:
- Hunter (level 6) x 7
====================
Stairway to Elevator
====================
-- ENEMIES:
=============
Elevator Area
=============
-- ENEMIES:
N/A
============
Storage Room
============
-- ENEMIES:
- Hunter (level 6) x1
================
Office Hallway 1
================
-- ENEMIES:
N/A
===============
Conference Room
===============
-- ENEMIES:
N/A
================
Office Hallway 2
================
-- ENEMIES:
N/A
==============
Storage Room 2
==============
-- ENEMIES:
N/A
==============
Storage Room 2
==============
-- ENEMIES:
- Hunter (level 6) x3
===========
Locker Room
===========
-- ENEMIES:
N/A
================
Office Hallway 3
================
-- ENEMIES:
- Hunter (level 6) x1
========
Stairway
========
-- ENEMIES:
- Hunter (level 6) x1
====================
====================
-- ENEMIES:
N/A
===========
Main Office
===========
-- ENEMIES:
- Hunter (level 6) x3
===========================
===========================
-- ENEMIES:
- Hunter (level 6) x4
==============
Elevator Lobby
==============
-- ENEMIES:
- Blowfish (level 6) x1
===================
Hallway to Heliport
===================
-- ENEMIES:
N/A
========
Heliport
========
-- ENEMIES:
[EE00]
===============================================================================
__ _
/__\| |_ ___
\__/ \__|\___|(_)
EVERYTHING ELSE
===============================================================================
*******************************************************************************
UPDATES
*******************************************************************************
2/7/12 - First version. Finally up! Got several things to add and edit which
2/9/12 - Entire walkthrough is now proofread. The next update will add a lot
2/10/12 - Added Mission List and Unlockable List. Missing a few Missions at
the moment.
2/13/12 - Added Enemy Location List and added several extras to the
walkthrough. Changed Final Form Abyss to "Malacoda" and also changed the final
boss name. Yeah.
2/14/12 - Added Type D controls and redid all control types. All controls
types are now listed correctly. More info on how to control the camera with
the touch screen while using Type A or B controls was added to the "Map Screen
Camera Controls" as well. The walkthrough formatting for each episode is now
redone.
2/15/12 - Weapons section is now up. I'll add much more to it later. Working
2/17/12 - Added more weapon info - still not completely done with the weapons
section yet.
2/23/12 - An Enemies section and Raid Mode section have been added. A few
I might be jumping the gun a bit, but I'm labeling this FAQ as complete now. I
don't know when I'll get around to finally finishing the Raid Mode stages, but
I'll try to! All difficulties will have at least an enemy list per room if I
2/25/12 - Added a Hell Mode Tips section. Added information for stage 7 of
Raid Mode. I'm just going to cover the enemies per room, part upgrades and key
2/27/12 - Added all Ammo Case locations for Hell mode difficulty in the Hell
3/05/12 - Added a mention of Jessica's Report in the intro and also added
weapon locations and custom part locations for Campaign in the Weapons section.
3/21/12 - Added locations for each custom part in Raid mode to the Weapons
section. Also added a way to alter Raid mode missions to the Raid mode basics
section.
3/26/12 - Added all custom part locations for Hell mode to the walkthrough and
custom parts list in the weapons section. Also added an extra shotgun ammo
5/02/12 - Added a green herb pickup to the Cargo Room in Episode 8, scenario 1.
4/05/13 - Reformatted the look of the entire walkthrough and made a few
corrections here and there. I'll redo this guide for the Xbox 360 and
5/20/13 - Went through and proofread the entire walkthrough once again. Many
typos were fixed. I also added all of the official names for every Ooze.
Ooze, Ooze (Tricorne), Ooze (Chunk) and Ooze (Pincer) are all now listed in the
walkthrough.
I'll try to finish up the Raid mode section for this guide eventually. I'm
probably going to redo the Raid mode section... really, a walkthrough for each
stage is not required, so I might shorten what is already there and add the
rest. Making a walkthrough for such an immense mode is too much of a pain in
the ass. This guide will be fully redone for the console release a few days
after I receive the console version! I'm going to make two versions of this
guide for that but the Raid mode in both guides will be updated equally.
guide.
6/17/13 - Added the rest of the ammo case pickups for Hell mode since I made a
full list of them all in the console version this time. You see, when I played
*******************************************************************************
*******************************************************************************
please contact me if you have any questions, comments, etc. Replace the (at)
with @. I don't mind receiving emails at all. Don't add me to your Yahoo
You can contact me through Xbox or PSN. I'm online nearly all the time. Don't
PSN: Berserker_Kev
1) Give me a subject in the email, preferably one including the name of the
2) Read the guide over and make sure that your question is not already
answered.
3) Please speak in English and attempt to use some correct grammar. This is in
no way meant to offend those that cannot speak English well. I have spoken
with some readers that claim they cannot speak English when, in fact, they
speak better English then some Americans. So basically if you "try" to talk
to me then that is good enough. :)
And last, but not least, if you found this walkthrough helpful, an email would
be most appreciated. It is very true that I write these guides as a hobby, but
just that little email that lets me know that I have helped someone always
makes me feel special for about five minutes. Don't worry, I won't tell anyone
action!
www.youtube.com/BerserkerSTARS
*******************************************************************************
ABOUT ME [AM00]
*******************************************************************************
My name is Kevin Hall. I'm 31 years old and live in the US, in a small town in
Mississippi. Ever since I was really young, I have been a huge fan of video
games since I was first introduced to them via the Atari 2600 and NES 8-bit.
My favorite gaming series is the Resident Evil series followed closely by the
Castlevania series. I'm a complete horror gaming junkie - survival horrors are
my main cup of tea. Capcom is my favorite video game company. They hardly
ever let me down when it comes to games with plenty of replay value.
I have been deeply involved in the Resident Evil Mercenaries community ever
since the release of Resident Evil 5 in March 2009. The Mercs portion of RE5
hit me like no other mini game has before and I've spent the past few years
fully dedicated to it for the most part. I'm pretty well known for using only
Chris Redfield in RE5 Mercs and continue to do so in other games. Why? Chris
Redfield has always been my favorite RE character and I'm biased when it comes
to my selected character!
My known aliases are Berserker or Berserker Kev. Many people call me "Kev" and
I've also gained the nickname "Kevo" from the Mercs community.
-------------------------------------------------------------------------------
Videos with RE5 Mercs Chris Redfield gameplay and videos for plenty of other
www.youtube.com/BerserkerSTARS
-------------------------------------------------------------------------------
My own site with game reviews, discussions of my guides (some), and random
thoughts about video games. Feel free to post up some comments on the blog. I
don't bite... well not that much... and not too viciously...
http://berserkersblog.blogspot.com
-------------------------------------------------------------------------------
IGN - http://club.ign.com/b/contrib?username=berserker_kev&which=faqs
GameFAQs - http://www.gamefaqs.com/features/recognition/21400.html?type=1
*******************************************************************************
DONATIONS [DO00]
*******************************************************************************
I'm not going to bore you with a huge sermon or provide tons of reasons why you
should donate, but I would like to mention that I do take donations now. If
donation link on the right column if you look down the page that you can use as
well.
All donations will be used to help make my future guides better as I am able to
afford better equipment. A donation will never go toward personal gain items
http://berserkersblog.blogspot.com/2008/12/donations.html
Be sure to email me if you donate, so I can thank you personally! Big thanks
to the readers that have donated so far. You know who you are and you're some
http://shops.half.ebay.com/cadman-half_W0QQsellerZcadmanQ2dhalf
*******************************************************************************
COPYRIGHT
*******************************************************************************
This document is for private and personal use only. Do not try to sell this
document for profit. This is a free document and should remain free. Do not
try to reproduce this document in any way, shape, or form. Do not alter this
FAQ in any way. Use of this guide on any other web site, besides the sites
If you want to use this FAQ on your site, then contact me for permission first.
This FAQ can only be found on a few sites as of now and I am keeping a list of
*******************************************************************************
SPECIAL THANKS
*******************************************************************************
- All of the friends that I've gained from the RE5 Mercs community. Truly too
many to list!
http://www.gamefaqs.com/3ds/997778-resident-evil-revelations/faqs/63833
---
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., ,.
'.....' T E A R T H R O U G H T H E G A M E! '.....'
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