GetDotted Domains

Retro Game Walkthroughs For
"Resident Evil Zero"
(Gamecube)

Retro Game Walkthroughs for Resident Evil Zero (Gamecube)
Submitted By: Dadio500
1.Characters
************

Rebecca Chambers
Age: 18

Rebecca is the newest and youngest member of the Bravo Team. She has the ability to store chemicals in her mixing set and mix herbs.

Rebecca has very poor stamina, and can't move large or heavy objects.

Billy Coen
Age: 26

Billy is an ex-marine who was sentenced to death for murdering 23 people. Billy has great stamina and can move heavy objects. His downfall is he can't mix herbs or chemicals.

Albert Wesker
Age: 38

Wesker is the captain of the Alpha Team. He lures his team into the Spencer Mansion to use them as test subjects against their experiments. His whereabouts are unknown after RE1, but he makes a comeback in RE:CV.

William Birkin
Age: 36

Birkin is Wesker's partner. He is the creator of the G-Virus, which surpasses the T-Virus. After being attacked by Umbrella in RE2, his only option was to inject the G-Virus in order to survive, thus mutating him into a horrid monster.

James Marcus
Age: Deceased

Marcus is the creator of the Progenitor Virus, the base of the T-Virus. He often used leeches for his experiments, and eventually grew an obsession for them. He was mysteriously murdered, but somehow, his research had mysteriously continued.


***************
2.Survival Tips
***************

Here is some advice for you to survive in this survival/horror.

-Conserve ammo. There is not much ammo in the game, so don't go trigger-happy on whatever monster you see. Use only if you really have to.

-Dodge monsters. If you can, dodge zombies so you don't waste ammo on them. They are very slow and very dumb, so it shouldn't be that hard.

-If you're in a room with a lot of monsters, have your partner aid you in combat.

-Always keep at least one mixed herb with you. Every monster in the game can bring you down to low health within a matter of seconds, so keep one handy.

-Only save right after you have done an important accomplishment. Just like ammo, there is not a lot of ink ribbons, so save wisely.


>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>WALKTHROUGH<<<<<<<<<<<<<<<<<<<<<<<<<<<<<

After the opening cinema ends, the game begins.

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TRAIN
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"The door to safety is shut. There is no turning back..."

Main Car
--------
There's nothing to do here so go to the door on your left. (Other doors are locked.)

Stairway Car
------------
After the cinema, kill all the zombies in the room. After another cut- scene, go through the door at the end of the car.

Cabin Car
--------
Go through the first door to your left

Passenger Cabin
---------------
Take the handgun ammo next to the bed and the file on the chair. Now leave.

Cabin Car
---------
Go in the next room.

Save Room
---------
Take the green herb in the room then leave.

Cabin Car
---------
Run to the end of the car and pick up the Train Key. After the cut- scene with Billy and Edward, kill the two Cerberus. Now backtrack to the Main car.

Main Car
--------
After a cut-scene, go to the other end of the car and use the Dining Key to unlock the door.

Dining Car (1st floor)
----------------------
Since Billy is blocking the way out, and the automatic door isn't working, go upstairs. Don't forget to take the file on the corner table.

Dining Car (2nd floor)
----------------------
Once the FMV ends, you will have to fight a Leech zombie. Instead of wasting ammo on it, simply leave the room to end the battle. Once the cinema is over, you will now have control of Billy. Go to the end of the room and climb the ladder.

Train Roof 1
------------
Make your way forward and go around the hole. USE REBECCA to reattatch the cables. Once this is done, leeches will attack Rebecca and knock her into a room where she will be trapped. As Billy, go back into the Dining Car.

Dining Car (2nd floor) (Billy)
------------------------------
Go downstairs.

Dining Car (1st floor) (Billy)
------------------------------
Go through the automatic door now that power is restored and turn the corner. Switch to Rebecca and send down all her ammo via service elevator. Also, send down the Train Key (Conductor Key) and the Green Herb. Now switch back to Billy and proceed to the main car.

Main Car (Billy)
----------------
Go through the door at the end and watch out for the zombies.

Stairway Car (Billy)
--------------------
Watch the zombies roaming around and go through the door at the end.

Cabin Car (Billy)
-----------------
Go to the end of the car and use the Conductor's Key to unlock the door.

Conductor's Room (Billy)
------------------------
Take the Train Map on the wall. Go to the cabinet next to the desk and take the Briefcase. Stock up on health, take the file on the floor, then press the button next to the door to let out a ladder. Climb up...

Lounge Car (Billy)
------------------
As you make your way across this large room, a cut-scene will play. Don't worry, nothing will happen, yet... Go through the door at the end of the room.

2nd Story Car (Billy)
---------------------
Pick up the Ice Pick on the dining shelf and go down the hallway into the door on your right.

Closet Room (Billy)
-------------------
Ah yes, plenty of goodies in here. Pick up the Hunting Gun on the bed and the shells at the foot of the bed. Also take the First-Aid Spray (you may very well need it) Now leave.

2nd Story Car (Billy)
---------------------
Backtrack to the Lounge Car.

Lounge Car (Billy)
------------------
Proceed forward a little bit, and then watch as the first boss of the game makes its entrance. (Look at the boss section to see how to fight this boss) After the easy battle, run to the wreck at the end and take the Panel Opener. Now go down the ladder.

Conductor's Room (Billy)
------------------------
From here, backtrack all the way back to the Dining Car (1st floor)

Dining Car (1st floor) (Billy)
------------------------------
Go to the service elevator and send Rebecca the Ice Pick. Switch back to Rebecca and use the Ice Pick on the door to release the doorknob. Exit the room.

Dining Car (2nd floor) (Rebecca)
--------------------------------
Go down the stairs. (Notice the zombie on fire, :P)

Dining Car (1st floor)
----------------------
Reunite with Billy and use the panel opener on the panel next to the refrigerator. Climb through the hole.

Storage Car
-----------
Kill the two Cerberus and take the Gold Ring in the animal cage.

Combine it with the Briefcase and go through the door at the end.

Rear Car
--------
Split up the team and have Billy walk over to the switch on the railing. Have him flip it and don't move him at all. Switch to Rebecca and take the Hookshot off its mount. Reunite and go back inside.

Storage Car
-----------
Unlock the door and go through.

Dining Car (1st floor)
----------------------
Watch out for the new zombie and go to the main car.

Main Car
--------
There are a lot more zombies here now, so watch yourself. Proceed through the door at the end.

Stairway Car
------------
Go to your immediate left and look out the window. You will see an inaccessible ladder. Before you do anything, have your partner go upstairs so the zombies in the room won't attack him/her. Now use the Hookshot to climb to the roof.

Train Roof 2
------------
Move forward toward a hole. Jump down.

Zombie Cabin
------------
Dispose of the zombie and pick up the Ring Box next to the closet. Examine it to open the box and take the Silver Ring. Leave the room.

2nd Story Car
-------------
The eggs that were here are now hatched and the leeches are ready to eat. Reunite with your partner and head downstairs.

Stairway Car
------------
Head to the door at the other end of the car.

Cabin Car
---------
Go to the end of the car where the electronic car is. If you haven't already, combine the Silver Ring with the Briefcase. Examine it to open it and take the Blue Keycard. Use this on the electronic door and go through.

Engine Car
----------
Walk past the dead bodies and go through the door.

Driver's Compartment
--------------------
If you watched the previous FMV, you will learn that the train will be destroyed. It's up to you to stop the train before it runs off a cliff. Choose who will stay behind. (I recommend Rebecca) After you receive the Brake Manual, you will resume play. Take the Magnetic Card right in front of you and the Handgun Ammo under the cabinet. From here, backtrack ALL THE WAY to the Rear Car.

Rear Car
--------
Walk left and use the Magnetic Card on the device. You will now have to input a code. You have to press the numbers to add up to the total shown. In my last game, my total was 81. The code is:
7+2+9+9+9+9+9+9+9+9

Driver's Compartment
--------------------
You will now switch back to whoever you left behind. You have to do the same thing you did in the in the Rear Car, but this time you can't see the numbers you are adding up so far. My total was 36, so the code is:
2+2+2+2+3+9+9+2+3+2

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END TRAIN
-----------------------------------------------------------------------

You have managed to stop the train, but you're not out of danger yet. You will now explore where it all started...

"Are the faint sounds of footsteps those of survivors?"

Train Wreck
-----------
Any items that you left behind in the train are now scattered on the floor. Take what you need, dodge the zombies and exit through the door to the south.

Sewer
-----
Jump in the sewage and go down the path to another ledge you can climb. Go up the ladder.

-----------------------------------------------------------------------
Umbrella Research Facility
-----------------------------------------------------------------------

Main Hall
---------
Go down the stairs and head towards the east hall.

East Dining Room
----------------
Kill the zombies in the room and go around the table. Take the handgun ammo on the corner table, and then go through the door in the kitchen area.

East Hall
---------
To your left is a boiling room, but you can't proceed because of the intense steam. Go down to your right and through the door.

Evil Statue Room
----------------
Kill the two zombies here and take the Black Statue. Head to your left and take the Shotgun (yay!) Take the Gasoline if you wish. Head back to the bigger area of the room and climb the ladder in the corner.

Balcony
-------
Walk past the "dead" zombie and take out the army of zombies. Watch out for the zombie that comes to life. Take the Green Herbs if you need to, then head to the end to unlock the door. Go through...

Conference Room
---------------
Go into the seating area and take the file from the desk. Then go through the single door in the corner.

Main Hall
---------
Go in front of the statue right in front of you and put the Black Statue on the plate. Now stay on the 2nd floor and head to the room on the West Side of the facility.

Lounge Room
-----------
Take the file on the table, and then take the Crank from the nightstand by the windows. Watch the cut-scene as crows burst through the windows and get your butt out of there!

Main Hall
---------
Head to the Conf. Room

Conference Room
---------------
Head to your left and go through the door.

Fire Hall
---------
Kill the zombies here and enter the double doors.

Computer Room
-------------
Take the Facility Map from the podium; take Microfilm A off the desk in front of the painting, head to your left. You will see a platform and a non-working crank. Split up the team and have Rebecca stand on the platform. Before you send her up, give her the Shotgun and any ammo for it. Now use the Crank on the lever to send her up.

Attic (Rebecca)
---------------
As soon as the platform stops, ready your Shotgun. A giant roach will drop from the ceiling. Blast its brains out and move forward. Another one will fall, so take care of that one, too. You will see a clock, but it is missing the minute hand. I guess we're going to have to look for it, right? Anyway, go through the door up the stairs.

Courtyard (Rebecca)
-------------------
Watch out for the crows and take some Green or Red herbs is needed. Go across the room and through the door.

Mechanical Room (Rebecca)
-------------------------
Take a look at this gigantic room. Head forwards and go down the stairs. Go to the door AT THE END and unlock the door. Now switch to Billy.

Computer Room (Billy)
---------------------
Leave the room.

Fire Hall (Billy)
-----------------
Go right and watch out for that hard-to-see zombie. Go through the door.

Conference Room (Billy)
-----------------------
Go through the double doors.

Main Hall (Billy)
---------
Head left and go through the door in the corner.

Mechanical Room
---------------
Reunite with Rebecca. Now give the Shotgun back to Billy (he'll need it pretty soon) and any ammo for it. Also, give him all of your

Handgun ammo. Head back upstairs and go to crank near the door. Split up the team and have Billy turn the crank to raise the cage. As Rebecca, go down a little and climb down the ladder. Go toward where the cage was and take the Facility Key. (Fire Key) A cut-scene will play where the next boss captures Rebecca. (Look up the boss section to see how to fight this boss.) Once the battle is over, even out the ammo between them, and head back downstairs and through the first door to your left.

White Statue Room
-----------------
Kill the two roaches in here then claim your prize on the sofa, the Grenade Launcher. I suggest you have Rebecca use this weapon. Go forward and take the White Statue near the blue door. Leave the room.

Mechanical Room
---------------
Take the door to your left.

Main Hall
---------
Go to the statue with the plates and place the white statue on the plate. The plates are still uneven, so we need to look for something to add to the statues. Go downstairs and into the east dining room.

East Dining Room
----------------
Where did these zombies come from? Go forward and use the Fire Key on the door.

Kitchen
-------
Go to the second counter and take the Fuel Canteen. Combine it with Billy's lighter and take the gasoline if you wish. Leave the room.

East Dining Room
----------------
Head back to the main hall.

Main Hall
---------
Go upstairs and into the Conf. Room

Conference Room
---------------
Go through the door to your left.

Fire Hall
---------
Head back through the double door.

Computer Room
-------------
Head to your left and use Billy's lighter on the lamp. This will unlock the door. Go through.

Library
-------
Stay where you are and kill occupied zombies. Head forward and climb the ledge. Take a few steps forward and you will see a bookshelf that stands out. Push it to the side and take the Book of Good. Examine the side of it to open it and take the Angel Wings. Leave the room.

Computer Room
-------------
From here, backtrack to the main hall.

Main Hall
---------
Take the White Statue from the plate and combine it with the Angel Wings. The plates are still quite uneven, so we have to find the missing wing on the evil statue. Go through the double doors.

Conference Room
---------------
Head back to the fire hall.

Fire Hall
---------
No, don't get ahead of me, we're not going throughout he double doors this time, :) go to the end of the hall and use the Fire Key on the door. You can throw away the key now; you don't need it anymore.

Study Room
----------
Go forward and push the table far enough so you can push it left. Before you do that do, press the switch in the corner of the room next to the mirror. This will turn on the light and reveal something on the deer head. Push the table under it and take the Iron Needle. Before you leave, take the Handgun ammo, Shotgun Shells and the file. Leave the room.

Fire Hall
---------
Go back to the Conf. Room

Conference Room
---------------
Go back to the main hall

Main Hall
---------
Head toward the East Side of the mansion and through the door in the corner.

Mechanical Room
---------------
Head upstairs and through the single door near the crank.

Courtyard
---------
Go across the room and through the door.

Attic
-----
Go to the clock and use the Iron Needle on it (which is the missing hand) in one of the files you collected it says a password, which is "8:15". Manipulate the hands so that the time is 8:15. Now the two doors with the clock symbols are now unlocked. From here, backtrack to the main hall.

Main Hall
---------
Head to the East Side and pass the door in the corner and go into the white door.

Fireplace Study
---------------
Take out all the zombies in here and go to the fireplace. Take the Shotgun Shells on the floor along with the Microfilm B on the fireplace itself. Take the file before you leave. Leave the room.

Main Hall
---------
Head downstairs and go towards the West Side of the mansion and through the door.

West Hallway
------------
Go to the end of the hall and through the clock door. If curiosity gets to you, go ahead and enter the door to your left into the restroom. There's a green herb in there, but you will run into something on your way out...

Projection Room
---------------
Kill the zombies in this room, and then use the Microfilms on the projector. You will receive a Microfilm Image and a MO Disk. Go around the desk take the Handgun ammo at the end. Now leave...

West Hallway
------------
On your way out, you will run into a Leech zombie. This thing is extremely tough, so don't waste your ammo on it. If you have a Molotov Cocktail, by all means, use it. Run past it with the best of your evasive abilities and back into the main hall.

Main Hall
---------
Run upstairs and through the double doors.

Conference Room
---------------
Go into the seating area and onto the stage. Use the MO Disk on the computer to activate the other computers in the seating area. The code you must input varies, so I can't give you a direct answer. Here's an example:

MICROFILM IMAGE

0 1 2 3

4 5 6 7

8 9 A B

C D E F

Let's say you get the code "0A". Split up the team and have one character stand by the "0" computer and the other stand by the "A" computer. Once you are set, press the button, then quickly switch to the other character and press the button.

After that, all the doors blocked by the knight statues will open. Go into the knight door in the same room.

Knight's Hall
-------------
Dispose of the zombies here and go into the double doors.

Marcus's Office
---------------
Run forward and take the Handgun ammo of the shelf. Then go right and take the Napalm Rounds and the Ink Ribbon. Go to the front of the room and take a look at the chessboard. You will see that the White King is in checkmate, so now we have to reenact this game with the big chess set in the middle of the room. MOVE THE WHITE KING ONLY! MOVING THE OTHER PIECES WILL LET OUT A POISONOUS GAS, THUS POISONING YOU! Move the King forward two spaces, then go around a push it towards the edge of the board to the right, then push the piece next to the castle. If you did it right, the chess board on the desk will move aside revealing a book. Take the Book of Evil and examine it to take the Demon Wing. Along with this, you'll get another file. Leave the room.

Knight's Hall
-------------
Go right towards the end of the hall.

Sleeping Quarters
-----------------
Kill the zombies here and take the file off the bed. Leave...

Knight's Hall
-------------
Go back through the knight double door.

Conference Room
---------------
Run to the main hall.

Main Hall
---------
Go to the statue and take the Black Statue from the plate. Combine it the Demon Wing, then place it back on the plate. A cut-scene will play showing the Marcus painting lowering, revealing a secret path. Go ahead and take this path...

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FACILITY BASEMENT
-----------------------------------------------------------------------

"You are entering an insane place..."

Basement Hallway
----------------
Dodge the spiders here and run all the way to the end of the hallway.

Basement Save Room 1
--------------------
Take the file off the desk and stock up on some herbs. There's a Blue Herb in here in case the spiders poisoned you. Also, SAVE YOUR GAME!!! Now proceed through the door near the typewriter.

Torture Room 1
--------------
Run around the pillar and to the far corner. There is an open shaft in which Rebecca can climb through. Examine the shaft and let her climb through.

Torture Room 2 (Rebecca)
------------------------
Sheesh, this place isn't so nice. Anyway, run forward and turn left to pick up the file on the floor. Make a U-turn and run to the power conductor on the wall. You have to get the needle on the 75 mark, so
here's how to do it:

Up Up Down Up Up

This will restore power and unlock the doors in the basement. Also, back in the East Hall, the steam in the boiling room is now gone.

Torture Room (Billy)
--------------------
Once the cinemas are over, it's time to rescue Rebecca! LEAVE THE ROOM!


Basement Save Room (Billy)
--------------------------
Watch out for the monkey in here and leave through the other
door.

Basement Hallway (Billy)
------------------------
Run all the way to the end and up the stairs.

Main Hall (Billy)
-----------------
Run down the steps and through the east double doors.

East Dining Room
Submitted By: Hot Sauce
ALONE ON A TRAIN

1. The door to the dining car behind Jill is locked so you can only move forward. In the next carriage, you'll be confronted by your first zombies.
2. Run to the end of the carriage and take them out. Go up the stairs to get a green herb. Slimy eggs temporarily block the rest of your way, so go back down.
3. Enter cabin 202 to find handgun ammo, the passengers' diary and ink ribbon. In the next cabin you'll find the first save point, ink ribbon and investigation orders.
4. Ignore the locked door for now and investigate the train employees' savaged corpse to get the dining car key. This will trigger the appearance of escaped prisoner Billy Coen.

AND THEN THERE WERE TWO

1. After Billy runs off and S.T.A.R.S. soldier Eddie meets an unfortunate end, be prepared to start firing at the zombie dog the moment the cut-scene ends. Take the hand gun ammo from Eddies' corpse and go back to the dining car.
2. After Rebecca gets the message about Billys' supposedly murderous past use the dining room key to open up the rear section of the train. Billy reappears and suggests teaming up, but for the moment you can only control Rebecca.

YOUR FIRST LEECH ZOMBIE

1. Get the notice to supervisors from the table next to Billy. You can't open the automatic door just now so go upstairs. Walk forward a little to trigger one of the most disgusting resident evil cut scenes ever. And that's saying something.
2. Say hello to your first leech zombie, then turn around and run like hell for the stairs. It's not cowardly, just a good way to avoid wasting ammo as shooting at these monstrosities is virtually useless. When you run, Billy will arrive to help.

REBECCA TRAPPED

1. Once Billy and Rebecca team up for good Billy sends Rebecca to investigate the first Engine car. You'll see a ladder just behind the corpse of the leech. Have Rebecca climb up and walk along the top of the train.
2. Reconnect the power cable at the end and you'll be knocked down into a hole and into a carriage below. All you can do for now is grab the handgun ammo, green herb, and the conductor's office key.
3. You need a sharp object to insert in the keyhole and open the door. Call the service lift in the corner of the room and place the conductor's key inside. Now switch back to Billy because Rebecca is trapped.

BILLY TO THE RESCUE

1. Time for the big guy to rock 'n' roll. Head downstairs and through the now open automatic door. Head around the left side of the kitchen to access the service lift and get the conductors' key. Now head back through the creepy passenger carriages.
2. Use the conductors' key to open the office next to the electronically locked door. Inside you'll find a train map, red and green herbs, and a note from the conductor. Look in the closet to get the locked briefcase.
3. Flip the switch to lower the ladder and climb up. Go through the door at the end and get an ice pick from room 101. Somebody has a sense of humour using the number.

GIANT SCORPIAN BOSS

1. Making sure you've got the ice pick, go back through the latest carriage. There you'll meet a giant scorpion boss. Get close and unleash rifle rounds right in its ugly face.

HOOKSHOT

1. After de-shelling scorpie get the panel opener off the floor and go back down to the hatch. Trudge back to the kitchen service lift and send the ice pick down to Rebecca. Switch to Rebecca and have her use it to open the door.
2. Shoot the two burning zombies, and then go back downstairs and team up with Billy in the kitchen again. Use the panel opener on the floor hatch. Enter the crawlspace and emerge in the freight car.
3. Kill the zombie dogs, then collect the shotgun shells, first aid spray, and gas rank, and look in the cage for the gold ring. Combine the gold ring with the clasp on the briefcase. Exit to reach the rear of the train.
4. Split your characters up, have one of them stand next to the hookshot holder on the wall, and have the other pull the release lever. Then quickly switch back to the other character and grab the hookshot.

MAKE BOMBS, KILL ZOMBIES

1. Take the hookshot and go back to the freight car. Unlock the kitchen door. Get the empty bottles and combine them with the gas tank to make petrol bombs.
2. Molotovs are the only way to take out leech zombies, so don't waste them! Go back to the staircase car. Now look through the window and use the hookshot.
3. Send Billy up and along the roof. Jump down the hole and take the jewellery box from the cupboard. Open the box and combine the silver ring with the briefcase.

STOP THE EXPRESS

1. Don't bother with the knife, you probably wont need it throughout the game, and inventory spaces are precious. Try to leave the cabin and you'll find that the slimy eggs blocking the passage have hatched into leeches.
2. The best way to deal with these tiny terrors is to run straight through them. Don't stand around or they'll bite you, and there are to many of the for you to try and shoot. Trample a few leeched, then rejoin Rebecca.
3. Head down through the carriages to use the electronically locked door at the end of the train. Use the blue card to unlock the door. Watch the cut-scene with some familiar faces, then go ahead and take the ammo from the corpse.
4. Enter the drivers' cab, read the manual and have Rebecca stay behind. Get Billy to pick up the magnetic card and dash back to the end of the train where you got the hookshot.
5. Run past the zombies. Use the magnetic card in the panel opposite the hookshot. You must then enter ten numbers that will add up to the random number shown on the display.
6. If the number 67 is shown, enter 7 nine times and 4 just once. If 36 is shown enter 3 nine times and 9 once. If the number 81 appears enter 8 nine times and 9 once. One the correct code is entered the action switched back to Rebecca.
7. Access the drivers' cab console and enter one of the codes mentioned. Get it wrong and it's game over. Get it right and the train will come to a halt complete with a cut-scene.

GET THE SHOTGUN

1. In the wreckage you'll see that any items you left are scattered on the floor. Deal with the zombies before you collect your stuff.
2. Go through the door, down the passageway and up the ladder to emerge in the training facility. Down the stairs is a typewriter. This is a handy central hub.
3. Go back up the main hall staircase and through the west door. Collect the notice from the table the code is 8:15. Take the crank handle from the desk.
4. Enter the dining room, kill the zombies, and note the red door that requires a fire emblem. Get the handgun ammo, then go through the other door.
5. To the left is a furnace room which you can't pass for now, so go right. In the next room get the black statue, shotgun and gas tank. Finally a decent gun.

LIBRARY LIFT

1. Ignore the ladder and head back to the main hall. Go through the double doors at the staircase. In the lecture hall you'll find another typewriter, ink ribbons and shotgun shells.
2. Take the regulations from the desk. Now go through the only other unlocked door. Enter the library via the double doors. Get the map, microfilm A and an ink ribbon.
3. Walk round to the other side and separate the characters. Equip Rebecca with the shotgun and ammo, and have her stand on the lift. Billy should then use the crank handle in the slot to make the lift work.
4. When the lift stops, be ready to immediately blast two giant insects with the shotgun. Take the hand gun shells from the table and leave via the opposite door. Run very quickly across the courtyard to avoid the crows.

GIANT CENTIPEDE BOSS

1. From the courtyard enter a large room. Run to the far side of the room and down the steps at the rear. Ignore the door on the left and unlock the door which leads to the main hall.
2. Now Billy can rejoin Rebecca via the main hall. Enter the room on the right and use the shotgun shells on two hideous insects. Get the grenade launcher and some shells.
3. Leave the white statue and equip Billy with the rocket launcher, shotgun, any shells and healing items. Go back to the large room. Have Billy us the winding machine.
4. Immediately switch to Rebecca and climb down into the tank. Pick up the fire key. She'll be snatched by a nasty giant centipede. Chase it down to the end of the room.
5. Keep clear of the legs as these do the most damage. When it stops and rears up get right in front and lob a few grenades right down its throat. When it starts running, follow it and repeat.
6. When you run out of grenades, use the shotgun, when it drops Rebecca you've nearly won. Move in for the kill and let fly with flurry of shells. Eventually it'll keel over.

IRON NEEDLE

1. Back in the dining room, unlock the red door. Get the empty bottles and lighter fluid from the kitchen.
2. In the lecture room go through the unlocked door and use the fire key on the door at the end of the corridor.
3. Push the table and get the shells, bullets and diary. Climb over and flip the switch to reveal something shining in the moose head. Push the table under the moose and climb up so that you can reach the object, which turns out to be an iron needle.

WHITE WINGS

1. Head back through the double doors to the library. Use Billys' lighter on the lamp by the door to open it. Shoot the zombies and get the grenades. Climb up the ledge at the back and have Billy push the bookcase.
2. Take the book of good and examine it to get the white wings. Now head for the room near the giant centipedes' battleground where you left the white statue and combine it with the white wings to make the statue of good.

OPEN SESAME

1. Send a character through the centipedes' lair and across the courtyard. In the attic, use the iron needle on the clock. Make the clock read 8:15 and two doors will open.
2. Team up again and go down to the first unlocked door on the east main hall balcony. Shoot the zombies before you take the verse of poetry from the table as well as the shells and microfilm B.
3. Making sure that you have both microfilms and a good supply of molotov cocktails, go downstairs and through the main hall west door. Take out the leech zombie, then go through the end door.
4. Deal with the zombies, get the ammo and then use microfilms A and B in the projector. You'll see a diagram if the lecture room with a code on the top. Take the MO disc and the microfilm image.
5. Go back to the other room in the corridor. Explore the mens toilets to get ammo, herbs and empty bottles. You'll be attacked by another leech zombie. Just run past it.
6. Up in the lecture room, use the MO disc on the podium to activate the release system. You'll be given a pass code. To see which desks to stand in front of, look at the microfilm.
7. Split up and have one character press the first number. Then switch quickly to the other character and have them press the desk representing the second number. Three huge iron doors previously blocked by knights in armour will now open.

BLACK WINGS

1. Exit the lecture room via the iron door. Go down the corridor and head through the next set of double doors into a chess board room. Don't touch the pieces.
2. Grab the bullets, ink ribbon and napalm grenades. Now have a look at the small chess board on the desk. Replicate the checkmate on the small board using the larger pieces.
3. Have one of your characters push the white king down three squares, right one square and up two squares. A secret drawer will open in the desk, where you'll find the book of evil, containing the black wing and Marcus' diary.

JUSTICE FOR ALL

1. Enter the sickbay and get the first aid spray and blue herbs. Have Rebecca examine the container so that she can put the green chemical in her mixing set.
2. This green chemical works the same way as a blue herb, but doesn't take up a space in the inventory. Rebecca can use the green chemical as an antidote, but it doesn't work for Billy.
3. Collect the black and white statues. Fix the black wing on the statue and place both good and evil books on the scales of justice statue in the main hall. A staircase leading to the basement is revealed.

REBECCA IN A HOLE

1. Equip the grenade launcher with acid rounds if you have them. Use the acid rounds on the giant spiders and head past the locked door on the right and through the door at the end.
2. It's a nice cosy room with a typewriter, green and blue herbs, ink ribbons, basement map and inmates list. Go through the next door and into a torture chamber.
3. Give Rebecca a boost through the air-vent into another torture chamber. Get the regulator notes and use the control panel. Flip the switches up, up, down and up to open the door.
4. Rebecca is attacked by mutant apes and falls through a hole in the floor. You now get a sole control of Billy, in a race to save Rebecca from plunging to her death.
5. Ignoring the ape, dash back along the corridor. You've got time to explore the other room which has just been unlocked. Inside you'll find ammo, zombies and a gas tank.
6. Run to the dining room and go left into the boiler room that was previously cut off by scolding steam. You'll find that your path is now clear, and there are also some herbs.
7. Run down the steps and dodge more rapid apes. Aim for the far door. Go into the save room tucked down the corridor just to the right of the end. Now save Rebecca.

HUNTERS AND PREY

1. Grab the ink ribbon from the save room and deal with the apes beating down the door. Just stand your ground in the corner and pick them off with the shotgun. Don't let them surround you.
2. Go through the next door, deeper into the basement. Kill the spiders before they can belch poison at you. Enter the room on the right and blast the two giant insects to get the locker key.
3. Carry on around the corner, through the large double doors and up to the control room. Get the ammo and search the cupboard for magnum shells. Use the key on the locker.
4. Enter the code 385 to get the handgun parts. Combine them with either handgun to make it more powerful and accurate. Now stand by the control panel and send Billy below.
5. Make sure that Billy has the grenade launcher equipped and switch to Rebecca. Have her flip the left switch, then switch back to Billy and move him around to the next gate. Get the acid grenades and equip them. Switch back to Rebecca.
6. Have her flip the centre switch, move Billy further, then have Rebecca flip the left switch one last time. Move Billy round to the red button and press it to unleash two hunters.
7. Pump them full of acid rounds for old times sake , then get the water key from their cage. You wont be coming back this way again so make sure you've picked up all the goodies and head back to the save room.

UNITY TABLET

1. Outside the basement save room there's a circle of stone animals. Use Billys' lighter to ignite the torches by the animals in the following order: deer, wolf, horse, cougar, snake, eagle.
2. Enter the first room to get unity tablet and some empty bottles. Enter the second room and shoot the zombies before grabbing the management trainees' diary. Now it's time to make tracks back to the mail hall.

OBEDIENCE TABLET

1. Before continuing, make sure you have plenty of molotov cocktails equipped. Go back to the room where you found the white statue and use the water key to unlock the door. Have one character take out the leech zombie on their own.
2. Still going solo, enter the room on the right and take out another leech zombie lurking on the right. Have your pal join again and get the vice handle.
3. In the next room, split up again, and have Billy play the piano. Send Rebecca into the wine cellar, with Billy staying put, get the ammo, bottles and take the battery.
4. When the door closes have Billy play the piano again so that the door opens and Rebecca can escape through the end door. Move along and through the far door.
5. Get the herbs, ammo, first aid spray and bottles. Make up more molotovs as another leech zombie will appear the minute you open the door. enter the other room.
6. Don't move to far from this door when you set foot in this room as it's full of zombies. Take them all out before using the vice handle with the vice on the workbench. This will release the obedience tablet.

DISCIPLINE TABLET

1. Retrace your steps all the way back out to the main hall and go out the front door. Go over to the freight lift on the right and insert the battery to get the lift up and running.
2. Bring the crate down to the lift and climb over to the back of it. Push it froward and round until it rests underneath the pillar on the left of the path. Climb up on the crate to get the obedience tablet.

THE FLOOD

1. Take all the tablets and head up to the room where Rebecca was captured by the centipede. The room has been infested by giant insects, so send Billy up on his own first and use a napalm grenade to clean it out.
2. Once the coast is clear, team up again and go through the last set of doors guarded by the knights. This is the observatory. Get the handgun ammo and climb down the steps of the control panel.
3. Insert two of the tablets. Before inserting the last one, make sure that you have all the items you want to take with you to the next location. Above all, make sure you have the hookshot it's essential.
4. If you don't store as many items as possible on the observatory floor, you'll still get the chance to retrive them after inserting the last tablet, but you'll find that lots of vicious monsters have respawned.
5. Finally, when you have all your essential items close at hand, insert the final tablet. After the facility experiences a huge shock you'll be prompted to insert the second game disc.

THE CHURCH

1. After the observatory sinks, gather all items and head through the iron door. cross the bridge and you'll arrive at the church.
2. Stand on the top-left tile in the gazebo. Billy can now enter the church. Equip him with the shotgun or grenade launcher.
3. Look at the altar and search the room on the right for a typewriter, ribbon, grenades and ammo, tool up and exit the room.

GIANT BAT BOSS

1. Once attacked by the giant bat, stand your ground by the altar
and aim up at it, not the smaller ones.

ENTER THE LABORATORY

1. Once the bat is dead stand below the hole in the roof and use the hookshot to climb up. Climb down and flip the switch.
2. Join up with Rebecca and head for the lift, making sure that you have the hookshot with you. Ride down to floor B2.

SEPARATION ANXIETY

1. Go through the door on the left and you'll discover a save room. Look around the room and you'll also find an ink ribbon and Marcus' diary part two. There's also a chute that's very handy for sending vital items downstairs.
2. You're about to split Billy and Rebecca up for a while so make sure that Billy has the grenade launcher and some molotov cocktails. Have Billy use the hookshot on the hole in the ceiling to propel him upstairs.

BLUE LEECH CHARM

1. Once through the hole, go forward and throw three molotovs at the leech zombies spawning near the glass vials. Once he's dead get the leech capsule from the leech samples cabinet.
2. Search the room to find an empty bottle, the laboratory manager's diary and a gas tank. There's also a laboratory map on the wall. Now go right through the door and into the middle room.
3. You're now in the machine room where there's another handy typewriter and ink ribbon, as well as gas, herbs and more empty bottles. This is an ideal room to use as your upstairs base of operations.
4. Head for the room at the far end of the corridor. In the anteroom there are a couple of corpses and a sterilising chamber. Ignore them for now and grab the shotgun shells and leech growth records.
5. Enter the operating room where you'll be attacked by zombies. Look around to find the first aid spray and an investigations report. Send the leech capsule and some molotovs down the chute to Rebecca.
6. Retrace your steps to the outside corridor and press the red button. This frees a captive leech zombie downstairs, but also clears a path for Rebecca. Take control of her in the reference room.
7. Take the leech capsule from the downstairs chute and go outside into the corridor. Immediately take down the leech zombie with molotovs. When the coast is clear, get the red chemical from the canister.
8. Mix the red chemical with the green chemical that you should already have in the mixing set to form a stripping agent. Use it on the leech canister to get the blue leech charm. There are also red and green herbs nearby.

GREEN LEECH CHARM

1. Have Rebecca place the blue leech charm in the door with the bust of Marcus motif on the front. Enter the ornate study and get the input reg coil and the old photograph from the bookcase. Get the handgun ammo from the desk.
2. Head into the next room. Take out the two zombies immediately, then grab the green leech charm from the statue. Go all the way back to the reference room and send the charm up to Billy via the chute.

BREEDING ROOM KEY

1. Place the green leech charm in the Marcus bust door in the operation room. You'll find yourself in a lovely morgue. Shoot the zombie then get the sterilising agent.
2. Go back to the room with the sterilising chamber and use the agent. When the chamber is clean, step inside. Two zombies will attack you, so kill them and pick up the key.

CABLE CAR CONUNDRUM

1. The breeding room is located behind the only other locked door in the main corridor. Equip the launcher with napalm rounds if you have them.
2. Get the dial from the cage and pick the B.O.W. report off the floor. Send the dial downstairs and have Rebecca place it on the combination door. Enter 4, 8, 6, 3.
3. Pull the lever on the left wall to move the ladder. Pick up the output reg coil from the floor next to the cable car and go up the ladder to rejoin Billy.

ESCAPE THE LAB

1. Collect all the items that you may have scattered about the lab especially the hookshot. Stand under the hole in the ceiling at the opposite end of the hanger.
2. Use the hookshot to reach the cable car control room. Get the ammo and use the input and output coils on the console. You can now unlock the control room door.
3. Save your game before returning to the cable car and make sure that Rebecca has some magnum rounds. She should also have some molotovs equipped.

DOWN IN THR CAR

1. When you try to enter the able car, Billy is swept away and Rebecca is attacked by a leech zombie so roast him with those molotovs.
2. Climb the control room. Pick up the output coil and use it on the console. Go back and start the cable car. Get the magnum from the corpse.
3. When the cable car docks, get the green herbs. Go upstairs and enter the save room on the left. Here you'll find a typewriter, ink ribbon, grenade rounds, handgun ammo and a map. There's also a first aid spray hidden in the cabinet.

TURNING THE TABLES

1. Equip the grenade launcher and leave at least one space in your inventory. Go back outside, straight ahead and down in the small lift, then along the walkway and through the door. Head around to the end.
2. Get the factory key and steal your first glimpse of the tyrant. But don't panic just yet, there'll be plenty of time later. Now head back upstairs. Two hunters will ambush you, so shred them and keep going. Use the key on the console in the save room to activate the turntable.

TYRANT: THE FIRST ENCOUNTER

1. Make double sure that you have the magnum ammo you'll need it. Exit the save room and activate the panel on the left of the turntable to set it in motion. Ride it down to the bottom and head for the doors at the far end.
2. Take the elevator key and head back to the other side of the turntable. Try to access the lift and the terrifying tyrant will appear. Just keep moving around to avoid his strikes and shoot him with magnum rounds.

POWER UP THE DAM

1. Once you've already defeated him, get in the lift and hit lever four you've already been on al the others. After a cut-scene you'll get to a save room with a typewriter, ribbon gas and ammo.
2. You must restore the power supply by pressing three buttons. It's not that difficult to figure out as each button you hit makes power flow to the next two points away from it on the grid.

RESCUE BAD-BOY BILLY

1. With power restored go down in the lift. Three zombies will greet you so kill them and move on, picking up the bottle and green and red herbs. Concoct a molotov and equip it straight away.
2. Go through the door and use the molotov on the leech zombie. Note the door on the left that's missing a handle and go through the other door into the clubhouse where there are more zombies.
3. Get and empty bottle and the treatment plant map. Go down the stairs and round to the right, past the forklift. Get the red and green herbs and enter the pump room. In here there's a box-moving puzzle.
4. Just grab the shells for now and exit via the far door. Go down the stairs to trigger a very disturbing cut-scene where Billy finally washes up amongst all the treatment plant effluent. Is he dead?

BILLY ON THE BLOCKS

1. Go to the pump room and have Rebecca operate the controls and Billy move the boxes. Don't fill the tank while Billy is in it.
2. You need to push all the light-coloured boxes over to the far left side, forming a bridge. Fill the tank, run across and get the handle.

TYRANT: THE SECOND ENCOUNTER

1. Take the handle back upstairs to the door that was missing one. Go through and take out the four zombies. Get the ammo from the back.
2. Climb up and get more herbs and the investigators' report two. Examine the red canister to get a red chemical. Now go back downstairs.
3. Enter the save room. Get the herbs, spray, ammo, ink ribbon and napalm. There's a file called about battery fluid here, so read it. Save your game.
4. In the next room, kill the zombies, get the shells and treatment plant managers diary. You'll see the gondola control panel requires a motherboard.
5. Give Billy the magnum and send him up to meet the tyrant. Now he's really angry. Keep dodging his lunges and take him down with the magnum.

REBECCA IN A CAN

1. Press the green button, then climb up, get the motherboard, and rejoin Rebecca. Fix the control panel then stuff Rebecca into the tiny tin and send her down.

SMELL DIRTY WATER

1. On your arrival on the control room, pull the lever to release the floodgates. Collect the acid rounds near the crumbled staircase. Go through the other door and take out the giant insect.
2. Get more grenades and the industrial water. Combine the blue and red chemicals in your mixing set to make sulphuric acid. Combine that with the industrial water to make battery fluid.

BILLY TO THE RESCUE, AGAIN

1. Keep Rebecca where she is and switch back to Billy. Return to the small lift near where Billy fought the tyrant. Now go out and grab the green herbs, then start to run across the dam.
2. When the giant frog leaps up at you, keep going and climb up the ladder. If you stop and shoot you'll be eaten whole. Go through the door straight into the arms of more zombies.

INCINERATION KEYCARD

1. Collect the ammo then rejoin Rebecca through the door on the right. Go down to the room with he giant glass tubes and give Rebecca a boot up for the empty battery.
2. Deal with the insects, then combine the battery with the fluid to make the high power battery, go back to the forklift trunk which was just outside the block-puzzle pump room.
3. Get Rebecca to stand on the crate, then insert the high power battery into the forklift. Raise the crate so that Rebecca can grab the incinerator keycard. Now save your game.

DR MARCUS BOSS BATTLE

1. Head back to the room on the right of the dam where the giant frog appeared. Use the keycard in the magnetic keycard reader to unlock the door. Walk down the long corridor and get the magnum rounds.
2. Before stepping inside Marcus lair, equip Rebecca with the grenade launcher and Billy with the magnum. It's easier if you have control of Billy. Enter the arena to face the weird guy in the dress.
3. After the cut-scene, have Billy empty his magnum into Dr Marcus' face. Run around a keep out of Rebeccas' way as she unleashes her grenades. Replenish her health when necessary and you should win the battle with relative ease.

QUEEN LEECH

1. When Marcus is defeated, collect the two shaft keys from the floor. You'll also find more ammo at the back of the room. Have each of the characters insert the left and right shaft keys in the slots.
2. You've found a final save room with a typewriter, ribbon, spray, grenade rounds, ammo, and red and green herbs. Make sure that Billy has the most powerful weapons and give Rebecca lots of healing items.
3. Save for the final time, then activate the lift. The queen leech will attack in the shaft. Just stand fast and shoot away at her until you damage her enough to trigger another cut-scene.
4. Rebecca will carry on doing her own thing, turning the four valves that open the helipad roof. Concentrate on dodging about and firing on the queen to lure her away from Rebecca so she can to her job.
5. Don't forget to check on Rebecca's health from time to time and heal her in necessary. Eventually a cut-scene will show the main switches tripping. All it takes now is a few more shots to finish the queen for good.

SWEET, SWEET VICTORY

1. Resident evil endings are usually something special and zero is no exception. Sit back and bask in the glory of a job well done, and snigger to yourself as Rebecca gazes unwittingly on the Raccoon City Mansion from on high, if only she knew the future.

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