Warning: this guide contains spoilers to all parts of Resident Evil Umbrella
Chronicles. Do not read on if you don’t wish to be spoiled.
Made by: Capcom
Walkthrough last updated: 12/18/07
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INDEX
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1.) Introduction
2.) Prologue
3.) Controls
4.) Saving
5.) Before Getting Started/Tips
6.) Weapons & Customizing
7.) Enemies
8.) Characters
9.) Chapters
10.) Unlockables
11.) Plot Summary
12.) Files
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INTRODUCTION
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This guide/FAQ will hopefully answer any questions you may have about this
particular game (or at least most of them!), and help you with any problems
you may be experiencing while playing it. A summary of the game can be found
in the Q & A section.
This game is meant to be the be-all, end-all telling of the fall of Umbrella,
while also filling some plotholes the previous games presented. It involves
Chris Redfield, Jill Valentine, Rebecca Chambers, Richard Aiken, Billy Coen,
Carlos Oliveira, Ada Wong, Hunk, and Albert Wesker, all as playable
characters.
It was released on the Nintendo Wii on November 14th, 2007 [North America].
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PROLOGUE
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[All text taken from the official Umbrella Chronicles instruction booklet]
July 1998, Raccoon City--Resident Evil Zero
THE ECLIPTIC EXPRESS INCIDENT
An American Midwestern town held tightly within the grip of the international
pharmaceutical giant, Umbrella Corporation. In the forest outside town,
reports of bizarre murders begin to surface. Rebecca, the newest member of
Bravo Team, goes off on her own and discovers the derelict rain, the Ecliptic
Express.
July 1998, Raccoon City--Resident Evil
THE ARKLAY MANSION INCIDENT
The S.T.A.R.S. Alpha Team is sent in to search for Bravo Team, with whom all
contact is lost. They discover Bravo Team’s downed helicopter in the forest,
but except for the body of the pilot, there is no trace of the missing team
members. After starting their investigation, they are attacked by a pack of
vicious dog-like creatures. While fleeing from this threat, they take shelter
inside an ominous mansion. They soon discover that his massive structure hides
deadly secrets. Something wicked is stirring in this house of terror.
September 1998, Raccoon City--Resident Evil 3
THE END OF RACCOON CITY
A large-scale outbreak of an unknown "cannibal" disease ravages Raccoon City.
Attempts to contain its spread fail, and the resulting chaos collapses the
city’s infrastructure. The streets become overrun with zombies and littered
with the bodies of the dead. After surviving the Arklay Mansion incident, Jill
began an independent investigation into Umbrella’s research lab. She saw Chris
off, who was traveling to Europe to investigate Umbrella’s headquarters. Jill
remained behind and began her investigation into a vital facility located in
Raccoon City. Umbrella sends in its special unit, U.B.C.S., while the U.S.
Government orders a complete quarantine of the city and oversees the handling
of this delicate situation. Meanwhile, Jill, who seeks to expose Umbrella, is
still in the city. Destruction draws nearer with each passing second as the
shadow of death slowly converges on Jill.
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CONTROLS
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I don’t have the Wii Zapper, so I can’t comment on that. With the Wiimote,
however, it’s pretty basic.
Move the controller around to aim, press B to shoot, A to pick up and confirm
things. When there’s white in the reticle, it means that the object or enemy
can be shot. When there’s a small red circle within it, that’s the enemy’s
weakpoint, and will be killed in one shot. With zombies, it’s pretty much
between the eyes.
To throw a grenade, press and hold Z on the nunchuk and press B. You can also
use the nunchuk’s joystick to look around slightly, like in RE4 with the C-
Stick.
Hold A and shake the Wiimote around to use the knife, which is most effective
against leaches, crows, bugs, and bats.
To reload, either shake the Wiimote, or try to shoot while you’re out of ammo.
Press down on the d-pad to switch weapons.
There will also be many times throughout the game in which you have to either
shake the Wiimote or press A, B, or A & B to dodge something. You will also
have to shake the Wiimote to do a counterattack if a zombie is able to latch
on to you.
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SAVING
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There are no typewriters or ink ribbons in this game--well, except a few of
the former that you can destroy. During a chapter or sub-chapter, you will
reach checkpoints, in which the game will save your progress as of then. It
will also save after you get done customizing weapons or reading files and you
go back to a previous menu.
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BEFORE GETTING STARTED & TIPS
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Since this is an on-rails shooter, there’s not much I can tell you about which
ways to go--the game does that for you. What I can do is give you some tips
that will hopefully help you along the way.
Most lights, chairs, pictures, etc. can be destroyed, so destroy them! They
often hide files and weapons. Not only does breaking them help you find other
things, but it also helps with the final ranking of that section of the
chapter. So, I’m going to leave finding files up to you. Allow me to say, once
again, to break everything you can.
Always use the knife for the bugs, bats, leeches, baby spiders, bees, and
crows.
First aid sprays will stay with you until you die--and then they will
automatically bring you back to life with full health, so they’re good to have
for boss fights. Green herbs will be used as soon as they’re picked up, even
if you have hardly any health missing.
There are five different credentials for ranking: clear time, enemy hits,
critical hits, objects destroyed, and files obtained.
At the top of the main screen (where you pick the chapter you want to play),
there are four tabs. The Results tab takes you to a page that shows you your
results of all the chapters you’ve played. Customize takes you to where you
can upgrade your weapons. Archives is where all the of files you’ve collected
are stored. Options...well, that’s the page to switch game options, like
difficulty.
There are three difficulty levels, and you start out with the choice of any of
them: Easy, Normal, and Hard. I hope that’s self-explanatory.
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WEAPONS AND CUSTOMIZING
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The better the rank you get at the end of a chapter, the more stage points you
receive, which is what you need to customize weapons. You can upgrade each of
them to level 4.
These are the weapons found within the game:
Shotgun
Assault Shotgun
Shotgun SA
Submachine Gun
Automatic Pistol
Submachine Gun HP
Grenade Launcher
Grenade Launcher AT
Grenade Launcher HP
Magnum Revolver
Magnum AT
Magnum HP
MRL
Rocket Launcher
Anti-tank Gun
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ENEMIES
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Most of the enemies in this game are ones we’ve seen before, and there are an
abundance of them. Zombies, of course, have the lead role in that department,
including Crimson Heads in the Mansion Incident chapter and in the Umbrella’s
End chapter. Regular zombies really aren’t much to worry about unless they get
too close, though Crimsons can be a pain if you’re trying to just use the
handgun. Chances are you have enough ammo to use either a submachine gun or a
shotgun, so use it unless you’re not concerned with taking damage.
Leech zombies can also mostly be disposed of with just a handgun, though
sometimes it’s better to use a submachine gun or shotgun.
Lickers can attack from both far away and close up. For when they’re far away,
feel free to use the handgun. If there are more than one and they’re close,
the shotgun or submachine gun are safe bets.
Hunters are very agile, as always. There won’t be many instances in which you
can be safe using your handgun, especially since they tend to travel in packs.
The shotgun works quite well to keep them at bay, but if you don’t have that,
go with the submachine guns.
Eliminators (the infected monkeys from Zero) are very prevalent in that
particular chapter. For the most part, they’re not too difficult to dispatch,
but they can become somewhat of a worry when there is a group of them. Since
they can jump, they can catch you off guard and slash you before you have time
to react to it, so just try not to let them get too close.
Spiders are pretty easy to take care of even with just the handgun. But if
there’s more than one, it’s better to use something more powerful. They can
spit acid at you or attack you from close range.
Like I said in the tips section, with the small creatures, simply use the
knife. They might get a few licks in every now and then, but for the most
part, it’s perfectly safe and is just the easiest way to go.
For bosses, be sure to use your most powerful weapons. Or the submachine guns,
since while they’re not as powerful as the others, they work very well due to
the speed at which they fire.
Try to get critical hits if you can, because that takes out enemies in one
hit. However, if the enemy is really close, just focus on making sure they
don’t get to you. With zombies, you can sometimes tell whether or not they’re
going to slash you or grab you--when it’s the former, shoot the hell out of
them, and when it’s the latter, it can actually be better to let them grab
you. That way, you can counterattack, and that always takes them out right
away.
For more advice about enemies, check out that section, and for boss fights,
see the actual guide.
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CHARACTERS
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[All text taken from the official Umbrella Chronicles instruction booklet]
Rebecca Chambers
Member of S.T.A.R.S. Bravo Team. Rebecca excels in the manufacture and
preparation of pharmaceuticals, and is in charge of the team’s overall health.
She was handpicked for the S.T.A.R.S. elite team because of her advanced
knowledge of chemistry.
Billy Coen
A former 2nd Lieutenant in th U.S. Marine Corps, Billy was sentenced to death
by a military tribunal for "the slaughter of 23 people." While he was being
transferred to the base where the execution was to be carried out, the van
Billy was in was attacked, and he escaped.
Chris Redfield
Member of S.T.A.R.S. Alpha Team, Chris’s marksmanship is #1 on the team, and
hes an ace at observation and insight. Besides having plenty of battle
experience with everything from handguns to flamethrowers, he can easily
engage in hand-to-hand combat.
Jill Valentine
Member of S.T.A.R.S. Alpha Team, Jill has skillful fingers for lock-picking
and bomb disposal, as well as excellent situational analysis skills. With her
Delta Force raining, she can go toe-to-toe with even the best marksman.
Carlos Oliveira
Member of the U.B.C.S. Delta A mercenary unit, Carlos is a kind-hearted soul
with a penchant for humor, even in serious situations. Perhaps due to being
raised amid violence, he never shirks from danger.
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CHAPTERS
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There are four major chapters in the game:
Train Derailment [Rebecca & Billy]
Mansion Incident [Chris & Jill]
Raccoon’s Destruction [Jill & Carlos]
Umbrella’s End [Chris & Jill]
Each chapter has three sections, all continuing off of each other. The names
are pretty self-explanatory: the first follows the events of Zero, the second,
the events of REmake, the third, the events of RE3...and the last? Well,
that’s an all new chapter, taking place after all of the previous games, and
before RE4.
In addition to those, tere are ten sub-chapters in the game:
Beginnings 1 & 2 [Wesker]
Nightmare 1 & 2 [Rebecca & Richard]
Rebirth 1 & 2 [Wesker]
Death’s Door [Ada]
Fourth Survivor [Hunk]
Dark Legacy 1 & 2 [Wesker]
Lot of Wesker, right? Well yeah!
For every main chapter, you can choose between those two characters at the
start of each section. There isn’t any difference between the story or
gameplay aside from counterattacks, since each character has a different one.
After picking your character, you then choose your second weapon of choice.
You’ll always start out with a handgun, but you also get to pick another one
that you want to start the chapter/section with. You can choose any of the
ones that you’ve found.
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CHAPTER -- TRAIN DERAILMENT -- REBECCA & BILLY
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Wesker: "It was a stormy night when the leeches overwhelmed the Ecliptic
Express. The special forces unit sent to investigate the area reported an
emergency, but the announcement was suddenly cut off. Enter the S.T.A.R.S.
unit member, Rebecca Chambers. Umbrella has been at the center of my plans for
a long time, but the train incident would prove to be the beginning of the
end."
There is then a cutscene involving Rebecca and Billy, who join up right away.
The first room has six zombies in it that you have to kill before the game
moves you to the next room. This room contains a green herb and several more
zombies before you head upstairs, where you will encounter leeches and the
first leech zombie of the chapter. It also has a submachine gun, as well as a
grenade, both sitting on separate tables as soon as you’re upstairs. Press A
and shake the Wiimote to knife at the leeches as they jump at you. As soon as
the leech zombie begins to form, shoot at it until it falls and dies.
On the roof to your immediate right is a first aid spray, and farther along is
a shotgun. Take out the leeches and look down into the hole that you pass if
you need any health, because there’s a green herb there. Once you jump down
and get to the zombies, kill them and grab the grenade behind one of them.
Then Billy and Rebecca will come across more leeches. After taking out some of
them, they will head back down into the train. This triggers a checkpoint.
After the game has saved your progress, you’ll go into the hall. Grab the
shotgun at the end of the hall to the left, and then you’ll have to press A to
move. After turning both of the corners, there will be a green herb. Then will
come four subsequent dog attacks. After turning around, there will be a lone
zombie to take out before heading downstairs. There will be a total of
fourteen zombies to kill in this room, and there is also a green herb in the
area with no seats. There will be a shotgun to the right to pick up after
going through the two doors, and in the next hall is more leeches. Swing the
knife until you’re through them. Then pick up the green herb if need be that
you come across right after.
There are three zombies outside, and then you will have your first dodge to
perform. If you get it, you’re able to escape from taking some damage. If
you’re not able to dodge correctly, you obviously get it. Either way, after
that sequence, you’ll head back inside. There will be three more zombies, and
then a leech zombie--but the latter you don’t have to worry about because
Billy and Rebecca will head into the nearest room, which has a green herb and
a ladder that they will climb. Pick up the submachine gun and shotgun in here
(you’ll have to break a lamp for the latter) and anything else you see. Time
for the first boss fight.
Go ahead and use your grenades right away just to get some of its health taken
off quickly. The attacks it uses involves its stinger and its pincers. For the
pincers, you’ll get the opportunity to dodge. For the stinger, you’ll have to
just block that by shooting at it (the stinger). That attack usually comes if
he’s backed up a little. Other than that, just focus on shooting the hell out
of its head. Keep doing that and dodging as best you can, and you should be
okay, especially if you still have the first aid spray to back you up in case
you die. It took me a few tries my first time through to take it out, but it’s
pretty formulaic as long as you know what to do.
Beating the scorpion triggers the end section one of this chapter.
After they destroyed the Sanri biological weapon, Rebecca and Billy
successfully engaged the brake and halted the runaway train. But the massive
force created ended up derailing it. The pair barely managed to escape with
their lives. Lying in front of them was the demolished Umbrella facility.
Nothing to grab in this room, and the only zombies you actually have to kill
in order to continue on are the two by the door. There will be a submachine
gun by the ladder, and then three zombies will appear out of the sewer water.
Take them out and then you’ll climb up into the training facility. There’s
another submachine gun upstairs to the right, and a green herb up there to the
left. On the second floor, more leeches will appear, and along with those, a
leech zombie. There will also be a grenade with the statue, so be sure to pick
that up when you get close to it. As soon as you get by the double doors, a
leech zombie will pop out, and then two more will follow. Use a submachine gun
or shotgun for them to keep from getting hurt.
When you head to the right in the next room, get the green herb and shoot the
objects, because you’ll be able to find a shotgun there as well. Zombies will
then come out of the woodwork, but you only have to take out two once you’re
over on the other side of the big area. After that, you’ll just jump over the
rail and head outside. At the end of the balcony there is a green herb and a
submachine gun. When they head back, there’s a cutscene. Time for the
eliminators...annoying bastards. You’ll have to take out five total before a
couple of bats attack, and then you’ll be heading inside again. Checkpoint.
You’ll have to take out two leech zombies in the hall and then just some stray
leeches. In the room, grab the green herb if you need to, as well as the
grenades. Four eliminators will show up. Shoot them and also shoot down below
the computer monitor to get another submachine gun. Now Billy and Rebecca head
up. There’s a leech zombie immediately at the top, and you can shoot the
picture-esque object on the wall to the right to find a first aid spray. Next
to the wooden cabinet (to the left) is another thing you can shoot to find yet
another hidden submachine gun. After taking out a few leeches you will head
outside, where there is...surprise, another submachine gun. Plus a green herb,
and three eliminators. A couple more bats will show up, along with one more
monkey.
Inside is a shotgun to the side and a green herb farther in. Cutscene, which
contains a dodge sequence. Here’s a nice little fight with eight eliminators.
The next room has some grenades, and farther in, of course, some more enemies.
After knifing a bunch of leeches, those type of zombies with begin to form.
Altogether you’ll have to take out four before having to kill some more
leeches...and then you’ll be heading outside. There will be a short cutscene
that introduces a new boss--the giant bat. Mostly just use the submachine gun
on this boss, while always trying to aim for its head, especially when it gets
close to you. There’s also a green herb by the church to pick up if need be.
Billy and Rebecca will just keep moving around for you, so simply continue
shooting the bat and knifing the smaller ones when they appear. This will
eventually take you up onto the roof, which has a shotgun and green herb on it.
Beating the bat is the end section two of this chapter.
Billy and Rebecca discovered a ropeway under the church, a huge bat
habitat, and rode it down to a factory. It was deep within that the two found
true source of the monsters.
Shoot the cones to find hidden grenades, and also pick up the first aid spray.
There will be a zombie on the ground and then you’ll go up some stairs, and
through a door. In this area is a shotgun, as well as two zombies and two
eliminators. Crossing the threshold into the next area will leave you facing
off against a total of four zombies and seven monkeys. There is also a green
herb and a shotgun here. Now come seven more zombies, and three leech zombies.
After the track stops, there is a green herb by the group of zombies, and a
shotgun the opposite way.
Welcome, the Failure Tyrant. This can hardly be classified as a boss fight,
since it’s over quickly and it’s very possible to not get hit, even if it’s
your first time through the game. Plus, there’s no health bar. So he’s really
just a slightly bigger than usual obstacle. Basically, just unload all the
ammo on it as needed, and Billy/Rebecca will move accordingly. There’s a green
herb in here as well if you need to use it. There will be four zombies right
when the elevator opens up after you’ve defeated the Failure Tyrant. Take them
out, and you’ll reach the checkpoint.
A bunch of leeches will drop into the elevator, so just take them out as
needed. Outside is a grenade to the right that can be hard to pick up. There
are more leeches here, which can and will form two leech zombies. After those
will be two monkeys, and by the door is going to be a green herb. Take out
another leech zombie and you’ll head through the door, where there will be
another dodge moment. With this one, instead of just losing some health, if
you don’t dodge, you die. So make sure to dodge correctly! Time for part one
of the final boss fight.
Aim for the head...thing, and just do as much damage to it as possible,
grabbing any items you see while you’re being moved around the area, and
taking out the leeches as they jump on you. After it falls down, the next area
contains a green herb and four zombies, but the only ones you have to kill are
the ones right in front of you. You’ll head onto a lift, and in this sequence,
just keep shooting at the "mouth" to get it from getting too close and doing
damage to you. After that’s over, you have the real final boss fight.
Keep in mind, this is not hard. It’s pretty easy, but it can get a little
annoying if you end up having only the handgun to use just because it’ll take
a lot longer. Other than that, use all the more powerful weapons you have,
along with the grenades, and be sure to dodge when possible. Again, aim for
the mouth as much as you can, but don’t worry too much about getting exact
hits--just unload everything on it, since you’re not going to have to fight
anything else. There are also two green herbs and two shotguns in the area.
So, there ya go. You’ve completed the first chapter of Umbrella Chronicles.
Wesker: "The pair overcame impossible odds and made it out alive. Lucky I
suppose. Since the incident, Billy Coen has gone missing, while Rebecca is
about to enter a new nightmare as she heads for the mansion."
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CHAPTER -- MANSION INCIDENT -- CHRIS & JILL
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Wesker: "The mansion incident. That was the night I led the S.T.A.R.S. Alpha
Team into the Arklay Mountains and we touched down in the surrounding woods.
We were to look into the disappearance of the Bravo Team. At least, that was
the bait. The reality was quite a different story for the unsuspecting members
of the Alpha Team. After being attacked by a pack of monsters, only Chris and
a few others including myself made it to the mansion. Everything was going
according to plan. Soon I would have the research data that I needed."
After killing the first zombie, you’ll head back into the dining room, where
you will have to take out another group of zombies throughout it. There will
also be a green herb and a grenade to pick up towards the double doors. Five
more zombies await in the foyer. The next room contains another zombie, a
breakable statue that will reveal a shotgun, and a painting on the left wall
that will also give you a shotgun. Heading into the room will cause you to
face another group of zombies. In the following hall, there is a green herb
for you to grab if you break the cabinet. There will also be a dodge scene
involving the first dog. After that, you’ll be having to kill one more dog
before going into the next room. Here, you’ll face a zombie, and if you shoot
down the bathroom door, you can enter that and get a shotgun and submachine
gun.
Continuing along this hall leads to a five-zombie battle. A checkpoint awaits
you in the next room...along with a zombie and green herb. Once up the stairs,
you will enounter the first two Crimsons of the game. Unless they’re far away,
it’s easier to just a gun other than the handgun for them. Onto the knight
room! Throw a grenade in here at the start to find all of the hidden items,
then take out the enemies as necessary. Once back in the hall, there will be a
pair of dogs once you turn the corner. After killing those, a short cutscene
will begin, which leads to another dodge sequence. Kill the Crimson and head
onto the second floor of the main foyer. Here you’ll have to deal with three
zombies, some crows, and two Crimsons.
Out on the balcony will be a green herb, more crows, a dog, a Crimson, and a
zombified teammate--Forest Speyer. He actually takes more firepower than usual
to kill. Turning the corner will reveal a duo of zombie dogs, and then you
will head through the door. Dispose of the crows and obtain the shotgun and
green herb. Here there are some more crows and zombies, including three
Crimsons. There will be four zombies in the next room you enter, and in the
one after that, a green herb at the beginning of the hall. Here comes the boss
fight with Yawn.
There is a submachine gun, and two green herbs in this area (one being on the
second floor). As for the actual fight...
A lot more damage will be inflicted the closer the snake is to you, so you
don’t even really have to shoot it if it’s far off. When it gets close and
stays in front of you (sometimes waving from side to side), that’s the time to
shoot it, since it’s also about to attack you. It’ll lunge at you, so be sure
to aim at its mouth the majority of the time. After you hit it, it’ll recoil
back, and it also sometimes opens its mouth wide for several seconds, allowing
you to do plenty of damage. If you can get the right timing with the shotgun,
use that. But if you’re having trouble shooting it without taking damage while
using that, the submachine gun will work just fine. Use the grenades if you
can get them close to Yawn’s mouth.
If you’ve completed Rebecca’s subchapter, there will be a cutscene with her,
Richard, Jill, and Rebecca.
End section one of this chapter.
Leaving Rebecca to care for Richard, Chris and Jill conintued to explore
the mansion. Wesker was still MIA and thy were stuck in a mansion brimming
with secrets. An eerie courtyard stretched out before them.
Now you start out in the courtyard leading to the residence/guard house. The
main area has two dogs. The next contains a green herb on the other side of
the reservoir. There’s a light on the left side that contains a first aid
spray. After taking out two zombies, Chris will turn the crank that lowers the
water. Take out the few zombies in your path, along with all of the snakes
that show up. There will also be two dogs before you make it to the lift.
There are several of the undead here, and a grenade. Now here is your first
real choice of the game as far as which path to take goes. You can go through
the waterfall and into the tunnels, or through the residence.
Tunnel:
After actually getting down here, get the grenade and shotgun that are behind
the typewriter and continue along, killing the two hunters that get in your
way. Through the door, get the green herb if need be, and prepare for a dodge
scene. If you don’t get it, you’ll die. After that, the next room contains
five spiders that need killing. You’ll then be in the residence. Going down
the hall, you’ll have to take out three zombies. Get the green herb and allow
the game to take you where you need to go. Now switch to the second paragraph
of the residence section.
Residence:
Dodge sequence with a hunter. Take that out, and then the three zombies and
three dogs on the way to the residence. There will also be a submachine gun to
pick up close to the entrance. Kill the snakes, and you’ll head inside. There
will immediately be a grenade and a shotgun to grab. Continuing along will
bring out a spider, along with a couple of zombies. Going through the door
leads to a room with more spiders. After taking out those, a couple of
Crimsons will run inside from the hallway. There’s a submachine gun and a
shotgun downstairs, and a green herb upstairs. You can grab all three no
matter what way you go. Take out any little and big spiders that come at you.
You’ll now head back into the hall, and a different way. Through this door
will lead you to another encounter with a hunter. Continue along and get the
green herb if you need it.
The next room you enter will have a zombie in it that you have to shoot, and
it will be a checkpoint. After climbing down the ladder and turning a couple
times, two hunters will leap at you. Kill them and as you go along, there will
be a green herb and shotgun to pick up, along with four hunters and a zombie.
Once they’re disposed of, get the submachine gun and you’ll head into the Aqua
Ring. Shoot the sharks whenever they’re about to attack, and watch for the
dodge sequence. In the next room is a cutscene. Here comes a boss fight with
Plant 42.
This fight can be a pain in the ass, even if you do nothing wrong. On the
ground, be sure to shoot the acid with your handgun to make sure those don’t
hit you, and when you head upstairs, pick up any gun you see (there are two
shotguns and a submachine gun), and health if you need it, and start shooting
at the exposed bulb, like in REmake. Also be sure to watch out for the
tentacles. Use the submachine gun when you’re on the ground and sweep across
the screen to prevent the tentacles from attacking you. Every time you go
upstairs, there will be a dodging sequence you need to perform so that you
don’t get health taken off. It’s pretty much just rinse and repeat.
End section two of this chapter.
After fighting off an army of monsters, Chris and Jill stumbled upon a
hidden, underground research facility. There was no doubt that Wesker was
here, they carefully descended down into the darkness, not knowing what lurked
below.
In the room you start out in, there are four zombies, and if you shoot out the
light above the door, you can obtain a first aid spray. After heading down the
ladder, there will be two zombies and a shotgun to pick up. You’ll have to
kill four zombies in the next hall, one of them being a Crimson, before being
able to grab a grenade and another shotgun. Then a Crimson will come sprinting
up the stairs, so take it out as safely as possible. Once at the bottom of the
staircase, an acid-spitting zombie will attack--kill it. Through the double
doors, you can go two ways, though it doesn’t really matter which. If you
don’t press A to move to the left, just pick up the shotgun when it gives you
the view of it, and continue on.
There will be three zombies around the corner, along with a green herb and a
shotgun. After a few more steps, you’ll have to turn to face a Crimson. Around
the next corner you can grab a green herb, and then head through the door.
After discovering that the power is out, you’ll meet your first Chimera. Use
the shotgun or submachine gun to kill them for the most part. Sometimes you’ll
be able to get away with just using your handgun. There will be a Crimson and
two more Chimeras before you manage to get to the next area. Here will reside
a Crimson and three Chimeras. After entering the following room, grab the
shotgun to the left when you can, and then three Chimeras will come out to
play. There will also be a grenade to grab towards the end of this room.
Going through the double doors will trigger a checkpoint. Pick up the shotgun
and after they turn on the power, four Chimeras will emerge. In the area that
immediately follows, there will be two hunters, two zombies, and three
Chimeras. Fortunately, right after that, you’ll be able to pick up a green
herb. Three zombies await, along with a shotgun, and then two more Chimeras,
followed by yet another zombie. And then, finally, you’re out of that area.
Time to head down to the lab! After, of course, defeating two more Crimsons.
On the way to the lab is a green herb and a shotgun. Now here comes a scene
with Wesker, followed by the initial Tyrant fight, which opens with a dodge
sequence. Afterwards, just use your most powerful weapon to take him out for
now.
There’s a hunter on the way back to the elevator. After you’re out of that,
you’ll have to watch for two zombies and a Chimera. There will be four zombies
and two Chimeras in the main lab area. Up the stairs is a green herb and eight
zombies that you’ll have to kill before reaching the ladder and ascending it.
There will be three hunters, a green herb, and a shotgun on the way to the
helipad. You’ll meet up with Rebecca, and the three of them will head up. Here
comes a fight that’s pretty easy in REmake, but here, is potentially very hard
the first time around.
Welcome, the Tyrant.
If you have any grenades, use them at the very start, while he’s just standing
there and then slowly walking towards you. That’s when you have the best
chance at them doing as much damage as possible, because he’s pretty much a
stationary target. After that, shoot him as much as you can, and especially
make sure you’ve reloaded by the time he’s close to you, so that when he tries
to attack you, you can shoot him and thus dodge him. Also, when you see him
sprinting at you, you have to make sure to shoot his left arm--the one that
will kick your ass if you don’t deflect him. The same thing applies when he
does his massive jump in the air--be sure to hit him at the right time and he
won’t get a hit on you. If he grabs you up, simply unload on him as much as
possible until he drops you. There will also be times when you’ll have to
dodge.
Then, after you get the rocket launcher, be sure to actually have a good shot
at him. A lot of the time if he’s doing his sprint towards you, it won’t hit
him, even if it’s aimed right at him.
After defeating him, you’ll see the usual perfect Chris ending, and then
you’ll hear Wesker begin to speak...
Wesker: "It was near daybreak on July 24th when the incident at the mansion
drew to a close. Except for Chris and a few others, the R.P.D. S.T.A.R.S. were
wiped out. All of the evidence of the event had vanished with the destruction
of the mansion. For a brief moment, I felt the pain of coming death. However,
this too was part of the plan. Nobody was aware of it, but I had been reborn.
I cast off my frail humanity and became something greater."
=======================================================
CHAPTER -- RACCOON’S DESTRUCTION -- JILL & CARLOS
=======================================================
Wesker: "Raccoon City was a town under the thumb of Umbrella. The virus washed
over the city like a tidal wave and in its wake left a living hell filed with
ungodly creatures. Umbrella, under the guide of helping the hapless citizens,
sent in their private military, the U.B.C.S. security force. Jill Valentine, a
member of S.T.A.R.S., finds herself still trapped in the nightmare she thought
she left behind with the mansion incident."
September 28th, 1998
Jill is fighting off zombies when she gets cornered, and Carlos helps her out.
With this, they join up. Let me just say right now, that this whole chapter is
full of corpses. After taking out the initial group of them, to the left of
the first police car (against the wall) will be a submachine gun. Take out the
next horde of zombies, and as you turn to the left to see three more, grab the
grenades on the ground. When you come across the red barrel, shoot it to make
it explode and kill a bunch of zombies at once. The next open area has three
dogs, and after you turn around, you’ll be able to pick up a green herb and
use another barrel to take out a group of the undead. When you open the double
doors, three zombies with burst out, and there will be another trio inside.
When they go over to the water, get the first aid spray.
After you take out the two ground zombies and a couple of crows, Carlos and
Jill will jump down into the water. Take out the enemies here as needed, and
then you’ll have a minute of not having to do anything. Then there will be two
spiders to take care of before going up a ladder. Back on the street, zombies
will come out of the woodwork, and you’ll turn and run the other way. Grab the
shotgun on the dumpster and take out the zombies on the ground. Once you hit
the dead end and have to turn around, you’ll have to face four corpses. After
that will be three more and a green herb. To the right, shoot the sign and
grab the shotgun. There will be another six zombies, and you can shoot the
crate to get yet another shotgun.
After disposing for the next four zombies, take out the rest with the
explosive barrel (and more bullets if needed). The following area contains
three zombies to take out and three crows. You can shoot the red bars to help
with that if you want to. Through the door is a checkpoint. Here is another
decision, although the paths aren’t as different at the one in the previous
chapter. You can go left into the fenced area, or continue along the street.
Street:
Dodge sequence almost right away. After completing that, there will be three
dogs and three zombies. Shoot the mines like you would the explosive barrels.
After a couple more waves of zombies, get the shotgun on the ground. Watch out
for the zombie that spits acid. In the building, take out the immediate
zombies, then the hunters, then a couple of more zombies. Now jump down to the
second paragraph below the fenced section.
Fence:
Up the ladder leads to a pretty zombie infested area. Use the cars like the
barrels. After taking all of those out, there will be a dodge sequence, and
then more zombies. There will also be two green herbs to grab as you head out
of that area. You’ll be attacked by two hunters on your way into the building.
By the time you reach the bottom of every staircase, you’ll have fought two
hunters and seven zombies, and picked up a green herb and a submachine gun.
Then there will be one more zombie and one more green herb. Two more zombies
await in the next hall.
The next room contains a grenade, green herb, shotgun, two hunters, and a few
zombies. Outside...surprise, more zombies. Also take out the crates to find a
shotgun. After them come three dogs, followed by more shuffling undead. Use
the barrel as usual, and also grab the submachine gun. Get the green herb when
you see it if you need it, then you’ll head up the stairs.
Take out the crows and lone zombie along the way, then watch out for a hunter.
Get the submachine gun as well. Kill th crows and grab the green herb as you
go down the stairs. Use the barrel and a grenade before bothering to shoot.
Grab the two shotguns that are visible within a few seconds of each other, and
another green herb. Cutscene.
Here’s the Grave Digger. This fight is pretty easy and simple. Like Yawn,
shoot at its mouth as much as possible, and shoot the chunks of concrete that
come down at you like the acid in the Plant 42 fight. Use the shotgun and
submachine gun and you should have no trouble defeating this boss. Be sure to
shoot it when it’s jumping down at you, and be prepared for any dodge
sequences you have to do. There’s also a green herb in the area for if you
need it.
End section one of this chapter.
Jill and Carlos hurried to the police station where the rescue helicopter
would arrive. The city was doomed to annihilation and there were no
discernible routes out of the forsaken city. However, Jill knew Raccoon City
and she had a plan.
Your first fight is with three zombies, very close to you. The next will be
the same, only on a larger scale, and with a red barrel close by. You know
what to do. Also be sure to grab the shotgun. Don’t worry about the next group
of undead. Just keep going, and once you hear the woman’s scream, you’ll head
into a bathroom. Take out the zombies, grab the green herb if need be, and
also shoot out the middle stall to reveal a file (that’s one I remember right
off the top of my head). Grab the shotgun and grenade on the way down the
stairs and relax for a minute. Then comes the dodge sequence. After you jump
down, take out all of the zombies that appear. Kill the trio of dogs and then
the four zombies after you jump back up onto the platform.
Take out the next group of zombies after you jump down again, and then don’t
worry about the one after that--you’ll get out of there first. Grab the green
herb by the stairs and then take out the two zombies on the ground. After
dropping down yet again, dispose of the three dogs. There will then be a
checkpoint. Grab the submachine gun and then welcome a new enemy--the licker.
There will be three of these before you head up the stairs. Grab the shotgun
and start taking out lickers! Also pick up the green herb and another shotgun
when you get the chance. The dead end will contain a grenade. Back down the
stairs, there will be a green herb and three lickers. Snatch another shotgun
and you hurry towards a door.
There will be bugs in this hall, so be ready to use the knife. There will also
be a submachine gun higher up that’s hard to see that you can grab. There will
be one, again, after turning the corner and facing a licker. Speaking of...a
few seconds later there will be two more of them for you to take out, followed
by two more. There will be one more before heading down some stairs near more
bugs. After that, grab the green herb, shotgun, submachine gun (right after
the former two), and prepare for some hunters! There’s about thirty--yes,
thirty--total along this cement hallway. There are also a couple of weapons
for you to grab if you’re able to.
End section two of this chapter.
Making their way through an underground tunnel, Jill and Carlos finally
reached the police station. They climbed to the roof and waited for the
arrival of the rescue helicopter. Something had been observing their
progress.
Grab the submachine gun before heading into the building to face a bunch of
zombies. Then you’ll be introduced to Jill’s best buddy, Nemesis. Just shoot
him in the head until there’s a cutscene, and dodge as needed. You’ll end up
in a room with a bunch more zombies, along with an office that has a grenade,
green herb, and submachine gun in it, though you barely have enough time to
grab all of them. Pick up the first aid spray by the zombie on the floor and
head outside. Kill the crows, the dog, and the other crows, and then Nemesis
will make another appearance. Keep shooting him and then use the barrel to do
enough damage to hold him at bay for now.
Back inside, you’ll come across another horde of zombies, but they’ll get out
of there and instead get into the path of a licker, five zombies, and then two
more lickers. Pick up the magnum. Downstairs will be two lickers, and then
Nemesis will make his presence known. Instead of battling him, this time Jill
and Carlos hide in a dark morgue. That’s always safe in Resident Evil. After
he goes by, the flashlight will turn on and you will have to face seven
corpses. Not sure why Nemesis can’t hear the gunshots, but oh well. Outside
the room, to the right, is a green herb if you need it. There will be two dogs
in the hall to the left, and then you will enter the parking garage. Grab the
magnum when you see it, along with the green herb, and then dispatch the three
dogs.
Two more dead canines will show up before Nemesis does. Shoot him, as always,
and the red barrel. After crawling through the small space, there will be a
checkpoint. There will then be two more dogs, followed by eight zombies. There
will also be a green herb for ya up here. A trio of dogs and then a grenade.
Zombies will burst through the gate after that, so take some of them out and
then Jill and Carlos will run into the RPD station. Here come eight hunters,
and there’s also a green herb and submachine gun to grab in the main room. Up
the ladder is another green herb to the left. To the right, is a hunter. After
a few seconds, another hunter will come that you have to kill. Then Nemesis
will show up, only this time, you have to worry about the rocket launcher,
too.
In fact, that’s what you have to take out in order to end that mini fight.
Afterwards, you’ll head into a room with a submachine gun, and a green
herb...and several zombies. In the next hall, there will be a pair of zombies
and a submachine gun, followed by some lickers...and a rocket launcher! Ya
can’t miss that. There will be a green herb on the roof--don’t grab it yet
unless you need it. The final fight is about to start. Shoot him and then the
barrels, and watch him mutate.
Shoot him in the head as much as possible. When it looks like he’s about to
attack, try to counter it by shooting him, just like any other boss. If he
manages to grab you and pick you up, just continue to berate him with bullets,
and he’ll drop you pretty quickly. When he goes onto the roof to attack you
through the ground with tentacles, simply keep shooting at him, since it’s
hard to keep those at bay even if you’re shooting them. When he jumps down,
shoot him like you did the Tyrant to keep him from hitting you. Also as with
the Tyrant, use any grenades you have when he’s not moving fast, because those
work well. Always be prepared to dodge, as well. The basics for every boss
applies here: do as much damage as possible, as quickly as possible, while
taking as little damage yourself as you can. When you beat him, the ending
will be similar to RE3’s. Then you’ll again hear Wesker’s voice.
Wesker: "Thus, Raccoon City vanished from the map. However, not everything
disappeared with the town’s annihilation. The nightmare would continue over
the next few years as the survivors fought on."
=======================================================
CHAPTER -- UMBRELLA’S END -- CHRIS & JILL
=======================================================
Wesker: "Umbrella’s stock plummeted with government inquiries into their
involvement in the Raccoon City incident. Before long, they were able to
redirect responsibility for the incident. Part of the blame was cleverly
shifted to the American government. Umbrella had strong ties and deep pockets,
thus they were able to drag out the legal proceedings. Over time it appeared
that all evidence of Umbrella’s involvement had vanished with the missile
touchdown. How convenient for them. Though fortune has a way of turning when
you least expect it.
It was the year 2003. Umbrella had a base of operations in Russia, where they
were working on new B.O.W. They were preparing to arm the unstable region of
the world with their bio weaponry. Chris and Jill had joined a regional
biohazard containment unit and had heard rumors about this nightmarish
facility. They recklessly plunged in to shut it down. They have no idea of the
awesome and terrible power that awaits them with the new B.O.W., T.A.L.O.S."
Grab the first aid spray and grenade by the corpse on the right and then take
out a couple of zombies. After that, Chris and Jill will head up some stairs.
Three dogs will attack, followed by a hunter in the next room, where you can
also grab a submachine gun. Kill the lone zombie and you’ll jump down a
ladder. Grab the shotgun before descending the stairs, where you’ll face a
group of zombies. Get the grenade and submachine gun, and two Crimsons will
attack. Take them out.
Up the stairs will be another horde of zombies, so dispatch them. Grab the
submachine gun that you see to the right and then take out some more of the
undead, grabbing the green herb when you’re done. Take out the three dogs that
attack and then use the red barrels to get rid of the group of zombies. Grab
the shotgun to the right if you’re able to, and then a couple of Crimsons and
more regular zombies get in your way.
You can now go two ways: up the stairs, or down into the opening.
Opening:
Like Chris says, it’s dark down here, and you’re going against zombies right
away. Take them out and get the submachine gun and green herb when you can.
There’s also a shotgun farther along in the corridor. Take out the two
chimeras that emerge. Turning the corner reveals more of them, and zombies, so
use the red barrel to your advantage, then prepare for another onslaught of
chimeras.
More zombies and chimeras emerge farther along. Turn around to find more, and
a red barrel. Use it. Then take out the two ground zombies and get the
grenade. Get another grenade and a green herb once you’re under the shutter.
Break the crates to get a submachine gun and a file. Take out the trio of
undead and get the weapons in the offshoot, then kill the two hunters that
attack.
Prepare for some more hunters, zombies, and chimeras as you make your way to
the end of that area. Under another shudder, get the items to the left and
right and kill the three chimeras. Chris and Jill will then go towards some
stairs. Take out the crates near them to find another file. Once up the stairs
and through the door, grab the weapon to the right and take out the zombies.
Take out a couple more of the undead, along with two spiders, and continue
along. Get rid of the three hunters that attack. Time for a dodge sequence.
Now go to the fourth paragraph below.
Stairs:
At the top, use the barrel to get rid of the zombies. Grab the shotgun and
head up some more stairs, taking out the zombie and Crimson as you do so. Once
you come across another shotgun, grab it. Get the green herb when you see it
if you can. Once at the very top, you’ll find yourself facing off against
another horde of zombies. Take them out however you want. Grab the grenade
along the walkway before heading up the staircase. A couple of hunters and
then some dogs will attack.
After that will come a few Crimsons, so use the barrels for them. A little
further along, grab the submachine gun. Checkpoint. Here come plenty of
hunters to keep you occupied. After they’re all dead, Chris and Jill will
continue along. Take out the zombies as needed. Grab the submachine gun and
grenade from the lower grate when they look down there. After climbing up the
ladder, a couple more hunters will attack. Take them out and then Chris and
Jill will slide down a vent. Grab the green herb along the way and then the
shotgun after you’re out.
Another pair of hunters wants to play. Dispose of them. Head down the stairs
and take out the hunters at the bottom, then watch out for multiple zombies.
Down the next set of stairs, watch out for a dodge sequence.
Take out the group of zombies and then the three spiders, followed by another
group of corpses, but these ones you don’t have to worry about. Get the item
in the little stretch if you can. Take out the zombies here and grab the
submachine gun and shotgun. Next come two hunters. After that, some zombies
that can be killed via the red barrel. There’s a green herb and a grenade in
the distance.
Take out a couple more hunters and then Chris and Jill will head to the other
side of the area. Kill these zombies will the barrel. Grab the green herb,
submachine gun, and grenade. Take out the hunters and zombies.
You will have to kill twenty hunters to end this section, so be ready. There
will then be a cutscene.
End section one of this chapter.
The concealed elevator led to a point hundreds of yards beneath the Earth’s
surface to an imposing facility designed with the exclusive purpose of mass
producing B.O.W.s.
Get the shotgun all the way to the right. Some zombies will emerge, followed
by four hunters. Grab the submachine gun to the right and the one by the
zombies. You have to take them all out to move further. Watch out for the
hunter that runs through the door, and take out the lockers to find a couple
of items, and a zombie.
Get the first aid spray and shotgun in the next room and then dispose of the
zombies that follow you. In the next hall, grab the grenade and watch out for
a chimera that will jump down. Six more will attack, and then several lickers.
Get the green herb and submachine gun at the end of the corridor. Get another
green herb if you need it before heading into the water.
You can go left or right, but it doesn’t matter because you end up in exactly
the same place, so don’t worry about it.
Shoot the sharks whenever they attack. The next area is dark, and contains a
submachine gun and shotgun to the left. Kill the lickers and bats and get the
grenade while ascending the stairs. Checkpoint. Kill the zombies and break the
crates to find a grenade and green herb. Dispose of the lickers and then
another group of zombies. Grab the shotgun and submachine gun and then you’ll
be attacked by two Crimsons and four lickers.
After that, pick up the green herb and shotgun at the bottom of the steps.
Shoot the end of the laser to get rid of it. Get the green herb if needed and
then prepare for some more chimeras and lickers. You can also use the laser up
top to kill the ones on the ceiling. The laser hallway should look familiar
for anyone who’s seen the first Resident Evil movie and the cutscene also
resembles the one from RE4, especially since you have to dodge in this one as
well (though only once).
Once that’s over, grab the shotgun and submachine gun in the hall. Get the
grenade and green herbs in here, as well as a submachine gun, and take out the
eliminators. There will also be a Crimson, some bees, and some regular
zombies. There’s another submachine gun in here, as well. After disposing of
the zombies, a hunter will leap onto the screen, followed by two of its
buddies. Kill them. After that will be a bunch of eliminators. There’s another
submachine gun to the right if you missed it earlier.
End section two of this chapter.
The two continued to descend deeper and deeper as if plunging down into the
depths of hell itself. Jill and Chris drew closer to the most powerful threat
they had ever faced, the new B.O.W.
Through the double doors is a green herb, shotgun, and submachine gun. On the
elevator, you will face seven chimeras, two hunters, and seven eliminators.
Get the green herb and go through the door, then turn around to take out two
lickers. Then two chimeras will attack. Grab the grenade, submachine gun (and
a grenade if you take out the correct monitor), and the shotgun.
There are some zombies in the next room that need to be disposed of. You’ll
head up some stairs and Chris will **** up. Dodge. Get the shotgun, submachine
gun, and grenade, and take out the Crimsons, zombies, and Ivys. There will be
a couple of ground zombies and then some eliminators. Grab the green herb and
take out the bats and a couple more Ivys. Grab the grenade by the zombies and
then kill them.
Take out the Crimson, and then you’ll get to a c