What do you need help on? Cancel X

BOOKMARK
Jump to:
Would you recommend this Guide? Yes No Hide
Send Skip Hide

Battle Game Speed Guide by Atom Edge

Version: 1.0 | Updated: 02/03/03

#############################################################################
#!    !#     ##!   !##  #    !##     #  ##  #      ####     # !#! #  #  #####
#! ##  #  ####   #   #  #  #  !#  ####  ##  ###  ######  ####  #  #  #  #####
#! #!  #  ####   #  ##  #  ##  #  ####  !#  ###  ######  ####  #  #  #  #####
#! #  ##  #####   ####  #  ##  #  ####   #  ###  ######  ####! ! !#  #  #####
#!   ###     ####  ###  #  ##  #     #      ###  ######     ##   ##  #  #####
#! #  ##  ##### !#   #  #  ##  #  ####  #   ###  ######  #####   ##  #  #####
#! ##  #  ####   #   #  #  ##  #  ####  #!  ###  ######  #####! !##  #  #####
#! ##  #  ####   #   #  #  #  !#  ####  ##  ###  ######  ###### ###  #  #####
#! ##  #     ##!   !##  #    !##     #  ##  ###  ######     ### ###  #     !#
#############################################################################

  @@@@@   @@@  @@@@@   @@@@@@      @@   @@                      @@
 @@   @  @@ @@  @@ @@  @@   @      @@   @@                      @@
@@      @@   @@ @@  @@ @@   @      @@! !@@
@@      @@   @@ @@  @@ @@      @@   @@ @@ !@@@ @@@!  @@@  @@@@! @@  @@@ @@@@
@@      @@   @@ @@  @@ @@@@    @@   @@ @@ @ !@ @@@@ @@ @@ @@ @@ @@ @! @ @  @
@@      @@   @@ @@  @@ @@!!         @@!@@ @ !@ @@ ! @@ @@ @@ @@ @@ @  @ @! @
@@      @@   @@ @@  @@ @@            @@@  @@@! @@   @@ @@ @@ @@ @@ @     @@@
@@      @@   @@ @@  @@ @@      @@    @@@  @@   @@   @@ @@ @@ @@ @@ @  @ @! @
 @@   @  @@ @@  @@ @@  @@   @  @@    @@@  @@ @ @@   @@ @@ @@ @@ @@ @!!@ @ !@!
  @@@@    @@@  @@@@@  @@@@@@@         @    @@  @@    @@@  @@ @@ @@@ @@  @@!@@

=============================================================================
          R E S I D E N T   E V I L     C O D E :   V E R O N I C A
-----------------------------------------------------------------------------
                B A T T L E   G A M E   S P E E D   G U I D E
=============================================================================
                   Sega Dreamcast - North American Version
                       Last Updated on 3 February 2003
                                 Version 1.0
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
                Written and compiled by Jeff Chan [Atom Edge]
                          <atomedge@houston.rr.com>

 _-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_

  Copyright 2003 Jeff Chan [Atom Edge].  All rights reserved.

  RESIDENT EVIL, all characters and related articles are Copyright Capcom
  Co., LTD.  No breach of copyright intended.  Any and all trademarks and
  copyrights not directly acknowledged in this document are respected.

  This document is to appear on GameFAQs <http://www.gamefaqs.com/> _only_.
  For a more detailed legal notice, refer to end of this document.
 _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
  - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -


       *       *       *       *       *       *       *       *       *


              +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
                       T A B L E   O F   C O N T E N T S
              +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+


     I.  Introducton
           - Revision History
           - Author's Note and Forward

    II.  Battle Game Information
           - General Information
           - Miscellaneous Hints
           - Unlocking
           - Enemies

   III.  Claire Redfield
           - Equipment and Techniques
           - Walkthrough

    IV.  Alternate Claire
           - Equipment and Techniques
           - Walkthrough

     V.  Chris Redfield
           - Equipment and Techniques
           - Walkthrough

    VI.  Steve Burnside
           - Equipment and Techniques
           - Walkthrough

   VII.  Albert Wesker
           - Equipment and Techniques
           - Walkthrough

  VIII.  FINAL NOTES
           - Credits and Special Thanks
           - Legal Notice




=============================================================================
     I.  Introducton
=============================================================================

-----------------------------------------------------------------------------
- Revision History -
-----------------------------------------------------------------------------

*** Work began on this guide on the 20th of January, 2003 ***

Version 1.0  - Conception of guide
03 Feb 2003  - Completion
159 kb       - Initial release


-----------------------------------------------------------------------------
- Author's Note and Forward -
-----------------------------------------------------------------------------

Undoubtedly this is not the first nor only Battle Game Guide.  Surely, there
is no shortage of information on the Battle Game.  Almost every complete
walkthrough for Resident Evil Code: Veronica contains a mini-FAQ for this.
But those are generally inconsistant.  One document tells you this, while
another document tells you that.  And, sure, there are a few in-depth FAQs
on the Battle Game.  Some of them are even like this one, concentrating on
Speed.  But they generally either focus on one character in particular, or
don't get detailed enough for all of the characters.

Take note, this is not a walkthrough for the actual game.  It is a guide to
the Battle Mode mini-game.  Generally, I assume you know how to play the
game, how powerful and effective each weapon is, how dangerous each type of
monster is, etc.  Of course, this shouldn't need saying considering you must
first beat the regular game to unlock this mini-game.

Also, take note, this guide is not simply to explain how to be fast enough
to achieve an "A" rank (the best).  You don't need a guide for that.  All
the strategy required for that feat is: "equip the most powerful weapon and
kill things."  Seriously.

This guide is focused on being as fast as possible, and achieving the lowest
time possible.  Why, considering there are no specific rewards for a lower
time when you already have an "A" rank?  Because some players, myself
included, enjoy doing stuff like this.

Obviously, I am not the greatest player, and I readily admit as much.  Quite
possibly, you're also a much faster player than myself.  But, regardless, the
techniques described in this guide are still sound and will (hopefully) allow
you to shave off a few seconds or minutes from your time, at the least.

"You may delay, but time will not." - Benjamin Franklin



=============================================================================
    II.  Battle Game Information
=============================================================================

-----------------------------------------------------------------------------
- General Information -
-----------------------------------------------------------------------------

The Battle Game is Resident Evil Code: Veronica's bonus mini-game, akin to
The Mercenary Game of Resident Evil 3 Nemesis.  In this mini-game, the
player chooses one character, each with their own set of gear, and tackles
a dozen and half rooms.  The path is linear, and will always be the same,
but one room doesn't necessarily lead to the same room it did in the first
game.  You can enter one room from Rockfort, exit, and be in a room in
Antartica.

To leave one room and enter the next, all enemies must be killed.  They
range from hordes of Zombies, trios of Bandersnatches, to pairs of Hunters,
of the normal and poisonous Sweeper strain (that's right, buddy, they're
pulling out the big guns).

At the end of the mini-game, each character faces off against their own
boss.  Claire gets Nosferatu, Alternate Claire faces Tyrant (that's not even
fair), Chris has the pleasure of fighting the second _and_ third form of
Alexia, Steve battles the Gulp Worm, and good ol' Wesker gets the first form
of Alexia.

Scattered across the rooms are various health items in addition to those
initially carried by each character.  In the Battle Game, health items are
limited, but ammo is infinite (so, obviously, there aren't any to pick up).


-----------------------------------------------------------------------------
- Miscellaneous Hints -
-----------------------------------------------------------------------------

First and foremost, remember, the clock is merciless.  Time waits for no one,
not even for the justice-fighting, zombie-killing, gun-toting badass that you
are.  If you enter the menu screen, the clock still ticks.  This is doubly
bad considering how obscenely long it takes to load the menu screen. 

The difficulty of the mini-game is minimal.  It is not a game of survival,
rather of time.  You must clear an area of all enemies completely and quickly
before you enter the next room.  Given this, and the fact that each character
(save for Wesker) possesses at least one of the higher tier weapons, you
should always be able to dispatch all enemies taking as few hits as possible.
So obviously, there is no point to pick up any of the health restoring items.
It takes time to go out of your way for health items, and entering the menu
screen to use it is even worse.

Though Wesker is a moron and only carries a flimsy knife, he is still no
exception.  Regardless of the hordes, your knifing techniques should be more
then adequate so that you are never hit by a zombie (with the sole exception
being the bile spitters, though if you play your cards right, you can avoid
them altogether).  Wesker will invaribly take damage from the various
encounters with the Bandersnatches and Hunters, but he initially carries
three mixed herbs, which are exactly sufficient to finish the Battle Game.

Your character is equipped with nothing at the beginning of the Battle Game.
So you will need to equip them.  A player's first impulse is to hit the menu
button as soon as the Battle Game starts.  Avoid said impulse, and instead
run toward the first zombie.  As soon as you get near enough to it, hit the
menu button while still running.  Equip your choice weapon and exit the
screen.  Immediately shoot to kill.  Though this doesn't save you much in
terms of time when compared to simply equipping your weapon from the onset,
if done right it can save a few split seconds.

Take note, in this mode, there is a difference between "killing" an enemy,
and an enemy being fully "dead."  Often times, players will have "killed"
every zombie in the room, but the door still won't open.  This is because the
enemies aren't completely "dead" yet.  So before you attempt to open a door,
make sure all the enemies have completely fallen to the floor and no longer
move so the game registers that they are "dead."

When playing the Battle Game, players can choose to either play classic third
person Resident Evil style, or opt for a first person mode (you still play
using RE style controls).  Personally, I prefer third person for both
personal tastes, and because it is easier to move around in third person.  If
you use first person, you will invariably end up running into corners while
trying to round them.  And it's not like the first person mode will help your
aiming; the game features an auto-aiming feature.

Of course, which you choose is preference.  There is one instance I _might_
recommend the first person view, and that's while playing Chris' game.  The
third form of Alexia is a pain to hit and sometimes it seems first person
view makes it simpler to hit her.  Whether it actually does help, or I'm
just imagining things, I'm not entirely certain.

A few notes on movement: Do not ever hit a wall.  It slows the character's
running by obscene amounts.  The quickest way to any given point is a
straight line.  So run in a straight path.  And finally, there is not a
particularly good method of rounding a corner in U-turn fashion.  It simply
doesn't work in the RE running engine.  Be aware of this and don't get
"hung up" running into a wall while trying to U-turn around a corner.  Give
yourself a wide berth, not enough to waste time running, but just enough so
that you don't get stuck.  This is a huge problem when exiting the second
Hunter area, and a minor problem in the icy hallway.

Doors and stairways are a bit eccentric.  You do not have to have your
character touching the door or stairway to actually access it.  So as you run
toward the next area, constantly hit the action button to accesses the entry
way before you even touch it.  Saves a few split seconds in every room, and
with so many areas, it adds up.

There is one particular wild card in everyone's game.  The twelfth room is
the hallway with the vending machine in which Alfred trapped Claire and
forced her into fighting the Bandersnatch.  The real exit is the copper door,
but if you use the silver door, you enter the casino room, complete with
herbs and a working (kind of...) slot machine.  Each character can grab a
random item from this slot machine, including:

 * D.I.J. Diary
 * First Aid Spray
 * pair of M-100P's (100% ammo, not infinite) (Chris and Steve only)
 * pair of Sub Machine Guns (Claire only)
 * BOW Gas Rounds (Alternate Claire only)
 * Magnum (six shots, not infinite) (Wesker only)

All characters can grab a file called "D.I.J. Diary."  This is apparently a
journal written by D.I.J., a _mouse_, no less.  It is, as you'd imagine,
entirely useless.  When you get this item, know that you have just wasted
about 20 or so seconds.

It seems all characters (besides Wesker) can also get a first aid spray.
Here's where the cursing counts, ladies and gentlemen, because a First Aid
Spray is the programmers' way of screwing you out of 20 seconds.  Bah.

Only Alternate Claire can get the BOW Gas Rounds (which makes sense,
considering only she has a Grenade Launcher).  For the fastest possible Speed
Run, you must get these.  The BOW Gas Rounds take down the Tyrant in no time
at all.

Wesker will almost always get the Magnum with only six shots.  He is the only
character who can get it, but you must have it to finish the Battle Game.  I
don't ever remember getting the D.I.J. Diary with Wesker, but my memory is
quite bad, and every other source insists you can.  The past two dozen runs
I've made with Wesker turned up the Magnum and never the D.I.J. Diary.  Maybe
I'm just incredibly lucky.  Your mileage may vary.

Claire and Chris will not have to enter the Casino room.  By all rights, they
should completely avoid it.  The weapons provided for them in there are highly
ineffective compared to those they have initially.

Alternate Claire, Steve and Wesker all must enter the Casino room.  Though it
is not mandatory for Claire or Steve (it is for Wesker), it allows them to
complete their Battle Game very quickly as opposed to not entering.

The slot machine animations are funny to watch, if nothing else.  When Chris
trys to pull the slot, he rips it completely off (0_o).  Neither Wesker nor
Steve suffer from steroid rage like Chris, so instead of ripping off the
handle, they deliver a knee to it.  Claire, apparently, is the only one of
the four strong enough to actually pull the slot correctly.

A quick note on the terminology I use in this guide.  For starters, "kill"
and "dead" mean different things, in terms of this guide.  See above for more
details.  "Auto-aim" refers to holding the right shoulder button on the
control pad.  The character will automatically point and aim at the nearest
monster/barrel.  "Re-aim" refers to hitting the left shoulder button while
the character has his/her weapon readied.  This causes the character to
choose a different target and automatically aim correctly.  "Weapon-ready
position" refers to the stance a character takes while holding down the R
shoulder trigger.


-----------------------------------------------------------------------------
- Unlocking -
-----------------------------------------------------------------------------

To unlock this mini-game, simply beat the regular game at least once.

To unlock Steve as a playable character, while playing as Chris through the
normal game, he must solve the Desk Drawer puzzle.  This will get him the
Luger Replica item.  Leave it in an item box and finish the game with it.
Steve will now be accessible in the Battle Game.

To unlock Alternate Claire, play through Claire's Battle Game and win.  If
you complete it in a timely fashion, you can now play as Alternate Claire in
the Battle Game.

To unlock Wesker, play through Chris' Battle Game and win.  If you complete
it in a timely fashion, Wesker is made available in the Battle Game, sans
his inhuman abilities, sadly.

There are various sources that claim First Person mode is only available if
you grabbed the Sniper Rifle from Alfred in the regular game.  I can neither
confirm, nor deny this, as I have never played through the game without
picking up the rifle.

Once you complete all five Battle Games with an "A" rank, each character will
automatically have the Linear Launcher in their inventory for use.  On a side
note, these speed run walkthroughs are done without ever touching the Linear
Launcher.  For the purposes of this guide, retend it doesn't even exist if
you've already unlocked it.


-----------------------------------------------------------------------------
- Enemies -
-----------------------------------------------------------------------------

- Zombie -

The most common monster throughout the Battle Game is the staple RE enemy,
the not-so-dreaded Zombie.  None too difficult, as four of the characters
possess guns that offer one-shot kills on these guys.  The only one without
one, Wesker, always has the handy kneecap-slashes to pave his road.

These guys have a variety of different attacks, most of which involve biting
a character.  If they come within melee range, and their arms touch a
character, they grab him/her and start munching.  Mash the buttons like a
crazed lunatic to push them off.  It deals minimal damage at best.

Secondly, if a Zombie is prone, they can grab a character's ankle and munch
on that.  Again, mash buttons like you're on a sugar-high.  Your character
will automatically shake them off, then crush the offending Zombie's head
with a swift kick.

Two Zombies throughout the Battle Game are bile spitters.  Rather than
approaching with their arms out ala convention Zombie practice, they will
walk up to a character and spit bile or whatever the hell that stuff is on
the character.  Again, this does minimal damage, but it does tend to be
humiliating.

Of course, with one-shot kill weapons, if you ever see any of these attacks
during the course of the Battle Game, with the exception of Wesker, you need
to concentrate more on learning to fire the gun, than going for Speed.

There are a total of sixty-two (62) Zombies throughout the Battle Game.  And
not all Zombies are alike, regardless of the fact that they all seem to share
a lack of common sense.

The regular Zombies are just that: regular.  Nothing particularly remarkable
about them save for the fact that they happen to be the living dead.  They
come in the Village People-wannabee construction worker and equally Village
People-esque cop-man variety.  

Goggle-boy Zombies are those that, for whatever reason, where night-vision
goggles as a fashion statement.  The eerie red eyes they have does nothing
for spook factor, but often times, they are capable of slowing down the game
engine.  A particular problem if your Dreamcast is anything like mine, that
is: crap and on the verge of breaking.  Ho-hum, ho-hum.

Fatzo Zombies are Zombies with a weight problem.  These guys didn't know what
the term "proper exercise" meant while they were human.  A noticable thing
about them is that they are immune to headshot decapitations.  This really
only affects Steve and the Gold Lugers, since you shouldn't ever touch Chris'
pathetic excuse for a broomstick.  In addition, I've heard people comment
that Fatso Zombies tend to take more damage to put down.  I have failed to
notice a difference in any of the weapons, be it the Gold Lugers, the pair of
Sub Machine Guns, the Assault Rifle or the Combat Knife.

Finally, there is what Thomas Wilde has dubbed Explosion Boy.  These are the
Zombies that decide strapping a brick of C4 to their back is a fool proof
strategy at ending your game.  It is too damn bad for them they never get
close enough to try their ideas out.  Shoot them to detonate the C4, killing
Explosion Boy and wounding anyone stupid enough to hang out with Explosion
Boy.


- Bandersnatch -

These are the grotesque, Tyrant-wannabee Mr. Fantastic impersonating bio
organic weapon rejects.  They appear in the form of orange-ish goop with a
bi-petal figure, and no left arm.  Their right arm is fashioned into a claw
and hangs down to their feet.

The first and most common attack at the disposal of a Bandersnatch is the
stretcho-claw.  I would hope the name is rather self-explanatory.  The range
on this is near limitless, but you can always see it coming a mile away, and
it is ridiculously easy to dodge.  So long as you aren't running straight at
the claw, you can probably avoid it altogether.

The second attack occurs when characters are close to a Bandersnatch, but
outside of what is considered melee range.  The Bandersnatch will drop its
claw on top of the character's head and attempt to break the neck.  This
deals minimal damage and is more a nuisance than anything.  The attack
animation is long though, so avoid getting hit by this at all costs.

The final attack occurs when a character is close enough to knife the
Bandersnatch.  It uses its arm to backhand the character.  Moderate damage is
dealt.  If you're using the knife with a downward slash, timed right, you can
use that attack animation to evade this backhand attack.  Highly useful in
Wesker's game.

With the exception of Steve, no one has problems with Bandersnatches.  Chris
and both Claire's have weapons that make short work of these guys or
interrupt their attacks.  Wesker is bound to take some damage if luck isn't
on his side, but he can kill them quickly enough that it can pass for
neglible.

Neither of Steve's weapons are effective.  The Gold Lugers are laughable,
which really sticks because I wanted a replay of Steve whooping ass, cinema
style.  The Sub Machine Guns kill the Bandersnatches quickly enough, but they
can still attack through the fire.

Take note, Bandersnatches will never fall down unless they die.  So if they
do fall over, don't worry about them getting back up.

There are six of them throughout the Battle Game.  You encounter the first
trio very early in the Battle Game.  The second and final trio are the last
room prior to the boss battle.


- Hunter -

Resident Evil's trademark badass enemy is the Hunter.  For the first and only
time (so far) in a Resident Evil game, there are special Hunters on top of
the normal strain.

Generally, Hunters are quick, agile and powerful.  They can outrun any of the
characters in a straight up foot race.  On top of this, they can leap like
the Amazing Spider-Man.  Each of their attacks, which come out very quickly
and with surprising range, causes moderate to high damage.

Then there is the one-hit kill they can perform at any time.  The Hunter will
pull their arm down low and behind them.  Then comes a split second wait when
you realize you are screwed.  After which, they bring their claw overhead and
your character no longer has anything at the end of the neck.  Keep in mind
that this Whack-o-Doom can be performed regardless of your health.  Gone are
the days when they had to wait until at least Caution.  Fine condition is
fair game, so far as the Hunters are concerned.

For all their abilities, Hunters aren't particularly durable.  Most people
during the regular game wouldn't hesitate to use a Magnum on them, but it
really isn't necessary.  Shotguns shells, Explosive bolts, the various
grenade rounds, and even the Combat Knife can effectively kill them.  In
addition, very many weapons will knock the Hunter down, causing them to be
delayed in their assaults.  If you manage to catch a Hunter off guard, they
are no dangerous than a poodle.

Then there are the "big guns."  Sweepers are orange-reddish looking Hunters.
What's special about them is that they have the ability to randomly poison
your characters with a swipe of their claws.  Poison, of course, is a highly
undesired effect to be inflicted which.  Making these guys the bane of all
monsters.

For some reason, I find Sweepers to be less likely to perform a head decap
then its non-poisonous brothers.  Perhaps this is just a dumb coincidence,
or a programming choice.  Either way, I couldn't tell you.

People constantly say that Sweepers are also stronger than regular Hunters
and even faster.  I've found neither of which to be true to the least bit.

There are four Hunters and two Sweepers throughout the Battle Game.  



=============================================================================
   III.  Claire Redfield
=============================================================================

-----------------------------------------------------------------------------
- Equipment and Techniques -
-----------------------------------------------------------------------------

ID Number             WKD4496
Name          Claire Redfield
Age                        19
Sex                    female
Blood Type             Type O
Height               5.595 ft
Weight               115.5 lb

* Combat Knife
* Handgun (with 15 rounds)
* Bow Gun (with infinite Explosive Rounds)
* Handgun Bullets (infinite)
* Mixed Herb (green, red, blue mix)
* Mixed Herb (green, red, blue mix)
* Mixed Herb (green, red, blue mix)
* Mixed Herb (green, red, blue mix)

There is absolutely nothing of interest among those items with the exception
of the Bowgun.  You shouldn't ever touch anything else.  The Bow Gun with
Explosive Rounds is highly powerful, fast, and doesn't require any loading of
any kind.

The Handgun does not boast infinite ammo.  The Handgun rounds, though, are
infinite.  Basically, you'll never run out of rounds, but after every fifteen
shots, Claire will go through the reload animation, or you have to access the
meny screen and manually reload the gun.  A moot problem, considering the
Handgun, as stated above is useless.  The Bow Gun out-powers and out-classes
the Handgun in every way.

The Combat Knife is equally useless.  Claire is not an idiot (i.e. Wesker),
and knows that when you go into a situation loaded to the brim with zombies,
and bio-engineered freaks, you carry something a little more resourcesful
than a Knife.

Again, health recovering items are useless in a speed run.  It takes time to
heal.  Requiring healing means you got hit, which likewise takes time.  When
you get hit, it takes more time.  Basically: do not get hit, and you won't
need the health items.

Equip the Bow Gun at all times.  There is absolutely no reason to take it
off.  It is rather powerful, fires rapidly, and has almost no recoil to speak
of.  One shot kill on all zombies, and well placed bolts can take out more
than one.  Bandersnatches fall in 3-4 shots, while Hunters and Sweepers can
both be taken down between 2-3 shots.  Explosive Rounds also interupt the
attacks of Bandersnatches and a single bolt will usually knock a Hunter off
its feet.

From the Slot Machine, Claire can acquire either the D.I.J. Diary, a First
Aid Spray, or a pair of Sub Machine Guns.  All of which are useless.  The
Sub Machine Guns are much slower at killing zombies than the Bow Gun, and
just a bit slower at killing the Bandersnatches as well.  It does prove safer
against the Hunters, but again, slower, and it equally takes longer to equip
the weapons in place of the Bow Gun.  Basically, don't go into the Slot
Machine room and save yourself the 30 seconds.

All in all, Claire's game is the easiest by far.  She has a very powerful
weapon, and unlike Chris, a very simple boss.  After getting relatively
comfortable playing as her, you should be able to consistantly get a very low
time as her game is highly consistant.


-----------------------------------------------------------------------------
- Walkthrough -
-----------------------------------------------------------------------------

Room 01: Underground Tunnel
Enemies: 4 Zombies
Barrels: none
  Items: none

You start at the end of the tunnel.  Run straight until the camera angle
changes.  Right when this happens, while still running, access the menu
screen and equip the Bow Gun with Explosive Bolts.  Exit the menu screen,
aim and fire.  Head towards the curve, just until the camera angle changes
again.  Aim and fire, then re-aim and fire to kill the fat zombie.  You have
to be quick at this or the zombie may get a chance to grab Claire.  Head up
a little more until you clear the bend, then aim and shoot the last zombie.
Exit the room via the stairs at the end.

     =====---------------------------------------------------------=====

Room 02: Outside the Medical Room
Enemies: 6 Zombies
Barrels: One (too far away from the enemies for any use)
  Items: Green Herb (on a crate to in the alcove near the door)

Run past the explosive barrel and close enough to the group of zombies as to
avoid Claire Auto-aiming at the barrel.  Aim and kill the first zombie.
Re-aim and finish off the other standing four.  Run up a bit, aim down and
kill the zombie on the ground.  Stand near the door and wait until said
zombie finishes dying.  As soon as that happens, enter the door.

     =====---------------------------------------------------------=====

Room 03: Military Training Facility Front Hall
Enemies: 3 Bandersnatches
Barrels: none
  Items: First Aid Spray (in the telephone booth)

As soon as you enter, aim immediately and fire until you hear the first of
the Bandersnatches scream (signalling its death).  Immediately re-aim (by now
you should be able to see the head of the second Bandersnatch at the bottom
of the screen).  If you see more, you're being a bit slow.  If you don't even
see it, all the better.  Shoot another four bolts to kill it.  Run towards
the end of the hall, so that Claire is past the corner.  Aim and fire until
the Bandersnatch dies.  You should be fast enough so that you can fire before
its arm reaches Claire, thus cancelling its attack and avoid taking damage.
When it dies, head to the end of the hall and enter the doorway.

     =====---------------------------------------------------------=====

Room 04: Old RE-Nostalgia Blue Room
Enemies: 5 Zombies
Barrels: none
  Items: none

Take aim immediately and fire to kill the first zombie (who happens to be
making a fashion statement by straping C4 to its back).  Re-aim, don't fire,
and re-aim again.  Do this in rapid succession.  Fire off a bolt to kill a
second zombie.

Here's where the game becomes brash.  Sometimes, you can re-aim and fire a
bolt, killing the night-vision-goggle-wearing zombie whose is standing in the
hallway further into the room.  Sometimes, the bolt will miss.  Go figure.  I
find that if you re-aim, and fire _two_ bolts, one of them is likely to
connect.  Your mileage may vary.

Either re-aim and fire two bolts, or walk up until Claire has a clear shot
and show it what you think of cowards hiding behind doorways.  Head further
up until Claire has cleared teh next corner, but not gone into it.  Aim, and
kill one zombie; re-aim and waste the last one.  Enter the door to exit.

     =====---------------------------------------------------------=====

Room 05: Ventilation Room
Enemies: 6 Zombies
Barrels: none
  Items: none

Aim immediately and kill the first zombie on the same level as Claire.  Then
go down the steps, circle _past_ the Zombie in the cop uniform until Claire
a few paces, then stop.  Aim and fire.  Re-aim and fire four more times.  The
room should be clear, so head up the steps at other end of the room and
through the door.  The door was copper colored, so that's your signal to
prepare for Hunters.

     =====---------------------------------------------------------=====

Room 06: Turntable Elevator Room
Enemies: 2 Hunters
Barrels: none
  Items: Green Herb (on crate)

This is the only room in the Battle Game where you are forced to face two
Hunters at once.  Upon entering the room, immediately aim and fire off one
single bolt at the unseen Hunter.  It will knock him down, but not kill him.
Then, while Claire is still in the weapon-ready position, hold the down-right
direction and Claire will rotate toward the oncoming Hunter.  When it is
close enough to strike, shoot.

Usually the Hunter will be quick enough that Claire can't rotate all the way
to get a direct hit, but you will enough for the bolt to strike the Hunter
and interrupt its attack.  If the bolt didn't knock it down, but temporary
stunned him (which is a good thing), fire off another bolt and kill him.  If
the first bolt did knock it off its feet, walk up to its temporary prone form
and fire once more to complete the job.  Either way, its dead.  Release the
weapon-ready position.  Now Auto-aim again (if you just tried to re-aim with
the left shoulder trigger, it won't work.  For some reason, characters don't
seem to be able to use that when an enemy is completely behind them.) and
fire at the first Hunter to kill it.  Exit through the garage-styled door to
face another pair of Hunters...

     =====---------------------------------------------------------=====

Room 07: Conveyor Belt Area
Enemies: 1 Hunter, 1 Sweeper
Barrels: A few at the far end of the area of no use.
  Items: Green Herb (near Sweeper), Blue Herb (on the conveyor belt)

As always, immediately aim and fire at the unseen Sweeper.  It should knock it
down.  Walk up to it while it is still on its back and and finish it off with
one more bolt.  Perform a 180 turn and run until the screen changes, which
only takes a pace or two.  By now the other Hunter should be right on you so
immediately aim and fire down.  Finish it off, then head past it and up the
stairs into the door.

     =====---------------------------------------------------------=====

Room 08: Military Training Facility Elevator Hall
Enemies: 4 Zombies
Barrels: One, which is near the entrance.
  Items: none

Run to Claire's right so that she is away from the barrel.  Aim at the barrel
(Depending on how you ran towards the wall, Claire may take aim at the zombie
instead.  If this the case, just re-aim at the barrel) and detonate it which
kills the first zombie.  Now run up to about the point where the barrel was.
Take aim and kill one zombie.  Re-aim to kill another one.  Re-aim again and
waste the last zombie which is at the complete end of the hallway.  Exit the
area.

     =====---------------------------------------------------------=====

Room 09: Surveillance Room
Enemies: 6 Zombies
Barrels: none
  Items: none

As soon as possible, aim and fire at the oncoming zombie.  It will explode
because of the C4 on its back.  Perform a 180 turn, and run until the camera
angle changes.  You will likely encounter a slow down in your system because
of the explosion and the presense of a night-vision-goggle-wearing Zombie.
Aim and fire to kill the first zombie, then re-aim and kill the zombie with
the goggles.  Run all the way to the end of the area and aim at the legs of
the oncoming zombie.  Fire and it will kill both the standing zombie and the
one whose lying on the ground.  This kills two-for-one, which is faster than
firing two seperate shots for each zombie.  Head back towards the door in
the middle of the area.  When you are infront of the door, aim at the unseen
Zombie coming down the stairs and fire.  Do the 180 turn so Claire faces the
door and exit the area.

     =====---------------------------------------------------------=====

Room 10: Old RE-Nostalgia "L"-Shaped Hallway
Enemies: 6 Zombies
Barrels: none
  Items: none

There are two, three-man waves of Zombies.  Immediately aim and fire.  Re-aim
and kill the next one, and repeat for the last one.  Run to the end of the
straightaway and round the corner, but do not hug it.  The camera angle will
switch and you will see the next set of three Zombies.  Introduce them to
Claire's Bow Gun and leave at the end of the hall.

     =====---------------------------------------------------------=====

Room 11: Medical Examination Room
Enemies: 5 Zombies
Barrels: none
  Items: First Aid Spray (near exit)

Immediately aim and fire to kill an unseen zombie.  Now run up until the
camera angle is more cooperative.  Aim to kill the zombie closest to Claire.
Re-aim and kill the fatso Zombie.  Re-aim one last time to kill the Zombie in
police garb.  Now head to the end of the room, round the screen to meet the
last Zombie.  Shoot to kill, then leave.

     =====---------------------------------------------------------=====

Room 12: Military Training Facility Vending Machine Cooridor
Enemies: 4 Zombies
Barrels: One that is in the middle of the hallway.
  Items: Green Herb, Blue Herb (both are next to vending machine)

As Claire enters, aim immediately, but don't fire.  Turn a hair to the right
and detonate the barrel.  Run towards the end of the hallway, past the corner
but do not round it.  Aim and kill the last zombie near the silver door.

Sometimes, the barrel may not kill off all the zombies.  They aren't a threat
considering they take forever to stand back up and angle is friendly enough
to let you have a good view of whose dead and whose not as you approach the
vending machine.  If any of the zombies weren't killed by the barrel, finish
them off.

There are two exits to the room, one through the silver door, and another
through the copper door.  The former takes you into the Casino room which is
optional and contains the Slot Machine, two Green Herbs, and one Blue Herb.
As Claire, this side-trip is totally useless, and only serves to waste time,
so do not go in here.  Proceed through the copper door to continue on with
the game.

     =====---------------------------------------------------------=====

Room 13: Locker Room
Enemies: 1 Hunter, 1 Sweeper
Barrels: none
  Items: First Aid Spray (in the bank of lockers on the side of the exit)

This is the last encounter with the Hunters.  This is also the only room
immediately aiming and firing doesn't so anything.  Go to the corner but do
not completely round it.  The camera angle will change and you can see a
Hunter.  You should have proceeded just enough to be able to fire a bolt that
will connect with the Hunter.  Head up to its lying form and finish it up
close and personal, execution style.  U-turn around the bank of lockers and
approach the exit.  When the Sweeper starts approaching, aim down quickly and
fire until you knock the Sweeper over.  One more bolt will kill it.  Exit.

     =====---------------------------------------------------------=====

Room 14: Frozen Hallway
Enemies: 7 Zombies
Barrels: none
  Items: none

Fire upon entrance to kill the lone Zombie.  Approach the corner, but do not
round it.  Aim and kill one Zombie, re-aim and kill the next Zombie.  Three
down, the rest are jumbled together at the end.  Head down the hallway and
you will get a clear camera angle.  Fire four times (or less if you're lucky)
and exit through the door.

     =====---------------------------------------------------------=====

Room 15: Motor Pool Room
Enemies: 4 Zombies
Barrels: Many across the room.
  Items: none

Enter, aim, and fire.  This sets off a chain reaction, blowing up one barrel
after the next.  It also conveniently kills all four zombies.  Do NOT
release the weapon-ready position upon firing at the first barrel.  Only do
so after teh first explosion has fully cleared.  If you release the position,
the animation somehow puts Claire within range of the explosion and plummets
her health.  After the first explosion has cleared, head to the double doors
at the adjacent wall.  Even after the brief one second wait, Claire will
likely reach the door before the last Zombie is "fully dead."  When able,
leave the room.

     =====---------------------------------------------------------=====

Room 16: Storage Cooridor
Enemies: 5 Zombies
Barrels: none
  Items: none

Your objective here is to kill the Zombie in the middle of the pack of five.
It's wearing some handy C4 on its back.  From where you enter, aim, re-aim,
then move a hair to Claire's right and fire.  You have to move a bit even
after re-aiming, otherwise, the lead Zombie will still be in the line of
fire.

Sometimes, if you are lucky, the blast kills all the Zombies.  If so, leave.
However, more often than not, one or two Zombies are not dead.  What's even
worse is that they are usually incapable of standing up so Claire must run
up to them and aim down.  After the explosion, run along the wall with the
door you entered from.  A Zombie will have landed in the corner, and it is
the most likely one to still be alive.  If so, kill it.  Either way proceed
to the exit.  The Zombie nearest the exit is the second most likely to still
be alive.  If this is the case, kill it to.  Then exit.

     =====---------------------------------------------------------=====

Room 17: Underwater Airstrip Terminal
Enemies: 3 Bandersnatches
Barrels: none
  Items: First Aid Spray (on the desk)

When you enter, immediately aim and fire.  Shoot off _five_ bolts, in case
the first one came short, because all three Bandersnatches start out on the
far side.  Re-aim and shoot four bolts to kill the next one (listen for the
scream).  Re-aim and shoot the last one until it dies.  Go around the desk
and exit through the garage-styled door to the final area of the Battle Game,
where the boss awaits.

     =====---------------------------------------------------------=====

Final Battle: Antarctica Helipad Platform
        Boss: Nosferatu

At the end of her run, Claire faces Nosferatu.  He has three different
attacks.  The first is the most common, and if you fight him correctly, the
only one you will ever see.  He spews out poisonous gas that is spread by the
wind.  Because the wind is random, and chances periodically, you can't tell
where the gas will be headed until it starts drifting.  This attack can
poison Claire (obviously), but it alone is not lethal.  She can breath this
stuff in all day and not croak.  While being "hit" by it though, she will go
into the damage animation, preventing her from attacking at the moment.

The second attack is a tentacle lash.  It's main purpose is to knock Claire
off the platform (Alexander is such a gentleman).  If played correctly, you
will never see this attack performed.

The third attack occurs in the event Claire gets next to Nosferatu.  He will
pick her off the ground and hurl her away, and ideally for him, off the
platform.  Again, if played correctly, Nosferatu will never get close enough
to use this attack.

To win quickly, simply stand your ground and pelt him with Explosive Bolts
from the Bow Gun.  He will go down after about 20 or so bolts.  It takes a
day short of forever to kill with the Handgun.  The same can be said about
the pair of Sub Machine Guns from the Slot Machine, but again, simply don't
bother going in there with Claire.  It's entirely pointless to waste twenty
seconds to grab a pair of ineffective weapons that appear randomly.
Attempting to use the Knife is very stupid, as it results in being thrown off
the platform, in a rather pathetic display.

Nosferatu will definately be able to get at least one batch of poisonous gas
into the air before Claire can take him down.  When this happens, run out of
the range of the gas to avoid wasting time in the damage animation.  Though
you cannot tell where the gas will drift due to the random wind, you can tell
where it will begin because there will be a black dot on the snow covered
helipad where the gas will rise from.

     =====---------------------------------------------------------=====

My personal best time ended at 5'34"10.  I actually messed up in the second
Hunter area, costing me somewhere in around five seconds, and I was going at
a rather sluggish pace, which tacted on an additional undeterminable few
seconds, so it isn't too difficult to get even lower.



=============================================================================
    IV.  Alternate Claire
=============================================================================

-----------------------------------------------------------------------------
- Equipment and Techniques -
-----------------------------------------------------------------------------

ID Number             WKD4496
Name          Claire Redfield
Age                        19
Sex                    female
Blood Type             Type O
Height               5.595 ft
Weight               115.5 lb

* Combat Knife
* Grenade Launcher
* Assault Rifle (with infinite ammo)
* Grenade Rounds (infinite)
* Flame Rounds (infinite)
* Acid Rounds (infinite)
* Mixed Herb (green, red, blue mix)

As always, the herbal mixes and the Combat Knife are pointless, aside from
cluttering up the menu screen.  You won't touch any of them.  The Grenade
Launcher and Assault Rifle are both cumbersome weapons.  Worst off, they are
both incredibly slow.  The Grenade Launcher may be powerful, but each shot
comes out slowly, and Claire must go through a reload animation after each
shot.  The Assault Rifle may have a high rate of fire, but it is ridiculously
weak for a fully automatic weapon, causing it to take forever to kill a
single Zombie.  In some cases, you can kill a Zombie faster with the Combat
Knife, and that's just sad.

Of course, it's one or the other.  Between them, the Grenade Launcher is
definately the better choice.  It provides a one-hit kill on Zombies and
Bandersnatches, knocks down Hunters and is generally more effective at
taking out groups than the Assault Rifle.  In fact, in a Speed Run, the
Assault Rifle is much like the Knife, totally useless and should never be
touched.

Claire initially carries three types of rounds for the Grenade Launcher: the
Grenade Rounds, the Flame Rounds, and the Acid Rounds.  The Grenade rounds
fire off five, short-ranged, and weak Grenades in a wide spread.  Somewhat
useful for attacking large clumps of Zombies.  Often, however, you'll find
that a Zombie who has taken a direct hit from these types of rounds don't
automatically die, which takes extra time.  Further, these rounds are rather
ineffective when used on either Bandersnatches or Hunters.

The Acid Rounds are highly effective against Hunters.  They usually produce
a one-hit kill on the toughest non-boss monsters in the game, which is
nothing to sneeze at.  The problem, though, is that they are not practical.
There are sixty-two Zombies in the Battle Game, and Acid Rounds are not the
least bit effective in killing them.

The Flame Rounds, though, are great.  They usually provide a one-hit kill on
both Zombies and Bandersnatches.  Hunters take two to three.  Not as good as
the Acid Rounds for that purpose, but not too shabby either.  In addition, it
isn't all that difficult to hit several Zombies with one Flame Round, so that
is an added bonus.

Generally, since switching ammo type is very time consuming, and we are
trying to conserve it, stick with the Flame Rounds.  They are easily the most
versatile and useful.  Master the art of aiming the rounds to be effective.
Wasting shots is bad in a Speed Game, it is infinitely worse in an Alternate
Claire speed game because she must reload each shot.  Rounds are fired very
slowly, and travel very slowly, so if you don't aim properly, and the enemy
is a decent number of paces ahead, the round will likely just miss.  Judge
the speed and direction of a Zombie.  If it is moving to either Claire's left
or right, shoot to where the Zombie will be, not where it currectly is.

Hitting multiple Zombies with one-shot is critical.  Two-for-ones save a load
of time from reloading.  If a Zombie is standing still, or walking towards or
away from Claire, shoot to hit its side rather than dead on.  That way, you
have a chance the explosion will take down another Zombie.

A vital technique for Claire is the Angled Shot.  When Claire shoots a Hunter
once with a Flame Round, usually it will fall over.  At this point, if Claire
shoots straight, the round will detonate ahead of the downed Hunter.  If you
shoot straight down, it will detonate at the feet of the Hunter without
actually hitting it.  However, if you shoot as Claire is aiming down, but
before she does all the way, the shot will be fired between these two
positions effectively hitting the Hunter.  This avoids having to shoot a
Hunter down, leave the weapon-ready position, run up to it and shoot down
again.

From the Slot Machine, Claire can acquire either the D.I.J. Diary, a First
Aid Spray, or the BOW Gas Rounds.  The first two are simply a waste of time
and only serve to cause frustration.  The BOW Gas Rounds, though, are _very_
essential to an Alternate Claire Speed run.

Alternate Claire meets the Tyrant at the end of her Battle Game, and if you
use any of the three initial rounds on it, you'll only succeed in getting
knocked off the helipad platform by a non-too-docile bio-weapon.  This is a
decidedly bad thing.  The Assault Rifle is actually somewhat useful in taking
down the Tyrant because it fires bullets which travel horizontally unlike
grenades.  Given how slow the Tyrant is, Claire can just run around shooting
it until it drops.  The problem with doing this in a Speed Game, though, is
that it takes too long.

Which is where the BOW Gas Rounds come in.  It takes only four to six shots
to defeat the Tyrant with these grenades.  So for Alternate Claire to
successfully complete a good speed run, she must enter the Casino room and
the Slot Machine must spawn the BOW Gas Rounds.  If not, the run was wasted.

Alternate Claire's game is a bore.  Her weapons are too damned slow to enjoy
playing with, and cumbersome to the touch.  What's worse is that Speed Runs
can be completely wasted should the game be saucy and not spawn the BOW Gas
Rounds.

It is however, highly easy.  Like regular Claire, her game is quite constant
with the exception of the Slot Machine.


-----------------------------------------------------------------------------
- Walkthrough -
-----------------------------------------------------------------------------

Room 01: Underground Tunnel
Enemies: 4 Zombies
Barrels: none
  Items: none

You start at the end of the tunnel.  Run straight until the camera angle
changes.  Right when this happens, while still running, access the menu
screen.  Highlight the Flame Rounds, and combine them into the Grenade
Launcher.  Now equip the Grenade Launcher.  Do _not_ fall for the common trap
of trying to equip the weapon before loading the ammo.  For some reason, this
causes additional loading by the game.

Exit the menu screen and fire.  The first Zombie dies.  Round the corner and
make it to wall on the far side.  Now aim and tilt a hair to Claire's left.
Fire and both Zombies die.  Re-aim and burn the next Zombie.  All four are
now dead, so head up the stairs into the next area.

     =====---------------------------------------------------------=====

Room 02: Outside the Medical Room
Enemies: 6 Zombies
Barrels: One (too far away from the enemies for any use)
  Items: Green Herb (on a crate to in the alcove near the door)

Run past the barrel towards the group of enemies.  Your first round should be
able to take down at least two Zombies (three if you're either incredibly
lucky, or can aim really well; I'm personally unable to get three on a very
consistant level).  Re-aim and take out two more.  The last Zombie should
have walk over to where the prone Zombie lies.  If so, shooting the standing
Zombie by re-aiming and firing where Claire stands should dispatch both of
the Zombies.  If the standing one isn't near the prone one, you'll have to
get rid of them both separately.  If it comes to this, try and kill the prone
one first as it has a longer death animation.

     =====---------------------------------------------------------=====

Room 03: Military Training Facility Front Hall
Enemies: 3 Bandersnatches
Barrels: none
  Items: First Aid Spray (in the telephone booth)

Immediately aim and fire.  If you're quick you'll be able to fire off the
Flame Round before the Bandersnatch even begins its attack.  If you hit it
while it is still walking, it will die from the first shot.  If it has starts
its attack, you'll need to shoot off a second round to kill it.  Re-aim and
kill the next Bandersnatch.  Head to the cooridor at the end, and after
clearing the corner, but not rounding it, auto-aim and take down the final
Bandersnatch.  Run down the hall and through the door.

     =====---------------------------------------------------------=====

Room 04: Old RE-Nostalgia Blue Room
Enemies: 5 Zombies
Barrels: none
  Items: none

Aim and fire.  The first Zombie goes down with a bang from the explosives on
its back.  Re-aim, and re-aim again so Claire is pointing her oversized
weapon at a Zombie rather then the wall.  Fire.  Run towards the night-vision
goggle Zombie and burn it to.  Run up to the corner, aim and fire at one
unseen Zombie, then re-aim and finish the second unseen Zombie.  Exit the
room.

     =====---------------------------------------------------------=====

Room 05: Ventilation Room
Enemies: 6 Zombies
Barrels: none
  Items: none

There is a Zombie right next to Claire.  Burn it.  As Claire is in reload
animation, rotate her so she faces the stairs.  As soon as you are able, head
down them and aim.  Fire one round then re-aim and continue until all the
Zombies are dead.  Exit and prepare for the Hunters.

     =====---------------------------------------------------------=====

Room 06: Turntable Elevator Room
Enemies: 2 Hunters
Barrels: none
  Items: Green Herb (on crate)

With Claire's reloading, I can't possibly come up with a method to avoid
being hit.  But the good news is you can get away with taking only one hit.
When you enter, immediately run to Claire's right towards the garage-styled
doors.  By now one of the Hunters (Hunter A) will have slashed Claire.  Aim
and fire to knock the Hunter away.  During this time, the other Hunter
(Hunter B) was "caught" by one of the crates slowing it down.  After the
initial hit on Hunter A, Hunter B will likely have gotten out of the trap
and be headed towards Claire.  Fire again to knock it down as well.  At this
point, Hunter A will be getting up, but it has to go around the body of its
brother to get to Claire.  Hunter B should be getting up as well, and a well
placed Flame Round will kill them both.

It takes a bit of practice, but after maybe two or three tries, you'll be
able to pull it off every run through.  Two Hunters, one slash, three Flame
Rounds, and it is all over.  180 turn and exit through the door.

     =====---------------------------------------------------------=====

Room 07: Conveyor Belt Area
Enemies: 1 Hunter, 1 Sweeper
Barrels: A few at the far end of the area of no use.
  Items: Green Herb (near Sweeper), Blue Herb (on the conveyor belt)

Enter, aim and fire quickly.  If done fast enough, Claire will knock the
unseen Sweeper to her left down, and it will land in position so that she can
immediately fire straight once more to kill it.  By now, the non-poisonous
Hunter is making its way towards Claire.  Run ahead, and when you see it,
blow its stinkin' Hunter-brains out.  Shoot it once more to finish it off,
and round the corner, up the stairs, through the exit.

     =====---------------------------------------------------------=====

Room 08: Military Training Facility Elevator Hall
Enemies: 4 Zombies
Barrels: One, which is near the entrance.
  Items: none

Aim, re-aim and fire to blow up the barrel along with the Zombie that likely
lunged for Claire.  Re-aim and fire twice to kill the two Zombies nearest
Claire.  The last one is at the end of the hall and is too far for the
Grenade Launcher.  Run up and burn it then exit.

     =====---------------------------------------------------------=====

Room 09: Surveillance Room
Enemies: 6 Zombies
Barrels: none
  Items: none

Again, immediately aim and fire to detonate the C4 on the Zombie's back.  180
turn and run until the camera angle changes and you can see two more Zombies.
Fry each one with its own grenade and run towards the monitor banks at the
other end of the room.  If you are fast, you can get there fast enough that
Claire can aim down and fry both the prone Zombie and the standing one with
one shot.  Head back toward the door and dispatch the final Zombie.  Exit.

     =====---------------------------------------------------------=====

Room 10: Old RE-Nostalgia "L"-Shaped Hallway
Enemies: 6 Zombies
Barrels: none
  Items: none

Aim and fire, likely killing two Zombies.  Re-aim and fire to kill the third
and last in the first three-man wave of Zombies.  Run towards the bend and
burn the first two with a single shot.  Re-aim and burn the last one in the
room.  When they are all dead, exit through the door at the end.

     =====---------------------------------------------------------=====

Room 11: Medical Examination Room
Enemies: 5 Zombies
Barrels: none
  Items: First Aid Spray (near exit)

Upon entering, aim and fire to kill an unseen Zombie.  This prompts the seen
Zombie to start moving.  Head forward and the camera angle will change to a
more accommodating view.  Aim and fire at the Zombie you activated.  Re-aim
to kill fatso Zombie and re-aim once more to kill the cop Zombie.  Head to
the exit, round the see-through screen and kill the Zombie who was apparently
oblivious to all the wanton mayhem Claire was throwing around.

     =====---------------------------------------------------------=====

Room 12: Military Training Facility Vending Machine Cooridor
Enemies: 4 Zombies
Barrels: One that is in the middle of the hallway.
  Items: Green Herb, Blue Herb (both are next to vending machine)

Run straight and stop just outside of the barrel's blast radius.  Aim and
then re-aim so Claire is pointing at the barrel.  Fire to ignite it killing
three Zombies.  If you tried to blow the barrel up immediately without
running forward, often times, the Zombie furthest away would still be alive.
This way, it moves close enough to be killed by the explosion.  Head to the
end of the hall and allow the auto-aiming to kill the Zombie who is facing
the wall of all places.

There are two doors now.  The copper door leads to the rest of the Battle
Game, and more immediately, into the last Hunter encounter.  The silver
door leads to an optional Casino room.  For a Speed Run, Claire absolutely
must head into this room.

     =====---------------------------------------------------------=====

Room --: Casino
Enemies: none
Barrels: none
  Items: 2 Green Herbs, Blue Herb (both on bar counter)
Special: Slot Machine

Immediately run to the Slot Machine (the third one from the wall) and use the
action button.  Claire will pull the handle and an item will appear in the
bottom compartment.  It can be one of three things: the D.I.J. Diary, a First
Aid Spray, or the BOW Gas Rounds (the ammo will be 3, but when combined into
the Grenade Launcher, you will have infinite).

If you get either the D.I.J. Diary or the First Aid Spray, the game has just
screwed you.  You might as well enter the next Hunter room and allow them to
lop off Claire's head so you can restart.  If you do get the BOW Gas Rounds,
though, you're golden.  You absolutely _must_ have the BOW Gas Rounds to
finish the Battle Game in a speedy manner.  180 turn and exit the room.

     =====---------------------------------------------------------=====

Room 13: Locker Room
Enemies: 1 Hunter, 1 Sweeper
Barrels: none
  Items: First Aid Spray (in the bank of lockers on the side of the exit)

Round the corner and you'll be standing face to face with a Hunter, who you
should promptly introduce to a Flame Round.  It will likely be knocked on its
ass, at which point use the Angled Shot technique to finish it off.  Now go
around the corner and approach the blood stained wall and door.  A Sweeper
will appear out of thin air.  Fire at it, which will likely knock it over and
against the wall.  Fire once more to kill it.  You're done here so exit.

     =====---------------------------------------------------------=====

Room 14: Frozen Hallway
Enemies: 7 Zombies
Barrels: none
  Items: none

Fire off a shot immediately and the auto-aim will lead it to a lone Zombie.
Run up towards the bend.  Aim and fire; re-aim and fire.  Two more Zombies
are dead.  Run towards the end of the cooridor to see a group of four Zombies
advancing on Claire.  Aim and tilt the Grenade Launcher so it is pointing at
the center of the Zombies.  One shot will kill all four of them.  Exit by way
of the door.

     =====---------------------------------------------------------=====

Room 15: Motor Pool Room
Enemies: 4 Zombies
Barrels: Many across the room.
  Items: none

Aim and fire.  The Flame Round will collide with a barrel which will set off
a chain reaction, each barrel blowing up another, and conveniently, the
cluster of four Zombies in the dead center of the explosions.  Nice.  As
Claire is going through her annoying reload animation, tilt her about 90
degrees to her left toward the double doors.  When you can, run and exit.

     =====---------------------------------------------------------=====

Room 16: Storage Cooridor
Enemies: 5 Zombies
Barrels: none
  Items: none

Aim and fire off one blast to the kill the first Zombie.  Re-aim and fire off
another round.  This blast should ignite a C4 packet on the Zombie's back,
blowing it, and all its fellow Zombies to hell and back.  Exit the room via
the door at the end.

     =====---------------------------------------------------------=====

Room 17: Underwater Airstrip Terminal
Enemies: 3 Bandersnatches
Barrels: none
  Items: First Aid Spray (on the desk)

Run to Claire's right and up to the desk.  Don't go around it.  Aim and fire
to kill the lone Bandersnatch.  By now the other two should have walked into
firing range.  Re-aim and fire to kill one, and do so again to dispatch the
final Bandersnatch.  Now run into the hallway where there was only one
Bandersnatch and exit through the garage-styled door at the very end.

     =====---------------------------------------------------------=====

Final Battle: Antarctica Helipad Platform
        Boss: Tyrant

Alternate Claire gets the pleasure of facing Resident Evil's trademark boss,
the mighty Tyrant.  The Tyrants entire game plan is to stalk Claire in his
slow but menacing I'm-too-damn-badass-to-run-after-you pace.  Should he catch
up with her (ha ha), he will use one of two different attacks.

The first of which is the Tyrant's generic all purpose attack.  If Claire
gets within range, it will launch of set of three claw sweeps by alternating
hands.  Because the Tyrant also tends to lunge with this attack, it has a
surprisingly large range.  Though it deals moderate to high damage, this is
not its main purpose.  When Claire gets hit by this attack, she is launched
far.  As you can imagine, this is especially dangerous when you take into
account they are fighting on a high, die-if-you're-stupid-enough-to-fall
helipad.

Tyrant's second attack will only be performed if he is standing over Claire
when she is still lying on the ground.  It will slowly get into a certain
stance, then bring its claw down in a overhead hammerblow.  This deals high
amounts of damage.  Of course, it has a very slow start up, and Claire should
never even be in any sort of position to be hit by this attack.

Under normal circumstances, Claire could simply equip the Assault Rifle and
shoot the Tyrant.  When it comes close, she can circle around it and run to
the other end of the helipad and continue with her automatic barrage.  Given
the Tyrant's utter refusal to move at anything resembling speed, this
strategy is one that nearly guarantees victory, and even does so in a fast
enough fashion to earn the "A" rank.

But that's not good enough for us.  We want the _fastest_ time, not merely a
sufficient time.  This is why it is vital for Alternate Claire to obtain the
BOW Gas Rounds.  Upon entering the area, immediately access the menu screen.
Combine the Grenade Launcher and the BOW Gas Rounds.  The ammo says three,
but when loaded into the Grenade Launcher, you'll notice you have infinite.

Exit the menu screen.  Now simply aim, and fire until the Tyrant drops.  It
should take 4-6 shots only.  You will not have to move once and still be able
to drop it long before it reaches striking distance.

     =====---------------------------------------------------------=====

My best time through with Alternate Claire comes out to 6'51"45.  I was a bit
slow because I missed two chances at a two-for-one shot with the Flame Rounds
on Zombies.



=============================================================================
     V.  Chris Redfield
=============================================================================

-----------------------------------------------------------------------------
- Equipment and Techniques -
-----------------------------------------------------------------------------

ID Number             MRD6251
Name           Chris Redfield
Age                        25
Sex                      male
Blood Type             Type O
Height               5.938 ft
Weight               177.5 lb

* Combat Knife
* Magnum (with infinite ammo)
* Shotgun (with 7 shells)
* Shotgun Shells (infinite)
* Mixed Herb (green, red, blue mix)
* Mixed Herb (green, red, blue mix)

The only item of any interest that Chris carries is the Magnum, and with good
reason.  The Knife, being a melee weapon in a RE game, is totally useless.
Considering this is a speed run, there is no point at all to be wasting time
using health items (especially when you'll be wasting enemies with the Magnum
long before they even get close to Chris).

The Shotgun is a sore disappointment.  Many RE fans like myself used to
thoroughly enjoy using the "broomstick."  But this game took that away.  It
still boasts the one-hit head shot on Zombies, but that's about it.  If you
try to take out a Zombie without a head shot, you could waste up to 7 shells
before it even falls down if you're far enough away.  Though it does provide
its stun effect on Bandersnatches and knocks down Hunters, the amount of time
it takes to kill enemies with this is obscene for a weapon that's meant to be
a _shotgun_.

Additionally, in this Battle Game, the Shotgun can only hold 7 shells at any
given time.  Chris carries unlimited Shotgun ammo, but after 7 shots, he must
manually reload them via in-game animation or through the menu screen.  The
weapon is more trouble than it's worth.

The Magnum is essentially the most powerful weapon in the game by far (the
Linear Launcher obviously outpowers it, but that weapon is something straight
out of a Doom game).  For all enemies, save bosses, it provides a guaranteed
one-hit kill, regardless of range.  It fires incredibly quickly as well, and
the bullets travels fast, unlike the Bow Gun or the Grenade Launcher.  In
addition, well placed shots can take out many enemies at a time as the bullet
will travel through monsters, unlike any other weapon in the game.  Have it
equipped at all times.

Remember, one of the fundamental principles of the Resident Evil world:
"Magnum is king."

From the Slot Machine, Chris can acquire either the D.I.J. Diary, a First Aid
Spray, or a pair of M-100P's.  None of which are of any particular use to
Chris whatsoever.  The D.I.J. Diary isn't going to help him kill Alexia.  The
First Aid Spray is kind of pointless.  Even if you were not striving to avoid
all possible damage, it would happen anyway.  Chris has the Magnum.  It is
actually rather difficult to get hit while playing Chris.  And the M-100P's
are a joke.  Again, Chris has the Magnum.  Any other weapons are entirely
obsolete.  Going into the Casino room only serves to slow Chris down.  Don't
bother.  (Though the slot machine animation is worth seeing at least once.)

Chris' regular run through is far and wide the simplest of the bunch.  Having
access to the wonder-hit wonder-shot known as the Magnum (and infinite ammo
to boot) tends to do that to you.  His runs through will always be the
quickest and simplest.

The only thing is that his boss is the most difficult to kill.  Second form
Alexia takes more than a dozen Magnum Rounds before the fight is over.  Then
Third from Alexia is a real pain to hit.

Still, Chris will end up having the fastest time of them all.


-----------------------------------------------------------------------------
- Walkthrough -
-----------------------------------------------------------------------------

Room 01: Underground Tunnel
Enemies: 4 Zombies
Barrels: none
  Items: none

You start at the end of the tunnel.  Run straight until the camera angle
changes.  Right when this happens, while still running, access the menu
screen and equip the Magnum.  Exit the menu screen, aim and fire.  Head
towards the curve, just until the camera angle changes again.  Aim and fire,
then re-aim and fire to kill the fat zombie.  You have to be quick at this or
the zombie may get a chance to grab Chris and do some damage.  Head up a bit
more until you clear the bend, then aim and shoot the last zombie.  Exit the
room via the stairs at the end.

     =====---------------------------------------------------------=====

Room 02: Outside the Medical Room
Enemies: 6 Zombies
Barrels: One (too far away from the enemies for any use)
  Items: Green Herb (on a crate to in the alcove near the door)

Auto-aim to target the barrel, then move a hair to Chris' right.  Fire.  If
done correctly, the Magnum round will denotate the barrel, and kill two at
least two Zombies.  Re-aim and fire to kill another, and repeat until all of
the standing Zombies are gone.  Run all the way up and shoot the Zombie who
is playing dead.  When the game finally registers that the Zombie is dead,
exit the area.

     =====---------------------------------------------------------=====

Room 03: Military Training Facility Front Hall
Enemies: 3 Bandersnatches
Barrels: none
  Items: First Aid Spray (in the telephone booth)

As soon as you enter, aim immediately and fire.  The first Bandersnatch will
screams to signify its death.  By now you should have already re-aimed and
killed the next one.  Run towards the end of the hall, so that Chris is past
the corner, but doesn't round it.  Aim and fire a Magnum round which will hit
the unseen Bandersnatch and kill it.  When it dies, head to the end of the
hall and enter the doorway.

     =====---------------------------------------------------------=====

Room 04: Old RE-Nostalgia Blue Room
Enemies: 5 Zombies
Barrels: none
  Items: none

Take aim immediately and blow the head off the first Zombie wearing the C4 on
its back.  Then re-aim, re-aim again, and destroy the next Zombie.  Re-aim
once more and kill the Zombie hiding in the hallway.  Enter the hallway with
the now deceased Zombie and head towards the corner.  When Chris is past the
corner, aim and fire at one Zombie, then re-aim and fire at the last Zombie.
You're done here, so leave.

     =====---------------------------------------------------------=====

Room 05: Ventilation Room
Enemies: 6 Zombies
Barrels: none
  Items: none

Upon entering, immediately aim at the nearest Zombie and hold down so Chris
points the Magnum at its feet.  Re-aim then fire.  This way, Chris takes out
the Zombie next to him, and one on a level below him, effectively saving some
time.  Head down the steps and run past the Zombie there.  Aim and fire at
one Zombie.  Re-aim and shoot until you've cleared the room.  Head towards
the door at the far end to exit.

     =====---------------------------------------------------------=====

Room 06: Turntable Elevator Room
Enemies: 2 Hunters
Barrels: none
  Items: Green Herb (on crate)

This is the only room in the Battle Game where you are forced to face two
Hunters at once.  Upon entering the room, immediately aim and fire off one
Magnum round at the unseen Hunter.  One dead, one to go.  Do not release the
weapon-ready position.  Turn right.  You won't be facing the Hunter directly,
but that's not necessary.  By the time the Hunter reaches Chris' side, but
before it begins its attack animation, fire.  The Magnum round should still
hit the Hunter.  Exit through the garage-styled door.

     =====---------------------------------------------------------=====

Room 07: Conveyor Belt Area
Enemies: 1 Hunter, 1 Sweeper
Barrels: Two at the far end of the area of no use.
  Items: Green Herb (near Sweeper), Blue Herb (on the conveyor belt)

As soon as possible, aim and fire at the Sweeper to Chris' left.  You will
know if you are fast if the Sweeper dies and there is no explosion from the
barrels at the far end.  You will know if you are slow if you do hear the
two barrels explode.  Either way the Sweeper is dead.  Head up and turn the
corner.  When Chris runs to the point where the area is open, aim and fire at
the Hunter whose still wandering what's going on.  You'll kill it before it
even realizes you're there.  Head up the steps and through the door.

     =====---------------------------------------------------------=====

Room 08: Military Training Facility Elevator Hall
Enemies: 4 Zombies
Barrels: One, which is near the entrance.
  Items: none

Fire upon entering to kill the Zombie near Chris.  Re-aim to face the barrel.
Before firing, turn a hair to Chris' right.  One Magnum round should detonate
the barrel and kill at least two Zombies.  All three remaining if you are
lucky.  If not, simply re-aim and kill the final Zombie then exit at the far
end of the cooridor.

     =====---------------------------------------------------------=====

Room 09: Surveillance Room
Enemies: 6 Zombies
Barrels: none
  Items: none

As soon as possible, aim and fire at the oncoming zombie.  It will explode
because of the C4 on its back.  Perform a 180 turn, and run until the camera
angle changes.  You will likely encounter a slow down in your system because
of the explosion and the presense of a night-vision-goggle-wearing Zombie.
Aim and fire to kill both Zombies with a single shot.  Head to the computer
monitors at the end of the room.  Aim and fire _down_.  The Magnum round
will hit both the prone Zombie and the legs of the one standing.  It kills
both.  Head back to the door in the middle of the room.  When you get there,
aim and fire to kill the final Zombie.  180 turn to face the door and exit.

     =====---------------------------------------------------------=====

Room 10: Old RE-Nostalgia "L"-Shaped Hallway
Enemies: 6 Zombies
Barrels: none
  Items: none

There are two, three-man waves of Zombies.  That makes six Zombies.  It takes
three Magnum rounds to kill them all.  Aim and fire once to kill two Zombies.
Re-aim and finish the final one in the first three-man wave.  Head forward.
When Chris comes to the bend and as soon as the camera angle changes, aim and
fire.  If you did it correctly, the one Magnum round will kill all three of
the Zombies.  Exit at the end of the hall.

     =====---------------------------------------------------------=====

Room 11: Medical Examination Room
Enemies: 5 Zombies
Barrels: none
  Items: First Aid Spray (near exit)

Immediately aim and fire to kill an unseen zombie.  Now run up until the
camera angle is more cooperative.  Aim to kill the zombie closest to Chris.
Re-aim and kill the fatso Zombie.  Re-aim one last time to kill the Zombie in
police garb.  Now head to the end of the room, round the screen to meet the
last Zombie.  Introduce said Zombie to Mr. Magnum and leave the room.

     =====---------------------------------------------------------=====

Room 12: Military Training Facility Vending Machine Cooridor
Enemies: 4 Zombies
Barrels: One that is in the middle of the hallway.
  Items: Green Herb, Blue Herb (both are next to vending machine)

In this room, aim as soon as possible and shoot.  The Magnum round detonates
the barrel, killing at least two fo the Zombies.  The last one is likely to
get up so as you run down the cooridor, as soon as the angle allows you to
see said Zombie point the Magnum and fire.  Round the corner and fire at the
dumb Zombie still facing the door.  Honor doesn't count here, no point to
wait until it turns around.  Especially when the damn thing thinks the door
has flesh to eat...

The door the stupid Zombie was guarding (or whatever the hell it was doing)
leads to the Casino room which contains the random item generating Slot
Machine, two green herbs, and a blue herb.  The Slot Machine randomly gives
Chris the D.I.J. Diary, a First Aid Spray, or a pair of M-100P's.  As you can
imagine, the guns aren't going to mean much when you have an infinite ammo
Magnum.  Chris shouldn't ever even get hit so the health items are also
fruitless.  And, frankly, Chris doesn't strike me as the bookish type, so
there isn't much a reason to get the D.I.J. Diary.  Save the twenty seconds
and don't even bother heading into that room.  Through the copper door
instead.

     =====---------------------------------------------------------=====

Room 13: Locker Room
Enemies: 1 Hunter, 1 Sweeper
Barrels: none
  Items: First Aid Spray (in the bank of lockers on the side of the exit)

This is the last encounter with the Hunters.  This is also the only room
immediately aiming and firing doesn't so anything.  Go to the corner and run
right up the Hunter.  Fire your Magnum.  It screams and dies.  Run past it
and head toward the door.  As soon as the Sweeper materializes, show him the
same courtesy you provided his non-poisonous brother: a quick death.  Exit.

     =====---------------------------------------------------------=====

Room 14: Frozen Hallway
Enemies: 7 Zombies
Barrels: none
  Items: none

Fire upon entrance to kill the lone Zombie.  Approach the corner, but do not
round it.  Aim and turn a bit to Chris' right so that he is aiming straight
down the cooridor.  Now fire and kill two Zombies.  Approach the end of the
hall to see a pack of four (though that last Magnum round may have taken one
or two of them down already).  Fire until they all die.  I've managed to once
take out all four in one shot.  But I've made a run through more times than I
can count, and have never been able to reproduce the effect without wasting
valuable time.  Ordinarily, it'll likely take two shots to kill all four.
Exit through the door.

     =====---------------------------------------------------------=====

Room 15: Motor Pool Room
Enemies: 4 Zombies
Barrels: Many across the room.
  Items: none

Enter, aim, and fire.  This sets off a chain reaction, blowing up one barrel
after the next.  It also conveniently kills all four zombies.  When the first
blast has cleared, turn Chris a bit to his left and head to the double-doors.

     =====---------------------------------------------------------=====

Room 16: Storage Cooridor
Enemies: 5 Zombies
Barrels: none
  Items: none

Aim, then re-aim and fire.  The Magnum round will blow up the Zombie with the
C4.  This should kill most of the Zombies, and if you're incredibly lucky, all
of them.  More times than not, though, one or two Zombies will survive.  After
firing, go along the wall of the door you entered from.  The Zombie that
landed here is the most likely sucker to survive.  If so pop him with a Magnum
round.  Now head toward the exit.  If any other Zombies want to get up, stop
them cold.

     =====---------------------------------------------------------=====

Room 17: Underwater Airstrip Terminal
Enemies: 3 Bandersnatches
Barrels: none
  Items: First Aid Spray (on the desk)

When you enter, immediately aim and fire.  One Bandersnatch dead.  Re-aim to
target the lone Bandersnatch and fire again.  Re-aim one last time and remove
the last one from the picture.  Head around the desk and through the garage
like door at the end.

     =====---------------------------------------------------------=====

Final Battle: Platform
        Boss: Alexia (Forms II and III)

Alexia is not a difficult boss at all.  She is simply annoying as hell.  It
takes a bit of time to kill her second form, and she is difficult to hit in
the third form.  So, though, Chris tears through the majority of the Battle
Game with the Magnum, he ends up taking about as long on the fight with his
boss alone.

In her second form, Alexia will do three things.  The first of which is to
produce little creatures that chase Chris around, whacking them with a small,
thin tentacle.  Not very damaging in the least, but when they hit him, it
stops him from firing at Alexia.  Secondly, she will periodically spew some
form of acid at Chris, which on top of damaging him and interrupting the
steady Magnum fire, has a chance of poisoning him.  The last attack Alexia
performs is to use a very large tentacle to either swat at or smash Chris.

Most people make the mistake of assuming the Magnum will do the same amount
of damage regardless of range.  After all, against normal enemies, one hit
from anywhere produces a kill.  But, of course, like all weapons, range
matters.  When people make this mistake, they simply enter the room and fire
until Alexia mutates.

But we know better.  Instead run up to her until you are as close as you can
be.  Then fire.  And keep firing.  Ignore the little critters attacking
Chris.  It's hard to aim down to kill them using the Magnum, and they keep
spawning so it serves little purpose.  Plus it takes time to do that, when
you should be plugging Alexia full of holes instead.  Likely, Chris will also
be hit be the large tentacle at least once, and have acid spewed at him at
least once as well.

If you do it this way, it can take as little as 13 rounds to kill Alexia's
second form.  Most likely, it'll take around 14-16.  If you took the route of
standing away from her and firing, it'll take you in the upwards of 20+
Magnum rounds.  The choice is yours.

By getting hit with the big tentacle and Alexia's acid, Chris may very well
be in poisoned condition with orange caution health.  But that doesn't matter
at all.  Alexia's third form is incredibly weak and not very difficult in the
least bit.  She only performs one attack, which is to spew some her trademark
fire bursts.  It's easy to predict her timing and avoid the attack.  Simply
by running, even if it is danger-status slow-as-hell running, it is enough to
avoid the flames.  And since poison can't kill alone, you are golden.

The problem, though, is that Alexia is rather difficult to hit with the
Magnum.  That's where the time is going to catch up with you.  Unlike in the
regular game, where Chris could just shoot blindly, and Alexia would be
Wesker-like enough to move _into_ the blow, the Magnum does not produce the
one hit kill that the Linear Launcher did, and thus you cannot rely on
Alexia's stupidity alone to accomplish the task, no matter how tempting it
may be.

At the start of round 2, so to speak, aim, point up and fire.  Re-aim and
fire again.  Do so once more.  Now run around in circles until Alexia has
finished her attack.  Chase her around, getting as close to her as possible,
and aim up and fire.  Re-aim and fire some more.  Depending on how well you
chase her, you may be able to fire as many as five shots or as little as two
before you need to run to avoid the flames again.  The main thing to remember
is to stay close to her flying form so it is easier to aim and shoot at her.

     =====---------------------------------------------------------=====

My best time for Chris' game came out to 5'42"43.



=============================================================================
    VI.  Steve Burnside
=============================================================================

-----------------------------------------------------------------------------
- Equipment and Techniques -
-----------------------------------------------------------------------------

ID Number             MFD2872
Name           Steve Burnside
Age                        17
Sex                      male
Blood Type            Type AB
Height               5.676 ft
Weight               148.8 lb

* Combat Knife
* Gold Luger (pair; with infinite ammo)
* Mixed Herb (green, red, blue mix)
* Mixed Herb (green, red, blue mix)
* Sub Machine Guns (pair; with infinite ammo)

Like with Chris and Claire, the herbal mixes and Combat Knife are entirely
useless.  They will never be used or even touched.  So just ignore them.

Both pairs of firearms, however, are used in Steve's game.  As a general
rule, use the Gold Lugers on Zombies and the Sub Machine Guns on everything
else (i.e. Hunters and Bandersnatches).

The Gold Lugers are rather mediocre in terms of raw damage.  It isn't
particularly weak, as it can kill a Zombie normally with two to three shots.
But it's a far cry from powerful.  In addition, it has a very high recoil and
low firing rate.  On top of this, the weapon neither stuns nor knocks an
opponent over when hit.  So it is a decidedly bad thing to try and face off
Bandersnatches or Hunters.  A real shame too, since I was looking forward to
fighting the Bandersnatches after watching the Steve Cutscene when the
monsters were first introduced.

The real shining point of the Gold Lugers, though, is there shotgun-style
headshot decapitations.  On top of that, because it only takes one bullet,
and Steve carries two guns, with the right positioning, he can consistantly
get two-for-ones.  To perform a headshot, the bullet must hit a Zombie in the
head/neck area.

When in the standard weapon-ready position, Steve will fire straight.  When
in the weapon-ready position, pointing up, Steve will shoot about 45 degrees
higher than in the standard position.  However, if you fire the guns while
raising the guns, the bullets will come out before Steve fully raises his
arms (a variation of Alternate Claire's Angled Shot technique with the
Grenade Launcher).  This causes the bullet to go slightly higher than normal,
usually taking a Zombie's head off.

You _can_ simply point up and wait until the Zombie gets close.  However,
this takes a bit longer, is less accurate, and, more often than not, results
in Steve getting bitten.  So stick with the faster and more consistant Angled
Shot method.  Simply hold the Right Shoulder Trigger on the controller and
hit Up and the Fire buttons at the same time.

Even with the headshot, the Lugers have three glaring weaknesses.  For one,
fat Zombies are completely immune to headshots.  Don't even bother with it
against them.  Just aim normally and fire until they drop.  Secondly, the
Lugers just don't seem to want to be consistant with how much damage they do.
Sometimes three shots to a fatso Zombie will kill it.  Sometimes three shots
will simply knock it to the ground, and it'll get up again.

The third and most annoying problem is due in party to Steve's stupidity.
Because he has to wield two weapons at once (apparently he thinks this is an
action movie, the jackass), his aiming is quite poor, and very different the
other characters.  He'll initially always focus on two different enemies at
once.  His re-aiming doesn't actually re-aim, but focus both guns on one
enemy.  So he can't scroll through the enemies and clear a room as quickly
as he should be able to.  He has to manually release the weapon-ready stance,
then re-enter it.  Compounding this problem is his reckless carelessness.
Unlike the other characters, Steve won't always turn all the way around when
he has an enemy behind him, and uses the auto-aim feature.  Instead he'll
raise his arms and threaten the walls with his puny Lugers.  So be aware that
the auto-aim is different when using Steve.

For Bandersnatches and Hunters, equip the Sub Machine Guns.  Against the
Bandersnatches, they do good damage and finish the monsters off quickly.  Of
course, Bandersnatches can still attack Steve through the fire, and end up
damaging him somewhat, the Sub Machine Guns still beat out the Gold Lugers.
The Sub Machine Guns really shine against Hunters, though.  They were made to
take them out.  Hunters can _run_ through the fire, but they can't _attack_
while being fired on.

From the Slot Machine, Steve can acquire either the D.I.J. Diary, a First Aid
Spray, or a pair of M-100P's.  The former two are useless.  The D.I.J. Diary
isn't going to help him beat the Battle Game.  The First Aid Spray is of no
use when you realize you shouldn't waste time using health items.

The pair of M-100P's though are entirely necessary.  For whatever reason,
these guns totally dominate the Gulp Worm, whereas both the Lugers and the
Sub Machine Guns take a long time to plug away at the beast.  If you do not
get these from the Slot Machine, the Speed Run isn't going to come out too
well.

Steve's game is quite fun to play if nothing else.  Luger headshots are the
greatest thing since sliced cheese (yes, cheese).  Again, his game can get
screwed over royally if the Slot Machines don't spawn the M-100P's.  What's
worse is that they seem to spawn a lot less often than Claire's BOW Gas
Rounds.  Though, as always, your mileage may vary.


-----------------------------------------------------------------------------
- Walkthrough -
-----------------------------------------------------------------------------

Room 01: Underground Tunnel
Enemies: 4 Zombies
Barrels: none
  Items: none

Run forward until the screen changes.  At this point, while still running,
enter the menu screen.  Equip the Lugers.  Exit the screen and immediately
decapitate the Zombie.  Round the corner and stop short.  Decap this next
Zombie as well.  Fatso Zombie should be right behind this one, and in Steve's
direct line of fire.  Shoot until it drops (usually takes three).  Run
forward a bit more and headshot the last Zombie.  Exit the area via the
stairs.

     =====---------------------------------------------------------=====

Room 02: Outside the Medical Room
Enemies: 6 Zombies
Barrels: One (too far away from the enemies for any use)
  Items: Green Herb (on a crate to in the alcove near the door)

Run past the barrel and stop infront of the horde of Zombies.  Aim and decap.
You should nail two.  Release the weapon-ready position and go for another
headshot.  If you're lucky, you'll get two more.  If not do it again.  Now,
run up behind the very last standing Zombie and shoot it in the head.  Point
down and have Steve fire twice into the prone Zombie.  When it is finally
registered as dead by the game, go through the door.

     =====---------------------------------------------------------=====

Room 03: Military Training Facility Front Hall
Enemies: 3 Bandersnatches
Barrels: none
  Items: First Aid Spray (in the telephone booth)

As soon as you enter, run forward and slighly to Steve's right.  Stop as soon
as you see the Bandersnatch wind up for an attack.  This should put you just
out of the line of sight.  Enter the menu screen and equip the Sub Machine
Guns.  Exit the screen and immediately start firing.  Steve will target both
Bandersnatches on-screen.  You'll likely take two or three hits, but if you
positioned him correctly, that's all you'll take.  Eventually both will die.
Now run forward about three paces.  This gives the last Bandersnatch enough
time to emerge from the cooridor, but puts Steve just out of range.  Aim and
fire until you here the death scream (which is rather soft because the Sub
Machine Guns drown out the noise.  When it's dead, equip the Lugers and exit
the area via the last door at the end of the cooridor.

I always contemplate using the Combiat Knife here instead.  Wesker seems much
more better equipped for this room than Steve, who happens to be packing heat
in excessive amounts.  But whenever I try, Steve gets killed by the friendly
Bandersnatches.  Apparently Steve isn't half the knifer Wesker is.  As in
most cases, your mileage may vary, so give it a shot if you are so inclined.
Refer to Wesker's walkthrough for a workable strategy.

     =====---------------------------------------------------------=====

Room 04: Old RE-Nostalgia Blue Room
Enemies: 5 Zombies
Barrels: none
  Items: none

From the entrance, headshot the closest Zombie with the C4 strapped to it.
Now run forward and headshot the next Zombie.  Run towards the cooridor,
pausing to blow the head off of goggle-boy.  Clear the corner, do not round
it, and perform one headshot into the unseen and take out two Zombies.  Exit
through the door.

     =====---------------------------------------------------------=====

Room 05: Ventilation Room
Enemies: 6 Zombies
Barrels: none
  Items: none

Wait half a second, then perform a headshot on the Zombie nearest Steve.  You
have to wait this split second so that it gets into a position for Steve to
blow its head off.  Otherwise you shoot it once and it bites Steve.  Get down
the steps and immediately stop to perform another headshot.  This should take at
two if you're lucky.  Now proceed to give the same present to each Zombie
walking around in circles.  When you've cleared the room, equip the dual Sub
Machine Guns and prepare for the Hunters.

     =====---------------------------------------------------------=====

Room 06: Turntable Elevator Room
Enemies: 2 Hunters
Barrels: none
  Items: Green Herb (on crate)

Run two steps to Steve's forward-left.  This stops either Hunter from using a
jump attack and it puts them both in position that's cooperative.  When Steve
aims, he'll point at one of the Hunters.  Start firing downward, and while
doing so, re-aim so that he targets both Hunters.  This effectively stops
their attacks, and pumps them full of low calibur, fully automatic ammo.  Do
not let up against the Hunters until you either see the bullets bounce off
the floor, or a puddle of blood.  When done, leave the area by way of the
garage-styled door.

     =====---------------------------------------------------------=====

Room 07: Conveyor Belt Area
Enemies: 1 Hunter, 1 Sweeper
Barrels: Two at the far end of the area of no use.
  Items: Green Herb (near Sweeper), Blue Herb (on the conveyor belt)

Run forward just a bit, so that the Sweeper hidden to Steve's left chases,
rather than leaps after him.  When it starts running, turn and fire down at
it until it croaks.  By this time the other Hunter should be right on Steve.
Turn and fire to stop its attack.  Continue until you know it is dead.  Go
up the small stairs and through the door.  Remember to switch to the Lugers
before doing so, though.

     =====---------------------------------------------------------=====

Room 08: Military Training Facility Elevator Hall
Enemies: 4 Zombies
Barrels: One, which is near the entrance.
  Items: none

Upon entering, immediately aim and fire for a headshot.  One bullet will rip
into the head of the Zombie standing next to Steve, elminating it.  The other
bullet will detonate a barrel so that Steve doesn't keep pointing at it like
a moron.  Run forward and shoot the next Zombie straight on until it drops.
As you'd imagine, it was a fat Zombie, gifted with the much sought after
decap-proof ability.  The one behind him, though, has no such gift, so take
advantage.  Run to the end of the hall and kill the final Zombie.  When that
is all taken care of leave through the door at the far end of the hall.

     =====---------------------------------------------------------=====

Room 09: Surveillance Room
Enemies: 6 Zombies
Barrels: none
  Items: none

Enter, aim, decap.  This kills the explosive Zombie gunning for Steve.  The
decap prevents the C4 from igniting, and thus, doesn't cause any slow down on
the game engine.  Perform a 180 spin and run forward.  Decap the next two
Zombies as well.  Run to the far wall with all the monitors.  Headshot the
standing Zombie, then shoot the prone one until it croaks.  Run back to the
door in the middle of the entire area and by now the Zombie at the top will
have made its way down.  Decap and exit.

     =====---------------------------------------------------------=====

Room 10: Old RE-Nostalgia "L"-Shaped Hallway
Enemies: 6 Zombies
Barrels: none
  Items: none

The area is shaped like the letter "L."  On each straightaway segment, a team
of three Zombies will be gunning for Steve.  As you enter, give each one a
headshot.  Then head toward the bend.  Three more approach Steve.  All of
whom should be met with a bullet to the head.  I've not found a consistant
way to perform more than one decap per shot, so I simply suggest that you
prepare to fire six different times.  When you're done, leave through the far
end.

     =====---------------------------------------------------------=====

Room 11: Medical Examination Room
Enemies: 5 Zombies
Barrels: none
  Items: First Aid Spray (near exit)

Run forward until the camera angle changes.  At this point, there are two
Zombies on screen.  Aim, and hopefully decap both of them at once.  If not,
dispatch the other.  Now focus Steve's attention on the fatboy approaching.
Fire two or three times until it is down for the count.  Then headshot the
cop Zombie.  Finally, run around the screen, and kill the Zombie there with
a well placed headshot.  Exit through the door he was guarding.

     =====---------------------------------------------------------=====

Room 12: Military Training Facility Vending Machine Cooridor
Enemies: 4 Zombies
Barrels: One that is in the middle of the hallway.
  Items: Green Herb, Blue Herb (both are next to vending machine)

From where Steve stands when he enters, perform a decape.  Now, while still
in weapon-ready position, tilt Steve ever so slightly to his right.  Fire to
detonate the barrel and kill two more Zombies in the process.  Run to the end
of the hall, and fire blindly around the unseen clearing, aiming for the head
and a decap.

If Steve wants, he can enter the silver door to go into the Casino room that
contains two Green Herbs and one Blue Herb.  In addition to those useless
articles, the Casino room contains a (somewhat) functional Slot Machine from
which Steve can get a randomly generated item.  It takes roughly twenty to
thirty seconds to enter, use the Slot Machine and exit with the item.

The other choice is the copper door.  Regardless of what you choose, you'll
have to go through here to continue the game anyway.  It's just you save
twenty seconds by choosing to abandon the Casino.

The Slot Machine randomly gives Steve the D.I.J. Diary, a First Aid Spray, or
a pair of M-100P's (with 100% ammo).  For Steve, there is no choice but to
enter this room. He absolutely must acquire the M-100P's to defeat the Battle
Game in the fastest possible method.  Though the guns may not seem much, they
are the only weapons Steve has access to that can kill the Gulp worm in
anything resembling a fast manner.

     =====---------------------------------------------------------=====

Room --: Casino
Enemies: none
Barrels: none
  Items: 2 Green Herbs, Blue Herb (both on bar counter)
Special: Slot Machine

Immediately run to the Slot Machine (the third one from the wall) and use the
action button.  Steve will attempt to pull the handle.  After he finds out he
is too weak (that's just bad), he delivers a knee to it out of frustration.
This unjars the bottom compartment.  It can be one of three things: the
D.I.J. Diary, a First Aid Spray, or the pair of M-100 P guns with 100% ammo.

You absolutely must get the guns to spawn.  Otherwise, the run through was
entirely pointless as you've just wasted thirty seconds, and have nothing to
quickly kill off the Gulp Worm.  If it does not spawn, go back to the hall,
enter the copper doors and let a Hunter kill you.  If you do get the guns,
just the same, go back to the hall, and enter teh copper doors.  But instead
of letting the Hunters kill you, equip the Sub Machine Guns.

     =====---------------------------------------------------------=====

Room 13: Locker Room
Enemies: 1 Hunter, 1 Sweeper
Barrels: none
  Items: First Aid Spray (in the bank of lockers on the side of the exit)

Run around the corner and point down.  Fire on the Hunter until it finally
dies (you can tell when it either screams, or no more blood pours from its
bullet-covered body).  Head around into the bank of lockers and proceed to
the door at the end.  A Sweeper will appear.  Follow teh same strategy as
before and kill it with the Sub Machine Guns.  When it's finally dead, equip
the Lugers and leave the room.

     =====---------------------------------------------------------=====

Room 14: Frozen Hallway
Enemies: 7 Zombies
Barrels: none
  Items: none

Run forward and the screen will change revealing a Zombie.  Stop and decap it
with a single shot.  Run up so that Steve can see down the adjacent hall, but
don't go into it.  Perform two headshots (or one if you get both the first
time), killing two unseen Zombies.  Run down this hall and you'll meet a gang
of four.  Decap each one until they are all lying on the floor.  Exit through
the door at the very end.

     =====---------------------------------------------------------=====

Room 15: Motor Pool Room
Enemies: 4 Zombies
Barrels: Many across the room.
  Items: none

Immediately, upon entering the room, fire off the shot.  It will detonate one
barrel, which will cause a chain reaction, blowing up one barrel after
another.  This kills the four Zombies loitering around in the center of the
ring of fire as well.  Exit through the double doors to Steve's left.

     =====---------------------------------------------------------=====

Room 16: Storage Cooridor
Enemies: 5 Zombies
Barrels: none
  Items: none

There are a total of five Zombies.  One has a pack of C4 strapped to its back
but with Steve's ambiguous aiming, and the blast often not killing all the
Zombies, it is simpler just to take them out the old fashioned way.  Since
all five Zombies like to converge in one area, you should be able to take out
all five with only three shots.  Once that's all taken care of, equip the
Sub Machine Guns and exit the room.

     =====---------------------------------------------------------=====

Room 17: Underwater Airstrip Terminal
Enemies: 3 Bandersnatches
Barrels: none
  Items: First Aid Spray (on the desk)

From where Steve stands, aim and fire.  He will shoot two different monsters
at the same time.  Listen and when you hear the two screams in unison over
the racket of the automatic fire, re-aim while still firing.  Steve will bare
both guns on the remaining Bandersnatch.  When that one lets out its death
scream, equip the pair of M-100P guns and run around the desk toward the
garage-styled door.  Exit.

     =====---------------------------------------------------------=====

Final Battle: Rocky Cavern
        Boss: Gulp Worm

Steve's boss of the Battle Game is the Gulp Worm, who killed Rodrigo in the
normal game.  Fighting the Gulp Worm is rather easy, but you must do so in a
cat-chase-mouse style.

It can only does one of two things during the battle.  The first of which is
popping up to let out a screach.  It will then dive back down, causing small
chunks of rock to rain down in that approximate area.  This attack should be
seen coming a mile away as the Gulp Worm will cause a ripple affect in a
straight line towards the spot it will pop out.

The second attack is a "leap" out of the dirt, and back in.  If it catches
Steve in a "tackle," he'll take damage.  Neither attack is difficult to dodge
and avoid, so you're not likely to take any damage.  Just keep in motion and
you will be just fine.  Remeber, if it manages to catch Steve in its jaws
(very rare), it is instant game over.

Neither the pair of Gold Lugers nor the dual Sub Machine Guns do enough
damage to the Gulp Worm to kill it quickly.  This is doubly bad, as you can
only attack it after it performs its attack, taking even more time.  The
answer lies in the pair of M-100P's that Steve should have picked up in the
Casino room.  It can take as little as a third of the time it would take the
Sub Machine Guns to kill the Gulp Worm.

The strategy is simple.  Run around the area, staying in the vicinity, but
not in the direct path of, the ripples the Gulp Worm causes.  When it emerges
you should stop running.  After it screeches, auto-aim and rapid fire as many
shots as you can manage before it dugs back underground again.  You must wait
until it has screamed, or Steve will be too damn stupid to auto-aim at it.

Completely ignore it when it performs the "leap" attack.  After plugging it
with enough rounds (don't worry, as you'll have way more than enough bullets
from the 100% rounds), it will die and Steve's Battle Game will end.

     =====---------------------------------------------------------=====

The best time I've managed with Steve is 7'18"56.  Doubtless you can get
better, I got my butt handed to me in the first encounter with the
Bandersnatches on my best run through.  Rather embarassing to forget to equip
the Sub Machine Guns in place of the Gold Lugers.



=============================================================================
   VII.  Albert Wesker
=============================================================================

-----------------------------------------------------------------------------
- Equipment and Techniques -
-----------------------------------------------------------------------------

ID Number             MSD6377
Name            Albert Wesker
Age                        38
Sex                      male
Blood Type             Type O
Height               6.004 ft
Weight               186.3 lb

* Combat Knife
* Mixed Herb (green, red, blue mix)
* Mixed Herb (green, red, blue mix)
* Mixed Herb (green, red, blue mix)

As you can see Wesker likes to travel light.  Not too bright when going into
nearly twenty rooms filled to the brim with virus-infected horror flick
monsters and bio-organic weapons.  Then again, Wesker's been known to make
incredibly stupid... "miscalculations."  You can't really call someone who
willingly hires Brad Vickers to be a pilot of a military unit when you have a
perfectly good pilot in Chris a genius.  It is no wonder Wesker stopped being
an Umbrella scientist and went into the S.T.A.R.S.  He was probably too
damned stupid to be of any use to William Birkin.  I guess that makes him the
Alfred of the pair.

Unlike all other characters where the Combat Knife and herbal mixes were
entirely pointless, Wesker only has these to work with.  One knife must be
used to take down hordes of Zombies, half a dozen Bandersnatches, and just as
many Hunters.  Like your odds?

Truth be told, Wesker's Battle Game, in itself, is incredibly easy.  This is
due to the ample health restoration items littered across the mini-game.  You
would realistically be hard pressed to run out of health.  The problem,
though, lies in the fact that we are attempting a Speed Run.  Picking up any
items aside from the essentially Magnum _takes_ way more time than is
absolutely necessary.  You have to make due with the three Mixed Herbs Wesker
carries at the beginning.

Maddening, you say?  Perhaps.  But it is plausible.  After awhile, you may
even come to find it easy.  Zombies, for one, should never touch you, except
on instances where you want them to (i.e. once).  This sounds good on paper,
but in practice, it is rather difficult.  Particularly tricky areas include
the Alley Outside the Medical Room, the Medical Examination Room and the one
bile-spitting Zombie in the large Ventilation room.  Not to mention there are
some Zombies that can take two multi-slash kneecaps and still grab Wesker.
Of course, between all these hits, you should be able to weather them as if
they didn't exist at all since they don't do much damage.  At best, I've
managed to only get hit once (aside from the one I meant to get hit) by
Zombies.  Usually, I end up taking three to four bites before the end of the
Battle Game.  Your mileage may vary.

All of these hits are negligible.  But when a Zombie does grab Wesker, mash
the buttons like a madman.

Aside from the Zombies, there are the Bandersnatches.  The first encounter
with them is directly after one of the Zombie trouble points (Outside the
Medical Room).  If played wrong, they can kill Wesker from Fine condition.
If played correctly, they will never hit Wesker once.

The second time you face the Bandersnatches, healing after the fight is
wholly unnecessary.  This is the last room before Alexia, and she can't
damage Wesker at all either.  So long as you survive the Bandersnatches, you
are golden and likely will win the Battle Game.

That leaves the three Hunter rooms.  You should be at full health when you
enter the first Hunter room.  Use a Mixed Herb if you are not.  You can leave
this room rather easily without taking _any_ hits whatsoever.  Use no health
at the end of this fight.  The next area contains a Sweeper and a regular
Hunter.  It is also easy to leave this area without taking any hits, but not
as constant as the previous room.  At most, you should take only one hit,
though.  If you leave this area with Caution level one, great.  If you're
down to Caution level two or you are poisoned by the Sweeper, then use the
second Mixed Herb.

That's two down, one more to go.  The last Hunter room is the Locker Room.
You face each one on one, so it shouldn't be too difficult to leave the area
with only one or two hits.  Use the final Mixed Herb if Wesker takes too much
damage here, or gets poisoned by the Sweeper.  The rest is smooth sailing.

So, again, it is perfectly possible to complete the entire Battle Game with
Wesker using only the three Mixed Herbs he initially carries.  Difficult at
first, but once you know the tricks to tackle the Hunter rooms, you'll be
fine.

Wesker gets the Combat Knife as his sole weapon aside from the Magnum.  The
use of the Magnum, though, must be regulated so that Wesker can actually
finish his Battle Game.  Against the Zombies, Bandersnatches and Hunters,
Wesker must take them all down with a small, flimsy knife up close and
personal.

First, learn the basics of Wesker's knife wielding abilities.  For starters,
he is right handed.  Keep this in mind.  The attack of choice against all
monsters is the downward slash.  This is his longest ranged slash.  It starts
out with Wesker stabbing forward, then slashing across to his right.  It
reaches the furthest on the left side, and hits the most on the right side.

The standing standard slash is a wide swing of the knife that hits many
times.  The high swipe is basically the same thing as the standing standard
slash, but aimed 45 degrees higher.  Both are of absolutely know use at all,
aside from making Wesker look quite stupid, and he does that plenty fine
without any outside assistance, thank-you-very-much.

The key to knife-fighting is the much prized technique of the multi-slash.
Unlike most other Resident Evil's one slash does not equal one hit in Code:
Veronica.  Not at all.  Each time Wesker (or any other character for that
matter) slashes, and the blade gets enough room, it will cause several
separate hits.  The visual confirmation includes a shower of blood pouring
out of the victim, whereas a choppy, serrated noise signifies the multi-slash
audibly.

There is no trick to effectively pull off a multi-slash.  So long as you
orient Wesker (and more importantly, the knife slashes) so that the blade
rakes across the most flesh, you will get a good multi-slash in.

The skill that makes it possible to survive the legions of flesh-eating
Zombies is the kneecap-slash.  Basically, if you hit a downward slash at a
Zombie's kneecap, they will very likely proceed to drop their arms, then fall
face first onto the floor.  At which point, Wesker can rain stabbing-death
unto their defenseless backs.

When facing a platoon of oncoming Zombies from one direction, use their
positioning to your advantage.  Find a narrow area so they approach a few at
a time.  Kneecap-slash the first one to knock it down.  The rest of the
Zombies behind it won't be able to walk and trample over the fallen comrade
to sink their teeth into Wesker.  The fallen Zombie is effectively an
improvised body wall acting to protect Wesker.  To repay the debt, simply
stab it to death (a nice guy, Wesker is not).  As the next one approaches,
kneecap-slash this Zombie as well, which blocks the rest of the Zombies.
Proceed until they are all dead.

One of the most important things to remember when using the knife is to avoid
swinging in a manner where the blade will collide with a wall.  Wesker's
attack will be interrupted and he will go into a bewildered animation where
he tries to piece together what went wrong.  The jackass doesn't seem to be
capable of comprehending that when knife meets wall, wall wins.  Nonetheless,
this lapse in comprehension skills causes Wesker to take way to long to
recover and he won't be able to swing right away.  Do this at the wrong time,
and a Zombie will bite him.

Slashing two Zombies at once is bad.  The damage will be spread amongst both
of them, causing neither to die, and they both rise up.  If Wesker is every
caught still slashing at a Zombie when it fully gets to its feet, he'll be
bitten every single time.  So if Wesker finds himself stabbing at more than
one Zombie on the floor (caused usually when he is bitten, then pushes the
Zombie off, causing adjacent ones to fall to the floor as well), back up so
you're not caught in yet another Zombie-feeding fest.

One of Wesker's biggest problem is his inability to perceive what is a threat
and what is not a threat.  If Wesker is within range of a Zombie and a
explosive barrel, he will always face the barrel first when in weapon-ready
position.  Of course, this has no positive use whatsoever, because without a
firearm, he cannot detonate it.  Wesker's perception of danger is so terrible
it makes me wonder if the wonder-virus in his veins isn't simply LSD rather
than a miracle-working super-power-inducing drug.  You can't really do much
about this problem because Wesker isn't likely to get any smarter, and you
have no way of turning auto-aim off.  Simply be aware of it, so you don't get
caught with your pants down.

When checking Wesker's health, do not open the menu screen.  The Dreamcast
VMU comes complete with a screen that shows the character's health in the
standard Resident Evil electrocardiograph display.  Use that.  It's faster
and all the more convenient.

Wesker absolutely must enter the Casino room to use the Slot Machine.  This
isn't like Alternate Claire or Steve, either, where entering it simply gave
them a chance to beat the game much faster.  For Wesker, it is absolutely
mandatory to do so, or he will not possess the ability to defeat Alexia.  If
you try to knife her, she will simply grab Wesker and roast him alive.  This
is a bad thing.

The Slot Machine will give Wesker the Magnum, fully loaded with six shots,
no more, no less.  Sorry, it is not Chris' magic Magnum with infinite ammo,
but it will have to do.  You will not have to worry about getting the very
annoying First Aid Spray that almost always ruins my runs through with Steve
and Alternate Claire, as Wesker's game is apparently incapable of spawning it
thankfully.  I'm not entirely certain whether he can have the D.I.J. Diary
spawn either.  It is possible I've had it happen to me a few years ago when I
first played the Battle Game, but given I have a memory akin to a senile old
fool, I can't remember for the life of me.  However, on the last 20 or so
runs I've made, Wesker always got the Magnum.

Wesker's Battle Game boss is the first form of Alexia.  This is the somewhat
humanoid looking one that Chris fought in the Old RE-Nostalgia Mansion front
hall in the regular game.  Wesker must use the Magnum to kill her, and given
he has limited ammo, he must refrain from using it on other enemies.  I'm not
sure why, but it seems to be a very little known fact that Alexia is killed
with _five_ Magnum rounds and you get _six_ shots.  So you are free to do
what you want with the spare bullet before reaching Alexia.  More information
on the most time-saving spot is below in the walkthrough.

Speaking of which...


-----------------------------------------------------------------------------
- Walkthrough -
-----------------------------------------------------------------------------

Room 01: Underground Tunnel
Enemies: 4 Zombies
Barrels: none
  Items: none

This first area is a tunnel (narrow, good for trapping Zombies, bad if you
misaim and strike a wall).  Head straight up and tilt a little so Wesker is
not in the center of the lane, but a little to the left (his left) of it.
When the camera angle changes, immediately enter the menu screen, still in
mid-stride.  Equip the Combat Knife and exit the screen.  _Walk_ up one step
and use a kneecap-slash as soon as possible to drop the first Zombie.  Chop
him up with two more slashes to finish him up.  Run into the bend and against
the far wall.  Aim, so that Wesker properly orients himself to face two
Zombies, one fat, one not-so-fat.  Drop them both with kneecap-slashes and
finish them off.  The last Zombie should have approached Wesker by now.  If
he is very close, just stand your ground and kneecap-slash it.  If it's a few
paces ahead, close the gap before striking him.  When it is dead along with
its brothers, up the stairs we go.

     =====---------------------------------------------------------=====

Room 02: Outside the Medical Room
Enemies: 6 Zombies
Barrels: One
  Items: Green Herb (on a crate to in the alcove near the door)

This is one of Wesker's particular trouble points.  There are a total of six
Zombies, one of which is prone and of no threat.  The problem lies not in the
number of monsters, but the fact that this area is relatively open.  The
Zombies are free to swarm Wesker, who has little to hide behind for cover.
Thankfully, the barrel is far enough away that Wesker won't be obsessed with
poking it.  A double-edged sword though, as you cannot use it for a choke
point since it takes too long for the Zombies to reach that point.

To avoid getting bitten too many times, implore the strategy of... getting
bitten.  No, no; I haven't gone mad.  Nor am I on crack.  It's a sound
strategy.  Notice how all the Zombies are clumped together?  Notice how wide
the area is?  If you attack the group of Zombies in the middle of the area,
the Zombies flanking the middle one will attack from your sides, leaving
Wesker in a poorly thought out position, facing Zombies on three sides.  If
you choose to attack either of the side Zombies, Wesker will constantly smack
his weapon into the walls, causing him to stop attacking, and get bitten.
And though getting attacked by two sides is better than three, it is still
bad.

But, if you get bitten by one of the Zombies, Wesker will shove it off.  That
Zombie will bump into another Zombie, and cause a domino effect which knocks
everyone down (as the Zombies were clumped together).  The Zombie to get
bitten by is the middle one.  Do not run straight up at him.  Instead, circle
around the barrel, and run along the wall that the barrel is against.  Though
you are headed for the Zombie on Wesker's left, it is turned toward the wall,
and the middle Zombie will always grab Wesker first.  Mash the buttons to
knock it off Wesker quickly so he doesn't take too much damage.  At least
three of the Zombies will fall to the floor.  The fourth may fall or may
just stumble backwards before regaining balance.  The fifth Zombie will be
too far to be effected.  No worries.

Just run along the wall past the Zombie (and the one that stumbled if he
didn't fall) towards the exit door.  Then run to Wesker's right, avoiding the
prone Zombie.  You are now in a small alcove containing a Green Herb.  Turn
around and knife the prone Zombie to death.  Now, the point of this was to
split up the Zombies.  At most, four will come at you from two sides.
Usually, only three come after Wesker from one side.  This is much more
manageable.

Kneecap-slash the first to come, causing it to become a body wall to prevent
any other Zombies from reaching Wesker quickly.  Knife it to death.  Then
kneecap-slash teh next one and repeat until no more Zombies harass him.  At
least one Zombie will have hung back and loitered around the barrel.  Maybe
two.  Chase after them and kill them via the tried-and-true kneecap first
method.  When you've killed all six Zombies, at worst Wesker should be at
Caution level one.  Exit and prepare for the Bandersnatches.

     =====---------------------------------------------------------=====

Room 03: Military Training Facility Front Hall
Enemies: 3 Bandersnatches
Barrels: none
  Items: First Aid Spray (in the telephone booth)

Immediately run forward and to Wesker's right.  The nearest Bandersnatch will
perform its trademark stretcho-claw attack.  If you are running enough to the
side it will pass harmlessly away.  You should be running directly toward the
Bandersnatch, and stop to its left side.  Kneecap-slash (doesn't actually
knock it down, but the kneecap-slash has the most range, and subsequently
performs the most hits for a multi-slash) the damn thing and it should die in
two or three slashes.  If it takes three, you may very well get hit by the
Bandersnatch advancing on Wesker.  The one he is slashing won't be able to do
a thing though.  At close range, Bandersnatches can only use its "backhand"
type of attack.  The sticking point, though, is that if Wesker is in the
kneecap-slash animation, hitting said Bandersnatch, the blow will pass
harmlessly _through_ him.  This, of course, is the secret to leaving this
room untouched.

Once the first Bandersnatch is dead, run to the second one.  Go straight for
its side that does not have an arm, and you should avoid the stretcho-claw
attack like before.  Repeat the same kneecap strategy as you used against the
first Bandersnatch.  It will die just as simply.  There is one more monster
to take care of, but this one, like its dead relatives, will fall for the
exact same strategy as well.  Learning by example simply is not a concept
Bandersnatches understand.

     =====---------------------------------------------------------=====

Room 04: Old RE-Nostalgia Blue Room
Enemies: 5 Zombies
Barrels: none
  Items: none

The first Zombie has its back to Wesker (kind of, anyway).  Most people's
first impulse is to try and sneak up on the Zombie for a free kneecap.  Most
people also tend to find that this particular Zombie must have been an
Olympic gymnast because it turns faster than Wesker can stab and sinks its
teeth into him.  The solution is to run around him (give it a wide berth to
avoid it using its speed) and coming at it from the front.  This way, it
goes against better judgement and tries to use the convention Zombie approach
of I'm-stupid-so-I'll-go-try-and-bite-the-dude-by-wading-through-the-knife.
Kneecap-slash it and carve it to death.

Perform a 180 turn and use the same strategy against the next Zombie who will
be approaching Wesker.  Again, kneecap-slash and then chop it to death.  Run
toward the hallway where you can see the not-so-subtle goggle-boy Zombie.  It
is no smarter than the average Zombie and will fall for the same kneecap and
kill trick.  Two more approach from around the corner.  Walk up about two
paces to put Wesker directly infront of the two newcomers and again use the
kneecap-slash to bring each down and then cleave them to death.  When done,
exit through the door.

     =====---------------------------------------------------------=====

Room 05: Ventilation Room
Enemies: 6 Zombies
Barrels: none
  Items: none

Immediately aim and kneecap-slash the Zombie waiting in ambush for Wesker.
It will fall, which is a cue for Wesker to slash it to death.  As you are
slashing it, rotate Wesker to the left so that when he is finished with his
final slice, he's facing the stairs.  Go down them, and walk forward toward
the Zombie one pace.  Stop and kneecap-slash it.  If you can get it with two
hits, it will go down.  If you only get it with one, it will stop and spit
bile at Wesker doing minor damage.  Whichever happens, drop it like a bag of
bricks.

There should be one more to Wesker's left.  Use the kneecap-slash into the
gutting-frenzy technique as always.  By now, two Zombies next to each will be
advancing on Wesker.  Back up one pace, so that the Zombies pack themselves
into single file, rather then coming at you from two sides.  Take each down
with a kneecap-slash using the first as a body wall to protect against the
second.  The final Zombie should be loitering around in the corner of the
machines.  Walk up to it and kneecap-slash it.  Be wary not to get close
enough that Wesker slams his knife into the machinery.  When this final
Zombie is dead, you can exit through the copper door at the top of the stairs
and prepare for the first battle with the Hunters.

     =====---------------------------------------------------------=====

Room 06: Turntable Elevator Room
Enemies: 2 Hunters
Barrels: none
  Items: Green Herb (on crate)

This is the first encounter with the Hunters, and the only time you have to
face two at once.  The confines are cramped, and as you've become quite aware
of, Wesker only has a knife.  Worse case scenario: Wesker gets his head
removed.  What a shame.  Best case scenario: Wesker walks out killing the
Hunters quickly, without taking a single hit.  That is the result we're going
for.

Some general information on Hunters:  They are faster than Wesker by quite a
bit.  Their attacks are powerful and include a long range leap attack.  Their
claws also have a longer range than Wesker's knife.  This is all before you
factor in the one hit kill move they can perform at any time.  Fun, eh?  This
particular encounter, Wesker is forced to face two at the same time, in
cramped confines with no weapon save his very trusty knife.  What a task we
have on our hands.

There are two important things that need to be used to your advantage to walk
out of this room untouched.  The first is that for as powerful as the Hunters
are, they aren't very durable to knife attacks.  Two very well placed and
time multi-slashes can kill one.  Not an easy task, mind you, but a perfectly
plausible one, nonetheless.

The second advantage Wesker will be using is the terrain.  There are articles
he can hide behind and obstacles to impede the Hunters.  This is absolutely
necessary to take into account, otherwise, Wesker will not survive two
Hunters.  One hit from one will stun him, then the other will lop his head
off.  You need to keep them apart and turn this into two one-on-one matches,
rather than one two-on-one I'm-going-to-get-beheaded fight.

If you time a knife attack correctly, Wesker will cancel a Hunter's attack.
To do this, Wesker must hit the Hunter during the beginning of the Hunter's
attack animation.  Of course, if you try to attack after the Hunter's attack
begins, you're screwed.  To do this effectively, make sure you get the first
hit on the Hunter (see below).  Then, instead of following the common impulse
to slice like hell until the Hunter is dead, wait half a second.  This lets
the Hunter reorient itself.  After this half a second, slash again to outrace
the Hunter's attack.  This does take a lot of practice to get effectively,
and even then there's a bit of luck to it.  Don't count on this to be a full
proof strategy, as it is not.  But knowing how to do this does seem to
provide a bit of ease in defeating the Hunters with as little damage taken as
possible.

Keep in mind, aside from the leap attack and the one-hit-head-lopping the
Hunters do, they have two attacks.  One is a sweep to Wesker's leg.  The
other is like the Hunter is poking at Wesker's chest.  The former is much
easier to interrupt with the above strategy.  The latter is faster and more
difficult.

One little known fact about Hunters:  They can be kneecap-slashed just like
Zombies.  If you manage to get their ridiculously thin legs with a kneecap
style slash, they will fall face-first just like any Zombie.  Of course,
Hunters, are quite a bit more difficult to effectively kneecap-slash than
Zombies.  The window of opportunity is very short.  You must slash at them
after they have stopped running, but before they crouch.  After they start
their slash attacks, you lose your chance, because the Hunter hunches over,
exposing its back, but covering its legs.  If you manage to kneecap-slash a
Hunter, one or two more downward slashes can kill it, before it has a chance
to stand back up.  But, again, you have very little chance of doing it
effectively, and thus, it is more of a lucky bonus than a sound strategy.

  +---------------+                       LEGEND
  |               |                       ------
  |        H      |
  |               +--------------+        W ~ Where Wesker starts
  |                !    !!    !  :        = ~ Door Wesker enters from
  |                !    !!    !  :        : ~ Garage-styled door; the exit
  |                !__h_!!____!  :        H ~ Hunter
  |                              :        ! ~ Crate
  |                              |        h ~ Green Herb
  |          W         ____  ___ |        
  +--------=====--+   !    !!   !|        This is a rough sketch of what the
                  | H !    !!   !|        area looks like at the start (i.e.
                  |   !    !!   !|        when Wesker runs in).
                  +--------------+

  +---------------+                       This is what you want the situation
  |               |                       to be like before any attack is
  |               |                       thrown.
  |               +--------------+
  |                !    !!    !  :        To accomplish this, Wesker, upon
  |                !    !!    !  :        entrance, should make an immediate
  |             H  !__h_!!____!  :        bee-line for the garage-door.  This
  |                      W       :        prevents either Hunter from using
  |                   H          |        their leap attack, and the Hunter
  |                    ____  ___ |        now further away from Wesker will
  +--------=====--+   !    !!   !|        be "caught" by one of the crates,
                  |   !    !!   !|        effectively prevent it from helping
                  |   !    !!   !|        its partner.
                  +--------------+

After you get to the above position, immediately aim so that Wesker is in the
weapon-ready position.  Slash downward.  If done correctly, Wesker should
outrace the Hunter and hit it first.  Wait half a second, then slash again.
You may have to do this once more before the Hunter is finally dead.  All the
while, the other Hunter should have been stuck trying to round the corner of
the crate unsuccessfully.

If it didn't (and chances are it didn't) round the corner quick enough, you
have effectively broken the two-on-one.  By the time you kill the first, the
second will be on you.  Use the same strategy to kill this one.

If it did round the corner quick enough, your final attack on the first will
kill it, but the second Hunter will get at least one attack in.  Perform a
180 turn, and run to the garage-style door.  Aim and slash, following the
same attack routine to kill this one.  You have to turn and run away first,
because if you don't, the Hunter will use its superior range to attack
Wesker, while he can't attack back.  You have to make the Hunter come to
Wesker, not the other way around.

When done with the Hunter-killing, perform a 180 degree turn and exit via
the garage-styled doors.

     =====---------------------------------------------------------=====

Room 07: Conveyor Belt Area
Enemies: 1 Hunter, 1 Sweeper
Barrels: Two at the far end of the area of no use.
  Items: Green Herb (near Sweeper), Blue Herb (on the conveyor belt)

+---.....-----------------------------------------------+   LEGEND
|     W        ```````````````````````````              |   ------
|            S g`````````b````````````````        B     |
|              `````                 `````              |   W ~ Wesker
|           `````     H                 `````  B        |   S ~ Sweeper
|           `````                       `````           |   H ~ Hunter
|           `````                       `````           |   g ~ Green Herb
|           `````                       `````           |   b ~ Blue Herb
|           `````                       `````           |   B ~ Barrel
|           `````                       `````           |   ` ~ Obstacles
|           `````                       `````           |   , ~ Raised Area
|           `````                       `````           |   : ~ Steps/Stairs
|           `````                       `````           |   = ~ Exit
|           `````                       `````           |   . ~ Entrance
|           `````                       `````           |
|           `````                       `````           |
|                                                       |
|                                                       |
|                     ,,,,,,,,,                         |
|                     ,       ,:::                      |
|                     ,       ,:::                      |
+-----------------------=====---------------------------+

Here, Wesker gets his second encounter with the Hunters.  The good point: if
you are fast enough, you can face them one at a time.  Bad points: if you are
two slow, they converge on Wesker with the one-hit-kill.  In addition, one is
a Sweeper, meaning the lovable guys can poison Wesker on top of everything
else they can do.

At the start, move Wesker up two or three paces.  This prevents the Sweeper
to his immediate left from connecting with (or even attempting) a leap
attack.  Then run so that Wesker is near the wall to his left.  The Hunter
will run after Wesker.  With one side to the wall, the Hunter will have a
harder time stopping a good position to attack Wesker.  Place him in the
weapon-ready position.  Then start attacking it as soon as it comes within
two paces of Wesker.  At this point, it is out of his range, but if you start
the attack at the right moment, Wesker's slow slice will connect in the exact
window of opportunity to hit a kneecap-slash.

If you connect, finish it off quickly.  If not, employ the same delay attack
strategy used in the previous room.  Regardless, throughout you should be
hearing the other Hunter making its way toward Wesker.  By the time it gets
there, Wesker will have killed the Sweeper.  Again, aim for the kneecap-slash
and if you fail, just settle for the delay attack strategy.

Whichever the case, when the fight is over, head to the steps and through the
door to exit.  By this time, if Wesker's health is at Caution level two,
Danger, or Poison, use a Mixed Herb.  At minimum, you should still have one
left.

     =====---------------------------------------------------------=====

Room 08: Military Training Facility Elevator Hall
Enemies: 4 Zombies
Barrels: One, which is near the entrance.
  Items: none

Immediately "aim" and kneecap-slash the Zombie standing still like a moron.
Finish it off as the other Zombies slowly approach.  Then, stand so that
Wesker is flanked on one side by the wall, and the other side by the barrel.
Aim, and Wesker will stupidly face the barrel.  Rotate to his right so that
he is facing the Zombie approaching.  By the time he can fully rotate, the
fatso Zombie should be within two paces, just outside the range of a kneecap
slash.

Wait a second, then slice it down.  Use it as a body wall if the other Zombie
is approaching.  If not, once the fatso is dead, approach teh next one and
use the kneecap-slash to take it down.  You will have to do the same for the
one at the far end of the hall.  Once all this is taken care of, exit through
the door.

     =====---------------------------------------------------------=====

Room 09: Surveillance Room
Enemies: 6 Zombies
Barrels: none
  Items: none

Upon entering, turn slightly to Wesker's right and advance one pace forward.
Go into weapon-ready position and kneecap-slash the lone Zombie.  Finish it
off, then perform a 180 degree turn.  Advance forward about two to three
paces so that you can see the two advancing Zombies.  Kneecap-slash the first
and use it as a body wall against the other.  Once the body wall Zombie is
dead, use the same strategy on the next Zombie and kill it.

Then run to the far end of the screen toward the monitor bank.  There is one
standing Zombie and prone Zombie here.  Kill the standing Zombie first, then
hack at the prone one until both are dead.  Turn back toward the door in the
middle of the room and head to it.

At this point, the game can have the last remaining Zombie be in two places.
Sometimes, it has made its way down from the raised area.  If so, you got
lucky.  Just use the tried-and-true kneecap-slash first method.  Sometimes,
the game will throw you a curve ball and the final Zombie will be too stupid
to understand the concept of steps.  If so, you'll have to walk Wesker all
the way up, and around the console.  Kill it up there.  Exit when finished.

     =====---------------------------------------------------------=====

Room 10: Old RE-Nostalgia "L"-Shaped Hallway
Enemies: 6 Zombies
Barrels: none
  Items: none

This room is essentially two hallways laid in an "L" shape.  On each stretch,
there are three Zombies.  To Wesker's right are always a row of display cases
that serve to deflect his knife slashes.  Depending on how well you can use
the body wall technique, this can be the simplest room Wesker goes into, or a
pain in the ass.

Upon entering, advance forward about two paces and leaning a bit toward
Wesker's left side, to avoid swinging the knife into the display cases.  Drop
the first Zombie with a kneecap-slash and hack its guts out.  Drop the next
via the same means and kill this one in the same fashion.  As it should be
more than plainly obvious, this technique will work on the next Zombie as
well.

Once those three are down, run forward and round the bend.  The next group of
Zombies wants to try their luck.  Though these guys hang on the other side of
the hall, it does not make them any smarter.  In fact, these Zombies, it
should be noted, belong to the same level of intelligence (or lack thereof)
as the first merry crew.  They'll go down much the same way.  Again, take
care not to accidently hit the display cases.  Getting bitten by these guys
would just be embarassing.  Exit through the door at the end.

     =====---------------------------------------------------------=====

Room 11: Medical Examination Room
Enemies: 5 Zombies
Barrels: none
  Items: First Aid Spray (near exit)

This room is one of the particular trouble spots.  For starters, the area is
_wide_ open.  To make matters worse, the various Zombies are all scattered on
all sides of the room.  Not a pleasant experience Wesker has in store for
him.  What to do, what to do?  The solution is similar to the first Hunter
encounter: use the terrain to your advantage.

  +-------*****----------+          LEGEND
  |``````   W            |          ------
  |``````                |
  +-----------           |          W ~ Where Wesker starts
  |````````` Z        Z  |          Z ~ The lovable Zombies
  |``````                |          f ~ First Aid Spray
  |                      |          ` ~ Various debris blocking the area
  |``````                |          * ~ Door Wesker enters from
  |`````````             |          = ~ The exit
  +-----------           |
  |                      +----+     This is the initial outlay of the area.
  |        Z                  |     As you can tell, the Zombies are all over
  |                    Z      |     the place.
  |     -----------------+    |
  |                 `````|    |     To start, run forward, along the wall
  |       Z         f ```|````|     until the camera angle changes.  There
  +----------======------+````|     will be two Zombies in immediate view.
                         |````|     
                         |````|     Hack both their kneecaps out.  And kill
                         +----+     then, of course, kill them both.

  +-------*****----------+          After, you've killed both those Zombies,
  |``````                |          (they should have died right around where
  |``````          z z   |          the two lowercase z's are), run into the
  +-----------           |          alcove marked with the W.
  |`````````             |
  |``````                |          This causes the two new Zombies now in
  |     W                |          to have to attack you one at a time.
  |``````                |          Fatso Zombie reaches you before cop-man
  |````````` Z           |          Zombie.  Fatso will become your body wall
  +----------- Z         |          with a simple kneecap-slash.
  |                      +----+
  |                           |     Kill Fatso, then cop-man.  That leaves
  |      Z                    |     the last Zombie which should have made
  |     -----------------+    |     its way around the screen, but not quite
  |                 `````|    |     to where Wesker hacked its brothers to
  |                 f ```|````|     hell and back.  So save it the trouble,
  +----------======------+````|     and advance on it instead of waiting.
                         |````|     Kneecap-slash, then downward hack until
                         |````|     it is finally done.  Leave through the
                         +----+     door at the very end.

     =====---------------------------------------------------------=====

Room 12: Military Training Facility Vending Machine Cooridor
Enemies: 4 Zombies
Barrels: One that is in the middle of the hallway.
  Items: Green Herb, Blue Herb (both are next to vending machine)

There is a barrel halfway into the hallway that will end up being Wesker's
best buddy.  At the start, run up and kill the Zombie closest to the entrance
quickly.  As always, kneecap-slash first to drop it, then downward slice
until you've shredded it to ribbons.

Now, run up to the barrel, so it flanks Wesker on his right side, and the
wall flanks his left side.  Let the two Zombies come to you.  The first gets
kneecap-slashed and becomes a temporary body wall.  Kill it.  Then do the
same thing to the next one.  With these two dead, head to the end of the area
and you will come across yet another Zombie.  Drop it with a well-timed
kneecap-slash then kill it.

There are two doors that work.  The silver door leads to the Casino, which is
a dead end.  The copper door leads to the last Hunter room, and is the
direction you have to proceed in.  However, in order to complete the Battle
Game, Wesker must enter the Casino, so do so.

     =====---------------------------------------------------------=====

Room --: Casino
Enemies: none
Barrels: none
  Items: 2 Green Herbs, Blue Herb (both on bar counter)
Special: Slot Machine

There are two Green Herbs and a single Blue Herb on the bar counter.  But
that's not the point.  Go to the third Slot Machine from the wall (the only
one lit up) and examine it.  Wesker will not be able to play the one-armed
bandit, so in frustration he knees it.  The rattle looses a door at the
bottom of the Slot Machine, revealing a Magnum.

Pick it up.  It is fully loaded with exactly six rounds.  You must use five
of those rounds to take down Alexia.  That leaves one more to do with as you
please.  This will be the key to getting a short time for Wesker's game.  Do
not bother equipping it just yet.

Exit the room, back into the Vending Machine cooridor.  Now enter the copper
door.

     =====---------------------------------------------------------=====

Room 13: Locker Room
Enemies: 1 Hunter, 1 Sweeper
Barrels: none
  Items: First Aid Spray (in the bank of lockers on the side of the exit)

  +----------------===-----------+    LEGEND
  |!!!!!!!          S  !         |    ------
  |!!!!!!!             !         :
  |!!!!!!!        !!!!!!       W :    W ~ Where Wesker starts
  |!!!!!!!        !!!      w     :    w ~ Place where you can see but not
  |!!!!!!!        !!!      +-----+        activate Hunter
  |!!!!!!!        !!!      |          H ~ Hunter
  |!!!!!!!        !!!      |          S ~ Where the Sweeper appears (is not
  |!!!!!!!        f!!      |              standing there, rather appears
  |!!!!!!!        !!!      |              when Wesker gets close enough
  |!!!!!!!        !!!      |          f ~ First Aid Spray
  |!!!!!!!        !!!      |          ! ~ Lockers or other obstructions
  |!!!!!!!        !!!  H   |          : ~ Entrance
  |!!!!!!!        !!!      |          = ~ Exit
  |!!!!!!!        !!!      |
  |!!!!!!!                 |
  |!!!!!!!                 |
  |!!!!!!!                 |
  +------------------------+

This is the final time Wesker will encounter the Hunters.  Upon entering the
room, go forward and to Wesker's left.  Round the corner and stop directly
infront of the Hunter.  Attack with a kneecap-slash as soon as possible.  If
you did this correctly, that is run right up to it and attack immediately,
Wesker should attack it before it has time to register the assault.  A nice
downed and prone Hunter for your killing leisure.  It should be dead before
it even gets a chance to try getting up.

If you are not particularly good at the kneecap-slash on Hunters or the delay
attack technique, you may consider this alternative:  Upon entering, _walk_
until the camera angle changes.  Make sure Wesker stops walking before he
enters the Hunter's line of sight.  Not suspecting an enemy, the Hunter will
turn away.  At this point, run up and kill it.  This technique involves
waiting for longer than I like, but it still take minimal time, and happens
to be worlds safer than the rely on lucky kneecap-slash idea.

If you weren't quick enough, you'll end up being forced to use the delay hit
strategy.  Try and walk away from this brawl will minimal damage.  Now, run
around the corner and approach the door at the end.  Out of nowhere (really),
a Sweeper will appear and attack.  Try for the kneecap-slash as it comes
close to Wesker, but likely you'll end up using the delay attack strategy
again.  The point is to survive, not necessarily survive with the most health
as it usually is.

After the Sweeper is dead, check Wesker's health via the VMU.  If he is in
either Caution level two, Danger, or Poison status, use the final Mixed Herb.
Otherwise, save it until after the next room.

     =====---------------------------------------------------------=====

Room 14: Frozen Hallway
Enemies: 7 Zombies
Barrels: none
  Items: none

This is the last of the trouble spots Wesker will face.  The problem is, this
is arguably the most difficult.  There are several reasons why.  First off,
very much like the second area of the Battle Game, this is a cooridor, but it
is still wide enough that Zombies can attack from several angles.  Add to
that there are seven of them.  Of course, all that can be dealt with.  We've
done it before in numerous rooms before this one.  The tricky thing here is
that for some reason, all the Zombies seem to not fall over when hit cleanly
by a kneecap-slash.  Perhaps, it is on account of the temperature in this
room.  Perhaps the programmers just wanted to be funny.  Perhaps it is a
specific problem for my version of the game that you may not experience.
Whatever the reason, this is the most difficult room for me, every time
through.  Your mileage may vary.

Run up to the first Zombie.  The camera angle will switch for a better view.

  Intial layout:      Kneecap-slash the   After knocking the Zombie down, run
                      Zombie from this    around it to this position, so the
                      position:           Zombie is now a body wall:

  +-----------+       +-----------+       +-----------+
  |ZZ         |       |ZZ         |       |   Z Z     |        LEGEND
  |ZZ         |       |ZZ         |       |  Z  Z     |        ------
  +-===-+     |       +-===-+     |       +-===-+     |
        |     |             |     |             |     |        W ~ Wesker
        |     |             |     |             |     |        Z ~ Zombie
        |     |             |     |             |     |        : ~ Entrance
        |     |             |     |             |     |        = ~ Exit
        | Z   |             | Z   |             |     |
        |   Z |             |   Z |             |     |
        |     |             |     |             | Z   |
        |     +-------+     |     +-------+     |  Z  +-------+
        |  Z         W:     |  Z W        :     |  Z          :
        |             :     |             :     |  W          :
        +-------------+     +-------------+     +-------------+

This should provide Wesker with enough cover to kill these three Zombies
quickly.  Now you have four more.  Run down the hall toward the quartet.  You
should stop right infront of the first one, within kneecap-slashing range.
Instead of attacking though, back up slowly and let the Zombies follow you.
As you are backing up, keep straight, and after a few paces, all the Zombies
will be lined up.

If you didn't do this, you won't be able to effectively body wall, as the
Zombies will just go around whichever fallen comrade goes down first.  This
way, they are all single file, so the body wall will work.  When they are all
lined up, kneecap-slash the leader and kill it.  The next one comes to get
the same treatment.  Do this twice more and you've cleared the room.  Equip
the Magnum and exit through the door.

     =====---------------------------------------------------------=====

Room 15: Motor Pool Room
Enemies: 4 Zombies
Barrels: Many across the room.
  Items: none

Normally, I'd say this is Wesker's worst nightmare.  There are only four
Zombies, which isn't too bad.  But you have to go in a complete circle around
the room just to get to them.  Then, Wesker will always look at the barrels
first before taking care of business because he's Wesker, and he's just that
damn stupid.  He'll get bitten, you'll curse really loud, and waste much
valuable time, health and patience.

But we can make this quite a bit easier.  The barrels that make this room so
difficult to begin with, are scattered all throughout the room.  They happen
to be arranged in such a fashion that blowing up one will trigger a chain
reaction, detonating each other one.  The best part of the deal is that all
four of the Zombies are standing oh-so-conveniently dead center, in ground
zero.

All the other characters take advantage of this.  Wesker is too damn idiotic
to carry a firearm and use it himself.  But you have the Magnum now.  You
also happen to have a spare bullet.  So when you enter, aim and fire
immediately.  De-equip the Magnum in favor of the Knife, and exit the room
through the double doors.

Using this technique saves so much time, it practically makes the Speed Run
itself.

     =====---------------------------------------------------------=====

Room 16: Storage Cooridor
Enemies: 5 Zombies
Barrels: none
  Items: none

  +----------------+             LEGEND
  |                |             ------
  !                |
  !W               |             W ~ Wesker
  |                |             Z ~ Zombie
  |                |             ! ~ Entrance
  |        Z       +--------+    : ~ Exit
  |           Z             |
  |                         |    There are five Zombies in this room.  Though
  |      Z        Z         |    they are all spread out, and the room is
  |                         |    generally open, this proves to be a very
  |          Z              :    simple room to beat.
  |                         :
  +-------------------------+

  +----------------+             Move Wesker to this position.  The camera
  |                |             angle will change as well.  This forces the
  !            W   |             herd of Zombies to come at Wesker in a
  !                |             formation that makes use of the body wall
  |           Z    |             technique.  You know the drill.  Kneecap
  |            Z   |             slash the first one to knock it face down.
  |                +--------+    Its body will prevent the other Zombies from
  |         Z   Z           |    getting to Wesker.  You should be able to
  |                         |    kill the prone one before the one behind it
  |            Z            |    gets smart enough to walk around the damn
  |                         |    thing.  So when it dies, kneecap-slash
  |                         :    number two and continue until the room is
  |                         :    effectively cleared.
  +-------------------------+

     =====---------------------------------------------------------=====

Room 17: Underwater Airstrip Terminal
Enemies: 3 Bandersnatches
Barrels: none
  Items: First Aid Spray (on the desk)

The final room before your fight with Alexia.  There are three Bandersnatches
in this room.  You won't have to worry about conserving health.  So long as
your survive this room, the Battle Game is yours.

Upon entering, immediately run forward and to Wesker's left.  Approach the
pair of Bandersnatches using a zig-zag like path to avoid getting hit too
many times with the stretcho-claw.  You can probably get to them being struck
only once.  Stand in-between the two of them, so each is restricted to using
the short-range backhand attack.

Aim at one and use the kneecap-slash.  Doing so will let you dodge at least
a few attacks.  Once this one is dead, turn around and take out the other one
quickly.  Against this lone one, you should take no damage, as the downward
slashes cause Wesker to evade most of the Bandersnatch's attack.

Once done, head back to the entrance door, and around the desk to come face
to face with the final Bandersnatch.  You'll likely have taken a hit or two
from the stretcho-claw.  No matter.  Once next to it, use the kneecap-slash
again and take it down with two or three multi-slashes.

Now, equip the Magnum and run to the garage-style door at the end.  Exit.

     =====---------------------------------------------------------=====

Final Battle: Old RE-Nostalgia Mansion Front Hall
        Boss: Alexia (Form I)

Immediately run forward and examine the stairs to trigger a familiar scene
with Alexia.  There seems to be no way to avoid seeing these few seconds go
to waste, so just wait.

During the fight, Alexia only performs two attacks.  The first of which, she
sprays her blood in a wide arc so it lands on the floor.  Immediately it
erupts into fire, causing a barrier that Wesker cannot traverse.  Apparently
Wesker is not familiar with the concept of jumping over fire that only
reaches up to his knees.  Go figure.  The fire will damage Wesker, but it is
minimal.  The point of the attack, though, is to herd Wesker closer to
Alexia, so she can perform her other attack.

If Alexia comes within range, and manages to touch Wesker, he dies.  Very
simple.  Alexia will pick him up by the shoulders, lift the fool off the
floor, and ignite him on fire.  Roasted Wesker equals Game Over.  Which is
why she herds you with her fire.  It is also the reason why bringing a
Combat Knife against Alexia is very brainless.

At the start of battle, Alexia is standing only about two paces away from
Wesker.  This, as you can imagine, is the No Man's Land and should be left
as soon as possible.  Perform a 180 degree turn and run to either the right
or left, it really doesn't matter.  When far enough away, turn and fire once
with the Magnum.  Alexia will go into a damage animation.  If you shoot her
again too soon, it doesn't seem to actually damage her, and since we've
already used up the backup bullet, you don't want that.

Once she is out of her damaged animation, shoot her again.  Then start
running around until she has released an arc of fire.  Once she has, shoot
once more.  Wait, and shoot a fourth time.  Again, run around like a little
scared child until the fire has been set.  Aim and fire once more.

Congratulations, you've defeated Wesker's Speed Battle Game.

     =====---------------------------------------------------------=====

At best, I've managed to beat it at 14'46"18.  I suppose I could do better,
but Wesker's Battle Game is especially annoying to go through.



=============================================================================
  VIII.  FINAL NOTES
=============================================================================

-----------------------------------------------------------------------------
- Credits and Special Thanks -
-----------------------------------------------------------------------------

A very special thanks to the following:

- Thomas Wilde <http://www.gamefaqs.com/features/recognition/4513.html> -
     A very talented writer whose guides are filled with humor and generally
     useful information.  His own Code: Veronica Battle Guide is a great read
     and highly valuable.

- GameFAQs and CJayC <http://www.gamefaqs.com/> -
     The place to find the greatest collection of video game guides.

- Capcom <http://www.capcom.com/> -
     For reasons obvious.

-----------------------------------------------------------------------------
- Legal Notice -
-----------------------------------------------------------------------------

Copyright 2003 Jeff Chan [Atom Edge]
All rights reserved

This document is the sole property of its author, Jeff Chan, who reserves all
rights.  It is protected by "United States Code:  Title 17 - Copyrights", the
"Berne Convention for the Protection of Literacy and Artistic Works", any and
all other copyright laws applicable and International Treaties.

This document is exclusive to GameFAQs <http://www.gamefaqs.com/>.  Under no
circumstances is this guide to appear anywhere else.

This document may not be reproduced or retransmitted in any way, shape, form,
or medium.  You may not alter, edit, format, remove or add materials to any
part of this document.  It must always remain in the English Language.  It
will not be translated to any other language for any reason whatsoever.  It
will not appear in any publication.  This document was in absolutely no way
intended for commerical, promotional and/or profitable uses.  This guide is
limited to personal and private use only.  Any other uses MUST be priorly
approved by the author, Jeff Chan.

RESIDENT EVIL, all characters and related articles belong solely to Capcom
Co., LTD.  No breach of copyright intended.  Any and all trademarks and
copyrights not directly acknowledged in this document are respected.


      *       *       *       *       *       *       *       *       *


Thank you for reading.  Good luck to you on your Speed Game.


=============================================================================
RESIDENT EVIL CODE: VERONICA - BATTLE GAME SPEED GUIDE
Version 1.0 - Last Updated on 03 February 2003
Copyright 2003 Jeff Chan [Atom Edge]
----------------------------------------------------------------------- END -

View in: