CH 1Ecliptic ExpressRebecca — alone on the train
Resident Evil 0 gives you two characters with six inventory slots each, no item boxes anywhere, and no way to pass an item unless the pair are standing together. Almost every place players get stuck in this game is the same mistake: the wrong person is holding the thing. The train is also the one area you can never return to — five of the nine train files are permanently missable.
Openingthe forest & the wrecked transport
1
S.T.A.R.S. Bravo Team's helicopter goes down. Rebecca Chambers finds a wrecked prisoner-transport vehicle and the file on its escaped convict, Billy Coen. FILE #1 Player's Manual 1 is already in her inventory and FILE #2 Court Order for Transportation is handed to you during the opening. Neither can be missed.
2
She boards the stopped
Ecliptic Express.
Everything on this train is a one-way trip. Once the brake sequence fires, no interior of the train is ever reachable again. Sweep every room before you touch the emergency brake.
Passenger Car 1 & 2Train 1F — 3 zombies
3
The first car is empty on this pass. In the second, three zombies get up in the entry cutscene.
Ammunition is genuinely tight here on Hard. Kill the one directly behind Rebecca and run past the rest — you will be crossing these cars several more times and they refill each time.
Officer's CarTrain 1F — the first cutscenes
4
Clear the two cabins before you touch anything here — taking the key starts the zombie repopulation behind you.
5
Take the KEY ITEM Dining Car Key from the train employee's body in the western corner. Billy Coen appears in a cutscene and walks off.
6
Edward Dewey crashes in through the window, dying, with two Cerberus behind him. Rebecca can outrun them back toward Passenger Car 2. Loot Handgun Ammo ×15 from his body.
7
Four doors lead off this car: the two cabins, the Conductor's Office (locked — Billy opens it later) and the Engine Carriage, sealed behind a Blue Keycard reader.
Cabin 202Train 1F
8
MISSABLE FILE #3 Passenger's Diary is on a suitcase
underneath the table.
This is a dead-end cabin off a side corridor and it is the most-skipped room on the train. Skip it and the file is gone for the whole playthrough.
9
Ink Ribbon inside the jacket hanging by the bunk beds, and
Handgun Ammo ×15 on the floor beside them (Easy and Normal only — absent on Hard).
On a replay with a B rank or better in Leech Hunter, the Magnum Revolver is on the bottom bunk here. It is the one genuinely missable weapon in the first half.
Cabin 201Train 1F — typewriter
10
This is the only save point on the entire train. It is also your staging room: with no item boxes in this game, spare items get dropped on the floor and the map screen remembers where.
11
MISSABLE FILE #4 Investigation Orders is on the lower bunk, west side — not on the desk with the typewriter, which is why people walk out without it.
12
Ink Ribbon ×3 on the typewriter table and a Green Herb by the bunks.
Dining CarTrain 1F
13
Unlock the right-hand door out of Passenger Car 1 with the Dining Car Key. Billy steps out behind you in a cutscene.
14
MISSABLE FILE #5 Notice to Supervisors is on the small table at the foot of the stairs — easy to run straight past on the way up.
15
Note the silver sliding doors right of the stairs. That is the lower end of a service lift, and it is about to become the only link between your two characters. Also note the large refrigerator — there are Empty Bottles ×3 inside it, but a zombie has to burst out first.
Restaurant CarTrain 2F — Rebecca solo
16
BOSS A
Mimicry Marcus attacks in the entry cutscene.
Do not fight it. This encounter is scripted and unwinnable — Rebecca has no fire weapon. Head back toward the stairs to trigger the scene where Billy shoots it and pulls her out.
17
Afterwards you receive FILE #6 Player's Manual 2 automatically and Billy hands you Handgun Ammo ×30. Handgun Ammo ×15 is on the bench by the stairs.
18
The door to the Service Room here is jammed. It needs an Ice Pick, which Billy finds — remember that.
Dining Car RoofTrain roof — Rebecca solo
19
Climb the ladder at the end of the restaurant car and walk toward the glinting toolbox with the power cable.
20
Reaching for the cable triggers the cutscene that drops Rebecca into the sealed Service Room. This is the game's first forced split, and from here the two characters solve everything by passing items to each other.
CH 2The Split & the StingerRebecca & Billy — the service lift
Rebecca is locked in a room with no exit and no typewriter; Billy is loose on the rest of the train. The dumbwaiter between the Dining Car and the Service Room is the only thing connecting them. Everything in this chapter is one long handoff.
Service RoomTrain 2F — Rebecca sealed in
1
PARTNER SPLIT Take the KEY ITEM Conductor's Key from the ledge near the door, plus a Green Herb on the south-west bench and Handgun Ammo ×15 on the north bench.
2
PUZZLE Put the Conductor's Key into the service lift in the south-west corner and send it down. Players routinely hunt this room for a door and never notice the dumbwaiter. It is the only way forward for either character.
Dining Car → Conductor's OfficeTrain 1F — Billy solo
3
As
Billy, go through the silver sliding doors right of the Dining Car stairs and take the
Conductor's Key out of the lift.
The lift works both ways. Send Rebecca ink ribbons or healing if she needs them.
4
Walk Billy up the train — the passenger cars have refilled — and unlock the Conductor's Office off the Officer's Car.
5
MISSABLE FILE #7 Note from Conductor is on the floor next to the desk in the north-east corner. This is a Billy-only room and one of the five permanently missable train files.
6
Take the
MAP Train Map off the wall by the door, a
Green Herb and a
Red Herb from the window ledge, and the
KEY ITEM Briefcase from the closet in the south-east corner.
The briefcase has two ring-shaped slots. You will find the rings much later, in two places, with two different characters.
7
Press the red switch beside the exit to drop a ladder down into the Bar Lounge, then climb down.
Bar LoungeTrain 2F — Billy solo, first pass
8
You will hear scraping from the roof. That is the boss, and it drops in the moment you pick up the Ice Pick. Do not take the Ice Pick yet — go and get a real weapon first.
9
Pass straight through into the Upstairs Passenger Car.
Cabin 101Train 2F — the Hunting Gun
10
Take the WEAPON Hunting Gun from the bed in the south-west corner. It takes two of Billy's six slots and it is the answer to the boss.
11
Also here: Shotgun Ammo ×7 and Handgun Ammo ×30 on the south-east floor, a First-Aid Spray on the sink, and Ink Ribbon ×3 by the north-west desk.
12
Drop the Briefcase and anything bulky here. With a two-slot long gun equipped Billy has almost no room, and you are about to fight something.
Upstairs Passenger CarTrain 2F
13
Take the KEY ITEM Ice Pick from the small trolley by the west entrance. A Green Herb sits on the table by the antique phone (a Red Herb by the west entrance instead, on Hard).
14
Head west into the Bar Lounge. The boss lands as you enter.
Bar LoungeBOSS Stinger
15
BOSS Stinger — a giant scorpion that punches through the roof. Whoever holds the Hunting Gun fights it, which is normally
Billy.
Rebecca can fight it, but she has far less health and this thing hits very hard. Billy is the right choice.
16
Weak point: the head. The rest of it is armour that eats your shells. Aim high and close.
17
Rhythm: the Hunting Gun holds two rounds — fire twice, turn and back off, reload, repeat. Roughly nine or ten shells to the head kills it. Follow with shotgun shells and the handgun if you run dry; the knife does respectable damage to the head and is a legitimate finisher.
18
Tells: an audible clatter and a plant-and-rear immediately before it lunges.
Its impale is an instant kill. And its death spasm is a heavy pincer counterattack — the moment it starts dying, back away. That final swipe kills more players than the fight does.
19
Loot the KEY ITEM Panel Opener from the roof wreckage on the west side.
The handoffDining Car service lift
20
PARTNER SPLIT Walk Billy back down to the
Dining Car,
put the Ice Pick into the service lift and send it up.
Billy carrying the Ice Pick around the train is the second-most common stall in the game. Rebecca is the one locked behind the jammed door — she needs it.
21
Switch to Rebecca, take the Ice Pick out of the lift and use it on the Service Room door. She comes out into the Restaurant Car, where two zombies have now appeared. Go down and reunite.
CH 3The Rings & the BrakeBoth — the end of the train
Two rings, one briefcase, one keycard and a two-console brake puzzle where the second console's display is broken. This chapter is where the game teaches you, permanently, to check which character is holding the key item.
Dining Car → Freight CarTrain 1F — 2 Cerberus
1
Use the Panel Opener on the floor panel in the Dining Car to open the hatch down to the freight car.
2
Two dogs burst from their cages the instant you enter. They are fragile — one close shotgun or hunting-gun shell each.
3
Take the KEY ITEM Gold Ring from the second kennel, north-east corner, plus Gas Tank ×3 by the middle shelf, Shotgun Ammo ×7 and a First-Aid Spray on the north-west shelf.
4
Gas Tank + Empty Bottle = Molotov Cocktail. Fire is the only clean way to kill a Mimicry Marcus — bullets work, but the body bursts apart into loose leeches you then have to deal with separately. Keep making Molotovs all game; they are free.
5
Back in the Dining Car, a zombie now bursts out of the large refrigerator. Kill it and take the Empty Bottle ×3 inside.
Rear CarriageTrain 1F — PARTNER SPLIT
6
PARTNER SPLIT Both characters are required here. One stands at the lever in the south-east corner and pulls it; switch, and the other takes the KEY ITEM Hookshot off its wall mount. There is no solo version of this.
7
FILE #8 Hookshot Operator's Manual comes with it automatically.
8
Do not leave the Hookshot on the train. It has four use points across the whole game — the train roof, the church roof, and twice inside the Laboratory. Leaving it behind means a very long backtrack through the sewers later.
Officer's Car Roof → Cabin 102Train roof
9
Fire the Hookshot at the window in Passenger Car 2, climb to the roof, cross it and drop into Cabin 102. Two more zombies have spawned in each passenger car.
10
Kill the zombie inside, take the spare Knife off the floor and the KEY ITEM Jewelry Box from the north-east closet.
11
PUZZLE Examine the Jewelry Box in your inventory and rotate it. It opens and yields the
KEY ITEM Silver Ring.
Carrying the box without examining it is a classic stall — people search the whole train for a ring that is already in their hands.
12
Leaving spawns leeches in the Upstairs Passenger Car. Move quickly rather than fighting.
The briefcasePUZZLE three items, one inventory
13
PUZZLE Get the Briefcase, the Gold Ring and the Silver Ring into the same character's inventory, then combine: Briefcase + Gold Ring, then + Silver Ring. It opens to reveal the KEY ITEM Blue Keycard.
14
The briefcase was staged in Cabin 101 by Billy, the gold ring came from the freight car and the silver ring from the roof route. If they are split across two characters you cannot combine them — the pair must physically meet and hand items over.
15
Use the Blue Keycard on the reader beside the Officer's Car door to open the engine carriage.
Engine Carriage & Engine CabTrain 1F
16
The two Umbrella special-forces bodies in the carriage are lying still. They only get up once the brake sequence starts — on the way in they are scenery, on the way back they are not.
17
FILE #9 Brake Operation Manual is awarded automatically on entering the cab. It tells you the brake takes three steps.
18
Take the KEY ITEM Magnetic Card from the control panel, Handgun Ammo ×15 under the cabinet by the door and another ×15 in the north-east corner.
The emergency brakePUZZLE PARTNER SPLIT — the run that ends runs
19
Sweep the entire train before you do this. Everything you have not picked up and every file you have not read is lost the moment the train crashes.
20
PUZZLE The three steps. First, swipe the Magnetic Card at the console on the rear balcony of the Rear Carriage — the very back of the train. Second, solve the number puzzle there. Third, the other character solves the same puzzle at the console in the Engine Cab, which needs no card — but its display is broken.
21
PUZZLE The number puzzle. A target number appears and you must press
ten digit buttons that add up to it.
It is randomised every playthrough, so read your own number. Any ten digits that sum correctly are accepted — the easy method is nine of one digit plus a remainder. For a target of 36: 3 3 3 3 3 3 3 3 3 9. For 81: 8 8 8 8 8 8 8 8 8 9. For 67: 7 7 7 7 7 7 7 7 7 4.
22
The character you send to the back must be the one carrying the Magnetic Card. Hand it over before you split. Sending Billy to tank the zombies while Rebecca still holds the card means running the whole train twice, through cars that have completely refilled.
23
The second console is the real puzzle. Its screen is dead, so you cannot see your running total — write the target down and count your presses on paper.
24
Enemies on the run to the back:
Edward Dewey (now a zombie) plus one more in Passenger Car 1,
four in Passenger Car 2, one in the Officer's Car, and the
two soldiers now standing up in the engine carriage.
Send Billy — he bulldozes through better. Sending Rebecca gets you an extra cutscene with Edward, which is the only reason to do it.
25
Both consoles solved, the train derails into the Umbrella Executive Training School. The Ecliptic Express is now closed forever.
CH 4Training Facility — Ground FloorBoth — arrival and the west wing
The facility is the opposite of the train: nothing here is permanently missable. A four-level elevator you unlock much later lets you come back for anything you skipped. That makes it the right place to be thorough rather than efficient.
Train Passage & Sewer PassageTraining Facility B1 — 4 zombies
1
Four zombies climb out of the fire around the wrecked train. Run for the far door.
2
Note the elevator down here. Late in the game it becomes the game's safety net — four buttons that take you back to the Training Facility, Factory B1, Factory B4 and the Treatment Plant. Anything you skip in the next few hours can be retrieved through it.
3
Follow the sewer passage and climb the ladder up into the Main Hall.
Main HallTraining Facility 1F/2F — typewriter
4
A two-storey safe room with no enemies and a typewriter on the desk by the foot of the staircase.
This is your item box. RE0 has none — you drop spares on the floor and the map screen remembers where they are. Make this desk your dumping ground for the entire facility.
5
Ink Ribbon ×3 and Handgun Ammo ×15 on the typewriter desk (Easy and Hard both give ×30 here), plus a Green Herb and Red Herb on the floor beside it.
6
PUZZLE Note the statue holding a set of scales beneath a painting. That is the way into the basement and it needs two figurines you have not found yet.
Dining Room & Boiler RoomTraining Facility 1F
7
Two zombies in the dining room and Handgun Ammo ×15 on the east table. A corpse in the north-west corner reanimates much later, during the basement rescue.
8
The boiler room behind it holds
Green Herb ×2, a
Red Herb and a
Blue Herb behind the boiler.
Blue herbs cure poison — the giant spiders in the basement are what they are for.
9
The kitchen off the dining room is locked behind the Fire Key, which is two bosses away. Come back for it — the Lighter Fluid inside is mandatory.
Storage RoomTraining Facility 1F — 2 zombies
10
Take the WEAPON Shotgun, propped against the shelves in the south-west corner. This is your workhorse for the whole facility.
11
Take the KEY ITEM Black Statue from the ornamental table by the north windows, and Gas Tank ×6 from the south-west floor.
12
Stage the Black Statue back at the Main Hall desk. You cannot use it until you have found a second figurine and two sets of wings.
West Wing Corridor & BathroomTraining Facility 1F
13
A Mimicry Marcus is waiting in each of these rooms — leeches fused into a humanoid. When its health drops low it self-destructs, and that explosion is the real damage. Fire prevents the detonation entirely: one Molotov or a Napalm grenade kills it cleanly. Killing it with bullets scatters loose leeches you then have to stamp out.
14
The bathroom holds Empty Bottle ×3 in the middle of the floor, a Green Herb and Gas Tank ×6 by the north-west cubicles.
Projection RoomTraining Facility 1F — 2 zombies
15
Handgun Ammo ×30 on the north-west table (×15 on Hard).
16
The projector here is the machine that turns two microfilms into the MO Disk. You will be back once you have both — one is upstairs in the main library, the other in the private study.
Living RoomTraining Facility 2F — 4 crows
17
FILE #10 Notice to All Staff is on the table beside the armchair in the middle of the room.
Read it. It announces two Security Level 5 meetings and states the entry code is 8:15. That is the clock puzzle's only clue.
18
Take the
KEY ITEM Crank Handle from the small cupboard by the south-east windows.
Four crows smash through the windows the instant you take it. Do not waste ammunition — walk out.
Private Study RoomTraining Facility 2F — 4 zombies
19
The densest ordinary zombie room in the building. FILE #13 A Verse of Poetry sits on the western edge of the central table — the hierarchy-and-balance riddle that hints at the scales.
20
Take KEY ITEM Microfilm B from the east mantelpiece, plus Shotgun Ammo ×7 in the north-east corner (absent on Hard).
Lecture RoomTraining Facility 2F — typewriter
21
Second save point. FILE #11 Regulations for Trainees is on one of the many student desks in the centre. Ink Ribbon ×3 and Shotgun Ammo ×7 by the typewriter table.
22
The podium terminal in front of the desks is where the MO Disk goes, and those student desks are the puzzle. Note also the knight-statue door in the corner — there are three of them in the building and the MO Disk opens all three at once.
CH 5The Clock & the CenturionBoth — the upper floors
Three co-operative puzzles back to back — a lift that needs one person cranking, a cage that needs one person winching, and a boss that grabs Rebecca and does not let go until Billy kills it.
Art Corridor & Main LibraryTraining Facility 2F — PARTNER SPLIT
1
Take the MAP Training Facility Map from the reading desk in the middle of the library and KEY ITEM Microfilm A from the north-west bench. Ink Ribbon ×3 on the computer desks.
2
PARTNER SPLIT The library lift. Stand
Rebecca on the platform in the south-east corner, switch to
Billy, and use the
Crank Handle on the wall mechanism to raise her to the clock room.
You cannot crank with the character standing on the platform. This trips people constantly.
3
Note the unlit candles here. Lighting them opens the Small Library, and that needs a working lighter — which needs the kitchen, which needs the Fire Key. It is a chain, and it starts with the boss below.
Clock RoomTraining Facility 3F — 2 Plague Crawlers
4
Two Plague Crawlers drop from the ceiling.
Stand on the stairs and pick them off with the handgun — from up there they cannot reach you.
5
Handgun Ammo ×15 on the north-east table, Shotgun Ammo ×7 by the lift, and a First-Aid Spray near the clock on Easy.
6
PUZZLE The large clock is missing its hand. You need the Iron Needle, which is behind the Fire Key door. Note it and move on.
Fountain AreaTraining Facility 3F — 5 crows
7
Ignore the crows. A Green Herb and a Red Herb lie by the fountain.
Art RoomTraining Facility 2F — 2 Plague Crawlers
8
Do this room before you touch the Fire Key. The WEAPON Grenade Launcher is on the west couch, and it turns the boss you are about to fight from a slog into a formality.
9
Take the KEY ITEM White Statue from the small round table by the easel, and Shotgun Ammo ×7 from inside the fireplace — genuinely easy to walk past.
10
The water-design door out of this room stays locked for a long time. It needs a key from the very bottom of the basement.
Large HallTraining Facility 2F/3F — PARTNER SPLIT and BOSS
11
PARTNER SPLIT Send Rebecca down the ladder into the drained pool, switch to Billy and work the winch to raise the cage, then switch back and take the KEY ITEM Fire Key from underneath it.
12
BOSS Centurion — a giant centipede, triggered the instant the key comes out.
13
You fight it as Billy, and you have no choice. The Centurion seizes Rebecca immediately and chips away at her health for the entire fight. There is no instant-kill move here — the way this boss kills you is by taking too long. Speed is the survival strategy.
14
Weak point: the pale underbelly, exposed only when it stops and rears the front of its body up. Its armoured back absorbs everything, so do not shoot while it is moving — wait for the rear, fire, back off, repeat.
15
With the Grenade Launcher it takes roughly four grenades. With the shotgun, budget fifteen to twenty shells. Heal both characters afterwards — Rebecca will be hurt even if Billy never got touched.
KitchenTraining Facility 1F — Fire Key door
16
Take the KEY ITEM Lighter Fluid from the table and Empty Bottle ×3 from the shelf underneath.
17
PUZZLE Combine Lighter Fluid with Billy's empty Lighter — he carries it as default equipment — to make the working
KEY ITEM Lighter.
The Lighter is Billy's, in practice. Both the library candles and the entire animal-statue puzzle in the basement require Billy standing at the object with the Lighter in his inventory. Hand it to Rebecca and you will walk it back.
Assistant Director's OfficeTraining Facility 2F — Fire Key door
18
FILE #12 Assistant Director's Diary on the desk opposite the fireplace.
19
PUZZLE The Iron Needle. It is stuck
in the antlers of the moose head above the fireplace. To reach it you must
turn on the light switch in the north-west corner and
push the table in front of the fireplace to climb on.
Two separate environmental steps, neither signposted. This is where people decide the needle must be somewhere else.
20
Handgun Ammo ×15 on the west desk (×30 on both Easy and Hard) and Shotgun Ammo ×7 in the south-west corner.
Clock RoomPUZZLE 8:15
21
PUZZLE Use the Iron Needle on the clock to fit the missing hand, then set the time to 8:15: the long minute hand to the Roman numeral III and the short hour hand to VIII. In practice: turn the minute hand right three times, then the hour hand left four times.
22
The clue is the Notice to All Staff file from the living room, which states the entry code outright. The answer is fixed on every difficulty.
23
The time-locked doors in the facility open.
CH 6MO Disk, Chess & the ScalesBoth — opening the basement
Four puzzles that gate each other: two microfilms make a disk, the disk opens three doors, one of those doors hides a chessboard, and the chessboard plus a candle-lit library produce the two figurines that open the floor of the main hall.
Projection RoomPUZZLE the microfilms
1
PUZZLE Take Microfilm A (main library, north-west bench) and Microfilm B (private study mantelpiece) to the projector. Insert both.
2
You receive the
KEY ITEM MO Disk and
FILE #14 Microfilm Image automatically.
The Microfilm Image is not flavour text — it is your decoder sheet. It maps a 4×4 grid of student desks to the characters 0–9 and A–F.
Lecture RoomPUZZLE PARTNER SPLIT — the terminal
3
PUZZLE Insert the MO Disk into the podium. The terminal boots and displays a two-character code.
4
The code is randomised every playthrough. Any guide that prints a specific answer is publishing its own roll. What is fixed is the desk layout — read your code, look it up on the Microfilm Image, and find the two matching desks.
5
PARTNER SPLIT Station one character at each of the two matching desks and press both switches in quick succession. There is a timer, so position both before you start.
6
All three knight-statue doors unlock at once: the facility entrance, the private corridor and the observatory tower.
Marcus' OfficeTraining Facility 2F — PUZZLE the chessboard
7
Through the private corridor. Napalm Grenades ×6 on the cabinet by the globe, Ink Ribbon ×3 on the circular table, Handgun Ammo ×15 on the east cabinet.
8
PUZZLE The chessboard. The clue is on the desk — examine it and you get a small reference board showing the layout the floor pieces have to match.
9
As Billy, push the white King: toward the exit door until it reaches the next-to-last square → move to its
right and shove it
one square left → get
behind it and push it toward the other pieces → onto its final square,
directly below the white Rook.
Misplaced it? Leave the room and come back — the pieces reset to their starting positions. There is no way to lock yourself out.
10
The desk's hidden compartment opens: KEY ITEM Book of Evil and FILE #16 Marcus' Diary 1.
11
PUZZLE Examine the Book of Evil in your inventory to extract the
KEY ITEM Black Wing.
Carrying the book without examining it is the same trap as the jewelry box on the train.
Medicine RoomTraining Facility 2F — 2 zombies
12
FILE #15 First Investigation Unit Notes is on one of the beds — a frequently missed file.
13
MISSABLE Take the
KEY ITEM Green Chemical standing in the north-east corner.
This is needed hours later, in the Laboratory, and only Rebecca can use it — she owns the Mixing Set. Leave it here and you will be walking all the way back for it.
14
First-Aid Spray on the medicine cabinet and Blue Herb ×2 on the lower shelf.
Main Library → Small LibraryPUZZLE the candles
15
PUZZLE As Billy, light the candles in the main library with the Lighter. The Small Library opens.
16
Inside: Grenades ×6 on the south-west bookshelf and the KEY ITEM Book of Good, in a compartment on the pillar behind the moveable bookcase in the upper area.
17
PUZZLE Examine the Book of Good to extract the KEY ITEM Angel Wings.
Main HallPUZZLE the scales of good and evil
18
PUZZLE Black Statue + Black Wing = Statue of Evil. White Statue + Angel Wings = Statue of Good. Place both on the scales held by the large statue.
19
Consolidate first. The black statue came from the ground-floor storage room, the white one from the second-floor art room, and the two wings from two different books in two different rooms. If any of the four are in the wrong character's inventory you cannot combine them.
20
The clue is A Verse of Poetry from the private study — the moon bowing to the earth, the earth to the sun, and a door that no hands can open. Hierarchy and balance.
21
The painting beneath the scales slides aside, revealing the staircase down into the facility basement.
CH 7Facility BasementBoth — the regulator and the rescue
The basement is where the game separates you properly. Rebecca falls through a floor and Billy has to walk half the facility alone to reach her — through the Eliminators, which are the first enemy in this game that can genuinely kill you from full health.
Basement EntranceFacility Basement B1 — 3 giant spiders
1
Three spiders crawl the walls and ceiling and
spit venom.
Kill them fast rather than dodging — poison is a slow drain and the blue herbs are back up in the boiler room. Fire is very effective.
Observation RoomFacility Basement B1 — typewriter
2
Take the MAP Training Facility Basement Map off the wall beside the typewriter.
3
FILE #17 Correctional Institute Inmates List on the south-west table, with Handgun Ammo ×30 on the same table. Ink Ribbon ×3 by the typewriter, plus a Green Herb and Blue Herb on the floor.
4
Make this your second staging room. Everything in the basement routes back through here.
Monitor RoomFacility Basement B1 — 2 zombies
5
One of the two zombies is playing dead on the floor. It is a scripted ambush — expect it.
6
Handgun Ammo 3×15 on the middle table, Shotgun Ammo ×7 in the south-east corner and Gas Tank ×6 by the north-west locker.
Torture Rooms A & BFacility Basement B1 — PARTNER SPLIT PUZZLE
7
PARTNER SPLIT In Torture Room A, Billy boosts Rebecca up through the open ceiling grate to reach the regulator side. From this moment Rebecca is on her own.
8
FILE #18 About the Power Regulator is on the floor in the
south-east corner of Torture Room B.
This is the clue file and it is unusually direct: set the indicator to 70, and check that everything is connected to the chain.
9
PUZZLE The power regulator. The wall panel has
five switches. Set them
UP, UP, DOWN, UP, UP — first two up, middle one down, last two up. The needle lands on
70.
The answer is fixed on every difficulty and never re-rolls.
10
Restoring the power collapses the floor and Rebecca falls into the basement below. You now control Billy alone until you reach her. There is no timer — she is safe until you arrive, so take the fight seriously rather than sprinting.
The rescueBilly solo — the Eliminators
11
Eliminators now populate the route: one in the observation room, two in Torture Room A, three in Torture Room B. They soak an unusual amount of ammunition — roughly two close shotgun shells each — and their jumping back-bite locks into a chain of follow-up bites that can kill you outright from a healthy bar.
12
Fight them from a doorway. They charge in a line, so standing at the entrance funnels them one at a time instead of letting them surround you.
13
Route: Main Hall → Dining Room (the corpse in the north-west corner gets up now) → Boiler Room (B2) → Storage Room (B2).
14
The B2 boiler room has Green Herb ×2, a Red Herb and a Blue Herb behind the boiler, and a shortcut straight up to the ground-floor dining room.
Storage RoomFacility Basement B2 — typewriter
15
Rebecca is here. Save, take the Ink Ribbon ×3 on the south-west boxes (×1 on Hard) and reunite.
Statue RoomFacility Basement B2 — 3 Eliminators, PUZZLE
16
Handgun Ammo ×5 in the south-west corner of the passage toward the storage room — note the unusual quantity.
17
PUZZLE The animal statues. As Billy, stand at each statue, open his inventory and use the Lighter. The order is the food chain, weakest to strongest: deer → wolf → horse → the big cat → snake → eagle.
18
Rebecca cannot do this — the Lighter has to be in Billy's inventory when he stands at each statue. And note the fourth statue: guides variously call it a tiger, a cougar or a lion. It is the same statue, in the same position — go by the hierarchy, not the name.
19
There is no file anywhere in the game that spells this order out. The only in-game guidance is the carvings on the statues themselves, read as a predator hierarchy. It is the least-clued puzzle in RE0.
20
The gate on the south side opens into the cavernous area and the B3 complex below.
Bunk Rooms A & BFacility Basement B2
21
MISSABLE The
KEY ITEM Unity Tablet is
in the fireplace in Bunk Room A, with
Empty Bottle ×3 on the south-east desk.
It is one of three tablets you need for the observatory. Sitting in a fireplace, in an optional side room, it is very easy to walk past.
22
FILE #19 Management Trainee's Diary is on the table in the middle of Bunk Room B, guarded by two zombies.
Cavernous Area & Waterfall RoomFacility Basement B2/B3
23
Two giant spiders in each half of the cavern. In the waterfall room, two Plague Crawlers are feeding on the west side — shotgun or grenade them as you enter.
24
MISSABLE Take the
KEY ITEM Locker Key from the wooden box.
Miss this and you lose the Custom Handgun — the only weapon upgrade in the game.
Training RoomFacility Basement B3 — PARTNER SPLIT and 2 Hunters
25
Upstairs control room: Handgun Ammo 2×15 on the south-east bench, Shotgun Ammo ×7 on the north bench, and Magnum Ammo in the north-east cupboard (×8 on Easy, ×1 on Normal and Hard).
26
Open the north-west locker with the Locker Key for the KEY ITEM Duralumin Case.
27
PUZZLE The Duralumin Case. Examine it in your inventory — the code 385 is printed on the cover. There is no separate document; the case is its own clue. Enter it for the KEY ITEM Handgun Parts.
28
MISSABLE Combine the Handgun Parts with a handgun to build the WEAPON Custom Handgun.
There is only one set of parts in the game, so only one character gets the upgrade. The improved fire rate carries the entire midgame — give it to whoever you fight with.
29
PARTNER SPLIT The arena. Rebecca goes up to the control panel; Billy goes into the cage below. Rebecca presses the left button so Billy can reach the Acid Grenades ×6 in the south-east corner, then the centre button to unlock the grate, and Billy presses the red button in the north-west corner to start the fight.
30
Two Hunters. This is the game's introduction to them and they are the fastest thing you have met. They decapitate outright when your health is low, so heal to full before you press the red button. Grenade Launcher loaded with Acid Grenades is the intended answer.
31
Take the
KEY ITEM Water Key from the floor of the north-west hole the Hunter came out of.
The game labels both this and the Fire Key simply Facility Key, which is why walkthroughs appear to contradict each other. This is the water-etched one, and it opens the door out of the art room.
CH 8The Piano Bar & the TabletsBoth — leaving the facility
The Water Key opens a west wing full of small key items, and one of them — the Battery — is behind the single most notorious moment in the game. Collect three tablets and the building itself moves.
Narrow Corridor ATraining Facility 2F — Water Key door from the art room
1
A
Mimicry Marcus patrols here, and killing it with bullets leaves loose leeches behind.
Use a Molotov or a Napalm grenade. Fire kills it outright and nothing crawls away.
Broadcast Room & Maintenance RoomTraining Facility 2F
2
Take the KEY ITEM Vise Handle from the east shelves in the broadcast room (one Mimicry Marcus standing on that side).
3
PUZZLE In the maintenance room, use the Vise Handle on the vise in the south-east corner to release the KEY ITEM Obedience Tablet. Shotgun Ammo ×7 on the north-east shelves.
Old LaboratoryTraining Facility 2F
4
First-Aid Spray on the south-west metal table, Handgun Ammo ×15 on the east table (×30 on both Easy and Hard), and a Green Herb, Red Herb and Empty Bottle ×3 inside the small glass room to the north.
5
Entering this room is what spawns the Mimicry Marcus back in Narrow Corridor B. Clear the corridor on the way out, not on the way in.
Piano BarTraining Facility 2F — PARTNER SPLIT the Battery
6
PUZZLE Billy must play the piano — he is the pianist, Rebecca cannot do it. The wall opens into a secret wine room.
7
Inside: Magnum Ammo ×8 on a barrel, Empty Bottle ×3 on the floor, and the KEY ITEM Battery embedded in a slot on the far wall.
8
The trap. Taking the Battery out of its slot closes the wine room again. If Billy is the one inside holding it, you are stuck until you put it back. Leave Billy outside, send Rebecca in for the Battery, and have Billy play the piano a second time to reopen the wall and let her out.
9
Check inventory space before you go in. If Billy is carrying a two-slot long gun and the Handgun Parts, there may be no room to shuffle things at the critical moment.
Training Facility EntranceTraining Facility 1F — knight door, PUZZLE
10
PUZZLE Outside the main entrance is a dead lift.
The character carrying the Battery places it in the
slot in the wall.
It has to be the carrier standing there — the same species of mistake as the magnetic card at the brakes.
11
The lift descends to reveal a large wooden crate. Push the crate across to the pillar, climb it, and take the KEY ITEM Discipline Tablet from the top.
Outside BalconyTraining Facility 2F — 4 zombies
12
Green Herb ×2 in the northern offshoot.
This balcony repopulates hard as the game goes on — Eliminators after the basement, and Hunters once you reach the factory. It is a corridor, not a place to fight.
Observatory TowerTraining Facility 3F — PUZZLE the three tablets
13
PUZZLE Bring all three tablets: Unity (bunk room fireplace, B2), Obedience (maintenance room vise, 2F) and Discipline (entrance pillar, 1F).
14
All three must be on the same character. Consolidate before you climb, or you will be switching back and forth at the panel.
15
Cross the balcony, take the ladder to the upper level of the dome, and open your inventory at the control panel with the three indentations. The tablets slot themselves.
16
Handgun Ammo ×30 on the boxes by the upper entrance (Easy and Normal only).
17
Cutscene: the entire observatory tower lowers from the third floor to the ground, sinking partway into the water and opening a route to the outside area and the church beyond.
18
Before you leave, take stock. Nothing here is lost — the four-level elevator will bring you back — but the return trip is long. Make sure you have the Hookshot, the Green Chemical from the medicine room, the Grenade Launcher and the Custom Handgun with you.
CH 9The Church & the LaboratoryBoth — the deepest split
The most split-heavy stretch in the game. Rebecca works the upper laboratory floor alone while Billy works the lower one, and the two of them pass chemicals and charms to each other through a dumbwaiter. Only Rebecca can mix anything — she owns the Mixing Set.
Outside AreaLaboratory 1F — PUZZLE the pressure pad
1
PUZZLE The church door. Take the right-hand fork into the small building and have one character stand on the floor tile inside it. That holds the church door open; walk the other character in, then recall your partner.
2
Shotgun Ammo ×7 inside the small building on Easy, and herbs near the elevator to the north-west.
Church Back RoomLaboratory 1F — typewriter
3
Go right into the side room first. The boss trigger is tied to leaving it, so this typewriter is your prep room — and there is no other save point until deep in the laboratory.
4
Ink Ribbon ×3 on the shelves by the north door, Shotgun Ammo ×7 on the east floor, and Napalm Grenades ×6 also on the east floor — Easy and Normal only, absent on Hard.
5
Give Billy the shotgun and heal both characters before you step back out.
ChurchBOSS Infected Bat
6
BOSS A giant bat smashes through the ceiling as you re-enter, with a continuous stream of small bats behind it. Fight it as Billy — Rebecca gets grabbed too easily.
7
Use the shotgun. The grenade launcher's arc is awkward against something hugging the ceiling. Roughly eight to twelve close blasts puts it down.
8
Stand at or near the altar. The camera there gives you the widest view of the nave, which is the whole fight. And thin the small bats with the handgun if they are wrecking your auto-aim — you do not have to clear them, only stop them from stealing your lock-on.
9
Its attacks are a knockdown swoop and a grab that damages and drops you. Nothing here is an instant kill, but repeated grabs will finish Rebecca quickly.
Church RoofLaboratory 2F — PUZZLE the Hookshot
10
PUZZLE The bat tore a hole in the roof. Stand underneath it and
use the Hookshot from your inventory.
Send Rebecca up — it saves backtracking later, because she is the one who works the upper laboratory.
11
If you left the Hookshot on the train, this is where the game stops. You have to walk back through the observatory, the balconies, the main hall and down the sewer hatch to the wrecked train to fetch it.
12
Cross the roof, climb down into the fenced yard behind the church, take the Red Herb on the ground, flip the wall switch to power the outdoor elevator, and unlock the gate from the inside so your partner can join you.
13
Ride the elevator down to Laboratory B2.
Reference RoomLaboratory B2 — typewriter and PARTNER SPLIT
14
The laboratory's main save room and staging point. Ink Ribbon on the desk by the item transport (×6 Easy, ×3 Normal, ×1 Hard).
15
MISSABLE FILE #20 Marcus' Diary 2 is on a table at the end of a bookcase on the
west side.
It is in the save room, which is exactly why people miss it — they walk in, save and walk out.
16
PARTNER SPLIT As
Rebecca,
use the Hookshot on the ceiling here to reach the
Leech Room on B1. Billy stays down in the library.
Send Rebecca, not Billy. Everything upstairs needs the Mixing Set, and only Rebecca has it. Send Billy and she has to fetch a Green Chemical from the training facility all over again.
Leech Room & CorridorLaboratory B1 — Rebecca solo
17
One Mimicry Marcus here — fire, as always.
18
Take the MAP Lab Map off the wall by the north-west door and FILE #23 Laboratory Manager's Diary from the chair by the south-west computer desk.
19
Take the KEY ITEM Leech Capsule from the cabinet next to the large glass capsules in the north-east, plus Gas Tank ×6 and Empty Bottle ×3.
20
PUZZLE In the corridor, press the wall button. It retracts a wall down on B2 for Billy, opening his route onward. This is the first of several cross-floor favours.
Leech Laboratory & Operating RoomLaboratory B1 — Rebecca solo
21
MISSABLE FILE #22 Leech Growth Records is on the east table.
This is the clue for the cable-car dial. The growth figures read 4, 8, 6, 3 — that is the combination.
22
Take the KEY ITEM Red Chemical from the south-west corner, by the gas experiment chamber's control panel. The chamber itself is full of poison gas and holds a key you cannot reach yet.
23
In the operating room: FILE #24 Investigator's Report on the floor by the operating table, a second KEY ITEM Green Chemical against the south-west wall, and a First-Aid Spray on the north shelf. Two zombies wander, and a third gets up later.
24
PUZZLE Rebecca's chemistry, part one. Red Chemical + Green Chemical = Stripping Agent. Then Stripping Agent + Leech Capsule = KEY ITEM Blue Leech Charm.
25
Send the Blue Leech Charm down the item transport to Billy.
Marcus's Study & Private RoomLaboratory B2 — Billy
26
Billy uses the Blue Leech Charm on the blue-indentation door off the elevator passage.
27
Take the KEY ITEM Input Regulator Coil from the west bookcase.
28
MISSABLE FILE #21 Old Photograph is
behind the coil on that same bookcase — you have to search the shelf again
after taking the coil.
This is the most-missed file in the laboratory. Nothing tells you there is a second thing there.
29
Through into Marcus's private room: two zombies, one slumped on the floor that rises shortly after you enter, and the KEY ITEM Green Leech Charm in the hand of the statue.
30
Send the Green Leech Charm up the lift to Rebecca.
Morgue & the gas chamberLaboratory B1 — Rebecca
31
Rebecca uses the Green Leech Charm on the indentation door in the operating room. Two zombies inside — one playing dead, one crawling.
32
Take the KEY ITEM Sterilizing Agent from the south floor, plus Handgun Ammo 2×15 on the south-west stretcher.
33
PUZZLE Back in the leech laboratory, use the Sterilizing Agent on the control panel outside the gas chamber to vent the poison. Go in and take the KEY ITEM Breeding Room Key. Two more zombies wake as the door opens.
Breeding RoomLaboratory B1 — 2 Hunters
34
Two Hunters. Load Acid Grenades before you open the door and heal to full — they decapitate at low health.
35
MISSABLE FILE #25 B.O.W. Report is on the floor among the breeding cages in the
north-east corner.
It is behind the Hunter fight, which is why almost everyone leaves without it.
36
Take the KEY ITEM Dial from the floor of the left-hand cage, south-east.
Elevator PassagePUZZLE the combination door — 4863
37
PUZZLE Use the Dial on the locked white door and enter 4 – 8 – 6 – 3, rotating until the red arrow points at each digit and confirming each one.
38
The clue is the Leech Growth Records file. The code is fixed — it does not re-roll, and it is the same on every difficulty.
39
Behind the retracted wall in this passage: a Red Chemical in the north-east corner, herbs by the west door, and one more Mimicry Marcus waiting.
Machine RoomsLaboratory B1/B2 — PUZZLE the cable car
40
In Machine Room 1F, pull the switch on the southern wall. It drops the KEY ITEM Output Regulator Coil on the ground by the cable-car doors and lowers a ladder.
41
Send Rebecca up with the Hookshot to Machine Room 2F, which has a typewriter, Ink Ribbon, Empty Bottle ×3, Gas Tank ×3 and Shotgun Ammo ×7 in the control room. Save.
42
PUZZLE Insert both coils — Input (Marcus's study) and Output (machine room floor) — into the control room panel to power the cable car.
43
Then it goes wrong on purpose. Heading for the cable car, a Mimicry Marcus attacks and separates Billy. Kill it with fire. Leeches then infest the 2F control room and knock the Output Coil onto the floor — go back, clear them, pick the coil up and re-seat it. Only then does the cable car run.
Cable CarLaboratory B2 — the Magnum
44
MISSABLE Take the WEAPON Magnum from the dead body sitting near the front of the carriage —
before you operate the controls.
This is the only Magnum a normal playthrough ever gets, and you are about to need it for a boss fight that Rebecca has to take alone.
45
Consolidate before you ride. Give Rebecca the Magnum, ink ribbons and healing — the game is about to make her fight solo, and it does not warn you.
46
Operate the controls. The cable car carries you to the Factory.
CH 10The FactoryRebecca alone — the Proto-Tyrant
Short, and the hardest single fight in the game. The factory hands Rebecca a boss with no partner to draw its attention, in a sealed room, with the lowest health bar of the two characters. It also gives you the elevator that reopens the entire game behind you.
Platform & Turntable YardFactory 1F
1
Green Herb ×2 on the ground in the north-east corner by the cable-car doors, and Handgun Ammo ×30 on a barrel by the north-west door on Easy.
Turntable Monitor RoomFactory B1 — PARTNER SPLIT 2 Hunters
2
PARTNER SPLIT Use the small lift in the upper-right corner of the turntable yard to send Rebecca down alone along the narrow balcony.
3
Take the
KEY ITEM Up Key from the floor by the wall of monitors in the south-east.
Different guides call this the Up Key, the Factory Key or the C. Panel Key. It is one object.
4
Two Hunters spawn after you take it, as you turn to leave — and Rebecca is alone. Have the Grenade Launcher with acid rounds, or the Magnum, in her hands before you send her down here.
Turntable Control RoomFactory 1F — typewriter
5
Save. Take the MAP Factory Map from the north wall, a First-Aid Spray from the north-west wall cabinet, Handgun Ammo ×30 on the north-east consoles, Ink Ribbon on the desk, and Grenades ×6 in the south-east corner (Easy and Normal only).
6
PUZZLE Use the Up Key on the computer on the left-hand wall. The turntable car is raised and the large elevator is summoned. Then push the switch to lower the turntable and ride down.
Turntable PlatformFactory B4 — BOSS Proto-Tyrant
7
As you approach, Enrico Marini stumbles out of the western elevator and is shot dead in a cutscene.
8
MISSABLE Take the
KEY ITEM Elevator Key from the ground beside that western elevator.
Drop a herb if your inventory is full — do not leave this platform without it.
9
Use the Elevator Key on the eastern elevator.
10
BOSS Proto-Tyrant, first encounter. The security shutters slam shut and Rebecca fights it completely alone. Billy is not present. She has the lowest health in the game, no partner to pull aggro and nowhere to run. This is the hardest fight in Resident Evil 0 and it arrives with no warning.
11
Use the Magnum you took off the cable car — roughly five to seven rounds. Acid grenades work too, at around eight. Anything weaker is a losing race.
12
Its two attacks are a charging lunge and a heavy overhead swipe that knocks Rebecca down for very large damage. There is no instant-kill move — what kills people is the knockdown loop, because two connections in a row is most of her health.
13
Side-step at the last moment, then fire while it recovers. Do not stand still lining up a perfect shot; it closes distance faster than you expect.
The four-level elevatorFactory B1/B4 — the safety net
14
This elevator reopens the whole game. Its four buttons go to Lv1 the training facility tunnel, Lv2 Factory B1, Lv3 Factory B4 and Lv4 the Treatment Plant. Anything you skipped since the train crash — the Custom Handgun, a file, the Hookshot — is retrievable from here.
15
MISSABLE Take the Lv2 detour now. The
Maintenance Shaft holds
Magnum Ammo ×8 by the elevator in the east corner,
Handgun Ammo ×15 on a south-east oil drum and herbs by the west door.
Magnum rounds are the scarcest resource in the endgame and this cache sits behind an optional button press. One Hunter is waiting when the lift doors open.
16
Take Lv4 down to the Treatment Plant when you are done.
CH 11Treatment Plant & the Queen LeechBoth — the finale
The longest area in the game, and Rebecca starts it alone again. Everything here funnels into one chemistry chain and one final fight in which you can only control Billy — and losing Rebecca loses the game.
Control RoomTreatment Plant B5 — typewriter and PUZZLE
1
Save. Ink Ribbon ×3 and Handgun Ammo ×30 on the desk, Gas Tank ×6 by the north door.
2
PUZZLE The power distribution board. A wall of red lights that has to go fully green in three button presses. Press: the button directly below the top-left button, then the button directly above the bottom-left button, then the button up-and-left of the bottom-right button.
3
The board is fixed — it never re-rolls and it is identical on every difficulty. Describing the presses relative to the corners is deliberate: guides that count absolute rows disagree with each other because they index the grid differently.
Air Regulator Room, 'L' Corridor & Rec RoomTreatment Plant B6 — Rebecca solo
4
Three zombies in the air regulator room, with Empty Bottle ×3 by the west door and herbs opposite it. A Mimicry Marcus patrols the corridor beyond.
5
Take the MAP Treatment Plant Map from the east wall of the rec room, plus Empty Bottle ×3 on the south-east table.
6
Note the handle-less door in the corridor, with a square socket. It leads to the generator room and you will come back with the Handle.
Maintenance Area & Water PoolTreatment Plant B7 — Lurkers
7
A Lurker — a giant toad — may leap out of the water as you pass. Its tongue grabs and swallows you, and that is an instant kill. With Rebecca alone here, this is the most dangerous corridor in the area.
8
Once the pair are reunited, a swallowed character is recoverable: switch immediately to the other character and shoot the Lurker. The swallowed one cannot act and will die if you hesitate.
9
Note the KEY ITEM Keycard on the ledge in front of the forklift. You cannot reach it yet — the forklift is dead and needs a battery you have not built.
10
In the water pool: Shotgun Ammo ×7 in the western equipment locker, and the KEY ITEM Handle visible on a platform across the water. That needs both characters, so leave it for now.
Stairway & Dumping AreaTreatment Plant B7/B8 — reunion
11
The leeches on the stairway respawn every single time you enter. Do not fight them — sprint through. You will use this stairway many times.
12
Rebecca finds Billy in the dumping area and you have both characters again.
Water PoolPUZZLE PARTNER SPLIT — the crates
13
PUZZLE Rebecca works the console, Billy pushes the crates. The floor is a rotating grid.
14
As Billy, climb the wooden crates and push the metal box right, against the wall → Rebecca presses Rot.R → Billy pushes the metal box up to the top wall through the open gate → Billy pushes the wooden crate nearest the ladder across to the far end → Rebecca presses Rot.R again → Billy pushes the middle wooden crate right, then along to join the others → Rebecca uses Fill/Drain to flood the lower floor.
15
The correctly placed crates form a bridge. Cross and take the KEY ITEM Handle.
16
You cannot break this puzzle. Misplace a crate and simply leave the room and come back — every crate resets to its starting position.
Generator RoomTreatment Plant B6/B5 — 6 zombies
17
Use the
Handle on the square-socket door. Six zombies inside — five wandering and one playing dead in the south-east corner.
Fight from the left corner by the entrance so they funnel toward you instead of surrounding you.
18
Handgun Ammo ×30 in the south-east corner.
19
MISSABLE Climb the ladder to the upper walkway. FILE #26 Investigator's Report 2 is on a dead body in the south-west corner — the walkway is easy to skip entirely.
20
MISSABLE Take the
KEY ITEM Red Chemical from the south-east wall up here.
Give it to Rebecca. It is one of the three ingredients for the battery, and she is the only one who can mix anything.
21
Green Herb ×2 on the north side of the walkway.
B6 Walkway & LodgingsTreatment Plant B6 — typewriter
22
Two Hunters lurk on the walkway. Equip the Grenade Launcher or Magnum before you open the door — this ambush catches people badly.
23
The lodgings are a genuine safe room. Save. FILE #28 About Battery Fluid is on the south-east bunk — the clue file for the chemistry that follows.
24
MISSABLE Napalm Grenades ×6 are underneath the south-west bunk bed. Very easy to miss and free heavy ammunition. Also here: Ink Ribbon, Handgun Ammo ×30, a First-Aid Spray on the north-east table and herbs on the east side.
Cargo Control RoomTreatment Plant B7 — 3 zombies
25
MISSABLE FILE #27 Treatment Plant Manager's Diary is on the floor in the south-west corner. Shotgun Ammo ×7 on a box in the same corner.
26
The gondola terminal in here is dead until you bring it a motherboard — and examining it is a global trigger that repopulates the maintenance shaft, the turntable platform, the rec room and the B6 walkway with fresh zombies. Do your backtracking before you touch it.
Water Treatment RoomTreatment Plant B9 — BOSS Proto-Tyrant
27
Take both characters down the lift. Load the Grenade Launcher and the Magnum and heal both.
28
BOSS Proto-Tyrant, second encounter — it comes out of the pool as you pass.
This one is much easier than the factory fight, because you have two characters. Control Billy and physically put him between the Proto-Tyrant and Rebecca — he soaks the aggro while she fires freely from behind. Roughly five or six Magnum rounds plus a few grenades ends it.
29
Afterwards, press the green wall button on the walkway to lower the ladder, and take the KEY ITEM Motherboard from the ground below the broken circuit box in the north-east corner.
The gondolaPARTNER SPLIT — Rebecca alone again
30
PUZZLE Back at the cargo control room, stand the motherboard carrier at the dead control panel and use the Motherboard. The gondola activates.
31
PARTNER SPLIT Only Rebecca fits in the transport chest. She rides down to the floodgate control room alone; Billy has to take the long way round through the dam on B9.
32
Rebecca: Acid Grenades ×6 by the destroyed stairs in the south-west corner of the floodgate room, then turn the lever on the control panel to lower the water levels.
33
Rebecca, laboratory (B8): take the KEY ITEM Blue Chemical by the north door and the KEY ITEM Industrial Water from the north-west desk. Acid Grenades ×6 under the north-east desks on Easy and Normal. One Plague Crawler.
34
Billy, the dam route (B9): Green Herb ×2 at the end of the east walkway, one Lurker in the water, and in the engine room two zombies with Shotgun Ammo ×7 and Handgun Ammo. Note the card-reader door there — that is where the Keycard goes.
Laboratory Cryo RoomTreatment Plant B9 — reunion, PARTNER SPLIT and PUZZLE
36
PARTNER SPLIT The KEY ITEM Empty Battery sits on a high shelf beside the cryogenic tubes. Billy has to lift Rebecca up to it.
37
Two Plague Crawlers burst out of the cryo tubes the instant you take the battery. Have the shotgun ready before you reach for it.
38
PUZZLE Rebecca's chemistry, part two — the battery chain.
Blue Chemical + Red Chemical = Sulfuric Acid
Sulfuric Acid + Industrial Water = Battery Fluid
Battery Fluid + Empty Battery = KEY ITEM Hi-Power Battery
39
It is Blue + Red, not Red + Green. Red + Green is the Stripping Agent, which belongs to the leech capsule back in the laboratory and has nothing to do with the battery. The giveaway: there is no Green Chemical anywhere in the Treatment Plant. Only Rebecca can perform any of these combinations.
Maintenance AreaPUZZLE PARTNER SPLIT — the forklift
40
PUZZLE Backtrack to B7. Approach the forklift from the right, open your inventory and use the Hi-Power Battery.
41
PARTNER SPLIT Rebecca climbs onto the crate on the lift platform and Billy drives the forklift, raising her to the ledge. She takes the KEY ITEM Keycard.
Fenced Area & IncineratorTreatment Plant B9 — BOSS Queen Leech
42
Use the Keycard on the reader on the western engine-room doors. Magnum Ammo ×8 on the floor in the north-west corner of the passage — take it, you are about to need it.
43
Magnum Ammo ×8 also in the south-east corner of the incinerator itself, on Easy and Normal.
44
BOSS Queen Leech, first encounter — the cutscene as you enter is Marcus shedding the human disguise. Both characters are present.
45
Play as Rebecca so you instinctively keep your distance, and let Billy anchor the damage. The arena is large — use all of it.
46
It has
no resistance to any weapon type, so the Magnum is simply the fastest — around
eight to ten rounds. Its acid spit is survivable;
its grab is what kills you. It drains a huge chunk of health in one go. Never be at close range, and heal immediately if it lands.
47
On death it drops the KEY ITEM Shaft Key (L) and KEY ITEM Shaft Key (R).
The twin shaft keysPUZZLE PARTNER SPLIT
48
PUZZLE Split the pair — one character at the left panel with Shaft Key (L), the other at the right panel with Shaft Key (R) — and use them together to open the double doors into the storage room.
49
This is also a spawn trigger: a Hunter appears in the dumping area, three zombies in the B8 laboratory and one on the B7 walkway. Do not plan a leisurely backtrack afterwards.
StorageTreatment Plant B9 — typewriter, final prep
50
Save. This room is a full resupply: Ink Ribbon ×3 and Handgun Ammo ×30 on the north-east table, First-Aid Spray ×2, Shotgun Ammo ×7, Grenades ×6 and Napalm Grenades ×6 on the south-east shelves, plus herbs.
51
The most important loadout decision in the game. In the final phase you can only control Billy. Give Billy the Magnum, the Grenade Launcher with ten or more rounds, the shotgun and a First-Aid Spray. Give Rebecca healing and something serviceable — but nothing you will need, because you will not be able to use it.
52
Heal both to full, save, and activate the cargo elevator.
Cargo RoomTreatment Plant 1F — BOSS the finale
53
FILE #29 Gate Operation Manual is handed to you automatically when you go to open the shutters. It is the last file in the game.
54
BOSS Queen Leech, phase one. Both characters are controllable and it plays exactly like the incinerator fight.
Do not burn your Magnum rounds here. Chip it down with the shotgun and handgun and use the stairs for height — everything good goes into phase two.
55
BOSS Phase two — Billy only. Rebecca acts on her own and you cannot control her. She runs to four valves to open the ceiling shutters. If the Queen catches her, she dies and you lose. Your entire job is defensive.
56
The tactic: every time Rebecca breaks for a valve, the Queen turns to chase her. At that exact moment, hit it hard with the Magnum or the Grenade Launcher to pull the aggro back onto Billy. Once it is coming at you, stop attacking and just survive until she reaches the next valve. Then repeat.
57
You do not need to learn the valve positions — Rebecca finds them herself. And the on-screen timer is not a real threat: play the aggro game properly and it ends long before the clock does. Panicking and chasing damage is what gets Rebecca killed.
58
With all four valves turned, the roof shutter opens and sunlight floods the room. The Queen Leech is photosensitive — that is the real weakness, and it is why you saved the Magnum. Finish it in the sunlight.
59
Its body falls down the elevator shaft and burns. Birkin has already armed the self-destruct; Rebecca and Billy escape, and the game ends at dawn with Billy walking away and Rebecca reporting him dead.
Saving your cleared file unlocks Leech Hunter and, in the HD Remaster, Wesker Mode. Rank rewards depend on clear time only — see the Difficulties and Unlockables tabs.