BELOW FREEZING POINT

We escaped the zombies and found our way into a frozen underground facility. What truths lie beyond the cries of pain in the distance?

Image5.jpg
 

AIPC CHART

Offline AIPC Chart BFP.png
 

B8F (EASY)

BFP Map B8F Easy.png
 

B8F (NORMAL)

BFP Map B8F Normal.png
 

B8F (HARD)

BFP Map B8F Hard.png
 

B8F (VERY HARD)

BFP Map B8F Very Hard.png
 

Underground Tunnel

At the start you'll be temporarily trapped in this area until a cutscene triggers shortly after beginning. A Green Herb will be in the alcove by a sealed door on the left on all difficulties except on Very Hard. An Iron Pipe will be near the giant gate on top of the ledge on all difficulties. After a cutscene triggers and resolves, the gate will open allowing you to leave.

 

Underground Tunnel
→ Platform

After climbing the ledge, as soon as you try to advance forward, a gunshot will be heard leading into another cutscene. After the cutscene and you regain control, if you continue straight, you'll reach a dead end but will find a Handgun SG on the ground on the Normal, Hard, and Very Hard difficulty. Continue to the longer stretch of the platform and in a corner, you'll find a Handgun SG if playing on the Easy difficulty. Climb down and go up the flight of stairs.

 

Platform
→ Lift

There are no items here. Just continue up the long flight of stairs until you reach a duct on the left wall at the top and climb into it. If playing on the Hard and Very Hard difficulty, there is a Special Item here across from the duct.

 

CHARACTER STARTING POSITIONS (B6F)

BFP Map B6F Character Positions.png
 

CHARACTER STARTING POSITIONS (B7F)

BFP Map B7F Character Positions.png
 

The images above are the starting locations of where each character will begin at in Single Play Mode (including AIPC characters). These locations do not apply in Network Play Mode. The walkthrough will focus on B6F first then will move to B7F so if you're starting in B7F, you'll have to adjust to stay caught up with the guide. 

 

B6F (EASY)

BFP Map B6F Easy.png
 

B6F (NORMAL)

BFP Map B6F Normal.png
 

B6F (NORMAL)

BFP Map B6F Normal.png
 

B6F (HARD)

BFP Map B6F Hard.png
 

B6F (VERY HARD)

BFP Map B6F Very Hard.png
 

B6F East Passage / B6F South Passage
→ B6F Security Center
 (Optional)

If you want to save time and backtracking, read on, otherwise follow the section leading to B6F South Passage. There are a few things to do here. You'll find the Map for the entire laboratory here. There are quite a few items you can potentially pick up in here based on difficulty. You'll notice a corpse laying on the ground. This zombie rises normally once you have the Wrench in tow after thawing it, but on higher difficulties, it'll rise regardless and patrol the whole B6F if no characters are within its field of vision. It is so important to note that George will be at a disadvantage because of his starting spot in B6F East Passage, in which he'll be forced to animate the zombies in this area. David who also spawns in B6F East Passage will be positioned more favorably as he can reach the B6F Security Center without accidentally animating the zombies.

The reason why you'll notice this section is optional, is because you can avoid a lot of backtracking and animating most of the zombies if you get the Valve Handle in this room right away instead of relying on the Wrench to obtain it. There are two wall panels located near the two doors. These panels can be attacked in order or open them to retrieve the Valve Handle. However, if most of the zombies are active, this can prove difficult as they will constantly interfere and force you to room reset. In that case it'll generally be better to just get the Frozen Wrench. The Valve Handle's location is based on difficulty in Single Play Mode: on Easy, Normal, and Hard difficulties, the handle is located inside the panel near the door leading to B6F South Passage. On Very Hard difficulty, the handle is located inside the panel near the door leading to B6F East Passage. In Network Play Mode, the Valve Handle will be in both panels regardless of difficulty.

In the center of the room, there is a terminal which can be used to input pass codes. The codes for specific doors are randomized and certain files will have the exact code for each door. However, this file appears later on in the scenario. The code will be one of three possible combinations. See below for the possible solutions. Bear in mind that inputting the codes will become increasingly difficult if many of the zombies are active. Inputting the correct codes will save you a lot of time and also avoid you having to retrieve a key item in order to access those areas. There is one more code that can be inputted but not until much later, which will be explained when the time comes.

 

B6F East Passage / B6F South Passage
→ B6F Security Center
 (Optional)

If you want to earn extra scenario event points or don't want to spend time attacking the panels in the B6F Security Center, proceed to the B6F South Passage. If you started in B6F East Passage you'll need to come here unless you started as Kevin or Cindy in which they'll start here automatically. On the east side of the passage, you'll find a Handgun SG here on all difficulties except for Very Hard in which an Iron Pipe will be here instead. The opposite side will contain Iron Pipe on the ground on the Easy difficulty. If you continue deeper east in the passage, you'll notice a corpse with a white lab coat near the Frozen Wrench.

Grabbing the Frozen Wrench will animate the corpse near it. On the Very Hard difficulty, there will be another zombie that will animate here as well but this one will come to life regardless if you did or did not grab the Frozen Wrench. Proceed through the northern stretch of the passage to the door.

 

B6F South Passage
→ B6F Security Center

There is much to do here if this is your first time in the security center. You'll notice straight away as you enter a wall panel. The panel can be forced open with attacks but this will prove difficult if you activated any zombies on this floor. There is another zombie in here that will animate once you have thawed the wrench on Easy and Normal difficulties, but will animate much sooner on Hard and Very Hard difficulties. There is a terminal in the center to input pass codes in order to open certain areas. If you don't know the pass codes or want the points, then you can ignore the terminal. Further east, there will be a map of the entire laboratory. 

There are many items here based on difficulty. The most valuable will be the First Aid Spray as it will later on serve another purpose other than fully recovering vitality points. Unfortunately, there won't be a First Aid Spray on the Very Hard difficulty here. Exit through the eastern door.

 

SOUTH AND EAST WALL PANELS

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ATTACKING THE SOUTH WALL PANEL

Refer to the WEAPONS category to understand what these values means. The number of attacks required to open the panel by force.

EASY: 2500

  • 100: 25

  • 250: 10

  • 450: 6

  • 500: 5

  • 625: 4

  • 1250: 2

  • 3000: 1

  • 6000: 1

  • ∞: 1

NORMAL: 4000

  • 100: 40

  • 250: 16

  • 450: 9

  • 500: 8

  • 625: 7

  • 1250: 4

  • 3000: 2

  • 6000: 1

  • ∞: 1

HARD: 5500

  • 100: 55

  • 250: 22

  • 450: 13

  • 500: 11

  • 625: 9

  • 1250: 5

  • 3000: 2

  • 6000: 1

  • ∞: 1

VERY HARD: 7000

  • 100: 70

  • 250: 28

  • 450: 16

  • 500: 14

  • 625: 12

  • 1250: 42

  • 3000: 18

  • 6000: 9

  • ∞: 1

pcsx2 2019-09-03 23-27-02-263.png

ATTACKING THE EAST WALL PANEL

Refer to the WEAPONS category to understand what these values means. The number of attacks required to open the panel by force.

EASY: 2500

  • 100: 25

  • 250: 10

  • 450: 6

  • 500: 5

  • 625: 4

  • 1250: 2

  • 3000: 1

  • 6000: 1

  • ∞: 1

NORMAL: 4000

  • 100: 40

  • 250: 16

  • 450: 9

  • 500: 8

  • 625: 7

  • 1250: 4

  • 3000: 2

  • 6000: 1

  • ∞: 1

HARD: 5500

  • 100: 55

  • 250: 22

  • 450: 13

  • 500: 11

  • 625: 9

  • 1250: 5

  • 3000: 2

  • 6000: 1

  • ∞: 1

VERY HARD: 7000

  • 100: 70

  • 250: 28

  • 450: 16

  • 500: 14

  • 625: 12

  • 1250: 42

  • 3000: 18

  • 6000: 9

  • ∞: 1

 

CODE SOLUTIONS

The code solutions will always be A375 and B482 for both Single Play and Network Play Modes if it is your very first game. Afterwards, the codes will be randomized.

BFP B5F Code.png

CODE FOR THE B5F COMPUTER ROOM

Possible code solutions:

  • A375

  • C582

  • J126

B4F Code.png

CODE FOR THE B4F SHUTTER

Possible code solutions:

  • B482

  • C582

  • J126

 

B6F Security Center
→ B6F East Passage

As mentioned previously, if you're playing as George, he'll start at an unfavorable spot of the B6F East Passage. He'll spawn near the door leading into the B6F Break Room. However, to reach the B6F Security Center, he'll have to advance into the center structure of the passage in which it'll immediately animate the zombies here. David however, spawns just outside the window that will animate the zombies, allowing him to enter the B6F Security Center without extra active zombies patrolling.

That aside, continue deeper into the passage until you come across a large section of the passage. There will be Handgun Rounds near the vending machine and a Survival Knife in the center of the chairs on all difficulties. The zombies will animate so to avoid potential damage or time wasted, ignore the items for now and continue south until you come across a door.

 

B6F East Passage
→ B6F Break Room

Immediately east of you as soon as you enter will be a sink in which you can use the Frozen Wrench on it to get the Wrench which can now be used to open the panels back in the security center. On the Very Hard difficulty, there will be a zombie hiding off screen by the sink. It may or may not aggro as soon as you enter. On the Hard difficulty, if not playing as Yoko, you'll encounter her as a zombie here. She'll be in the center section of the Break Room. Otherwise the lower difficulties see no zombies here.

You'll find a First Aid Spray here on all difficulties on the table here on except on the Hard difficulty. For the Very Hard difficulty, this is one of two sprays you'll find in the scenario so if you're planning to use it for an event later on, hold onto it. There are 3 lockers here. One for hiding, the other than can be opened for an item, and the last one which can only be opened with Alyssa's Picking Tools to get another item inside.

With the wrench thawed out, you can now leave the break room.

 
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PICKING THE LOCKER

Use Alyssa's Picking Tools to unlock the Locker in the B6F Break Room.


  • Easy: S

  • Normal: S

  • Hard: I

  • Very Hard: S

 

B6F Break Room
→ B6F East Passage

If you didn't grab the Handgun Rounds or Survival Knife (if you need them) due to the zombies animating here, this will be the best time to do so now since you won't have a reason to ever return here. Continue back to the door leading to the B6F Security Center.

 

B6F East Passage
→ B6F Security Center

If playing on the Easy, Normal, or Hard difficulty, you'll need to use the Wrench on the panel closest to the door to B6F South Passage. On the Very Hard difficulty, you'll use the Wrench on the panel closest to you. Once you open the panel, you'll no longer need the Wrench and can trade it for the Valve Handle. At the center of the room, there is a shutter with a knob-like hole next to it. Use the Valve Handle on it to open the shutter. This will allow access to the lower level. Climb down the ladder to head into B7F.

NOTE: Before going down, consider if you want to keep the Valve Handle in your inventory. If you want the inventory space, then backtrack back to B6F South Passage and take the southwest door that leads into the Duct and swap out the Valve Handle for an item there.

 

B7F (EASY)

BFP Map B7F Easy.png
 

B7F (NORMAL)

BFP Map B7F Normal.png
 

B7F (HARD)

BFP Map B7F Hard.png
 

B7F (VERY HARD)

BFP Map B7F Very Hard.png
 

B6F Security Center
→ B7F Laboratory

There are a lot of items here. If you picked Mark, Jim, Alyssa, or Yoko, the Map for the entire lab is found on the computer southwest near the door that leads to B7F South Passage (Yoko will already have the map by default if chosen as a playable character). If playing as Kevin, there are 45. Auto Rounds hiding on the floor between the storage units and cryo-tubes on all difficulties except for the Very Hard difficulty. Yellow Chemical Bottles can be found on the table near the computer that has the map. A Green Herb will be on the ground near the door leading to B7F East Passage. The First Aid Spray will be here except on the Hard difficulty and the second available spray for the Very Hard difficulty.

You'll find two files here: The Laboratory Memo found on the corner of the storage unit, and the Interoffice Memo on the computer positioned in the north side corner. This file will contain the code for the chemical cabinet to access one of the V-Jolt compounds. If Yoko isn't a playable character on the Easy difficulty, you'll encounter her here as a zombie. The zombies that lay here won't animate until you explore certain other sections. On the Very Hard difficulty, a zombie will animate near the computer that has the Interoffice Memo file. Don't bother killing the zombies as they'll eventually respawn or re-animate. Head to the east door to the B7F East Passage.

 

B7F Laboratory
→ B7F East Passage

The east passage wields no items. You'll notice midway into the passage a corpse on the ground. Fortunately, on the Easy and Normal difficulties, it does not animate but it will on the Hard and Very Hard difficulty after you run past it and approach the door ahead of it. If the zombie comes alive, ignore it and proceed into the door ahead.

 

B7F East Passage
→ B7F Chemical Storage

As soon as you enter, head to your immediately right. The computer to input the correct passcode is there. There is a chance you'll escape the zombie's field of vision as well and not have it interrupt you as you're inputting the correct passcode. If you didn't get the Interoffice Memo, you can guess the pass code as it'll always be one of three possible solutions. Once the code has been input correctly, the cabinets will open revealing the VP-017. On harder difficulties, the zombie that came to life back in B7F East Passage will shortly enter the room. You can hide behind the storage units and close to the cabinet containing the VP-017 and simply wait for it to leave to avoid issues with it here and possibly aggroing the other zombie already in the room.

Yoko will be encountered as a zombie here if playing on the Normal difficulty. On all difficulties except for the Very Hard difficulty, you'll find a Handgun SG located on top of the storage units southeast as well as Gray Chemical Bottles to the right of the storage units near the computer. With the VP-017 in tow, there is no need to be in this room anymore.

 

OPENING THE CHEMICAL CABINET

Possible code solutions:

  • 0634

  • 4509

  • 9741

B7F Chem Cabinet Code.png
 

B7F East Passage
→ B7F Laboratory

Continue to backtrack back to the B7F Laboratory. On harder difficulties, if you allowed the zombie that spawned here to leave the previous room you were in, there is a high chance you'll run into it here. If so, tackle it or dodge it and move on. No need to kill it.

 

B7F East Passage
→ B7F Laboratory

The zombie that was laying on the ground close to the door you're coming from will most likely animate immediately, but on harder difficulties, it animates easier and will most likely be encountered patrolling the B7F South Passage. Grab any items you may have ignored or saved as you will not need to come back. Proceed to the door to the south.

 

B7F Laboratory
→ B7F South Passage

Any zombies that came to life back in the B7F Laboratory will mostly likely be in this passage so listen for their footsteps or shifts of the camera angle to avoid surprise attacks. Continue down the passage until you notice two paths you can take. Take the path to the character's left. There is a door here. Next to the door you'll find an Iron Pipe if playing on the Easy or Normal difficulty, a Survival Knife if playing on the Hard difficulty, or a Handgun SG if playing on the Very Hard difficulty.

 

B7F South Passage
→ B7F Chemical Disposal Room

Expect to be ambushed by patrolling zombies if they came in here before you did. If Yoko wasn't a selectable character, you'll encounter her here as a zombie on the Very Hard difficulty. There will be an herb near the barrels while there will be a First Aid Spray here on the Easy difficulty. You'll need to enter the door where there is a glass window. On higher difficulties, a zombie will be inside and will exclusively use Low Scratches and Double Scratches. This zombie can be permanently killed if need be. Once the zombie has been possibly neutralized, grab the UMB No.3 and combine it with the VP-017 to create the V-JOLT.

Leave the room once you have the chemical. If you started from B7F South Passage from leaving the Lift back in B8F, you'll most likely get this chemical compound first and will need to backtrack to get the VP-017.

 

B7F South Passage
→ B7F Chemical Disposal Room

Expect to be ambushed by patrolling zombies if they came in here before you did. If Yoko wasn't a selectable character, you'll encounter her here as a zombie on the Very Hard difficulty. There will be an herb near the barrels while there will be a First Aid Spray here on the Easy difficulty. You'll need to enter the door where there is a glass window. On higher difficulties, a zombie will be inside and will exclusively use Low Scratches and Double Scratches. This zombie can be permanently killed if need be. Once the zombie has been possibly neutralized, grab the UMB No.3 and combine it with the VP-017 to create the V-JOLT.

Leave the room once you have the chemical. If you started from B7F South Passage from leaving the Lift back in B8F, you'll most likely get this chemical compound first and will need to backtrack to get the VP-017.

 

B7F Chemical Disposal Room
→ B7F South Passage

Proceed down the passage until you come across a camera shift that allows you to go two ways. Go left and there will be a door here by a dead end.

 

B7F South Passage
→ Duct

You'll immediately notice an NPC sitting in a corner here. He'll demand a First Aid Spray and you'll be given a prompt to hand it over to him. If you do so, he'll give you a Shotgun if playing on the Easy, Normal, or Hard difficulties. on the Very Hard difficulty, he'll give you a good quantity of Gray Chemical Bottles in exchange for the First Aid Spray. Doing this will award you with more points upon scenario completion and permanently adding to the scenario's event completion list. You'll find a Green Herb near the metal crates on the Easy difficulty and Handgun Rounds on the Very Hard difficulty.

Approach the ladder and use the V-JOLT on it to trigger a cutscene of killing the plant. Once the cutscene has resolved, you can now use the ladder to access the B6F section of the Duct. Once at the B6F section of the Duct, grab the Valve Handle you might have left here and use it to raise the ladder to the upper floors. Another cutscene will trigger as soon as you try to use the ladder. Once the cutscene has ended you can now ascend up the ladder.

The floor you'll need to go to is dependent on if you input the pass codes for both B5F and B4F or not. If you did, you can immediately climb to the B5F section of the Duct and use the door there, but if not, continue to climb up to the B4F section and use the door up there. Continue reading if you did not input the pass codes, otherwise you'll need to skip ahead.

 

NOTE: If you started in B6F, you can take the V-JOLT back up th the B6F section of the Duct and use it on the vine there. This is worth more points than using it down on B7F.

Event 6 B.png
 

B5F (EASY)

BFP Map B5F Easy.png
 

B5F (NORMAL)

BFP Map B5F Normal.png
 

B5F (HARD)

BFP Map B5F Hard.png
 

B5F (VERY HARD)

BFP Map B5F Very Hard.png
 

B4F (EASY)

BFP Map B4F Easy.png
 

B4F (NORMAL)

BFP Map B4F Normal.png
 

B4F (HARD)

BFP Map B4F Hard.png
 

B4F (VERY HARD)

BFP Map B4F Very Hard.png
 

Duct

→ B4F West Area Passage

As you continue down the passage, you'll notice a Hunter half frozen in the center. It will not come to life...yet. If you continue straight ahead past the Hunter, you'll reach a dead end and you'll find an Iron Pipe lying on the ground and possibly an herb (depending on the difficulty played). Continue northeast and you'll find Handgun Rounds if playing on the Hard difficulty and a door next to that you also need to enter.

 

B4F West Area Passage
→ Main Shaft

As you move along the Main Shaft, you'll hear the large flapping of wings in the room. A Giant Moth patrols this area and if it spots you outside of cover from the center of the room, it'll try to attack with its Air Tackle. The real threat is its Poison Powder as it will inflict Poison status if it hits. When not flying it'll land on the walls of the Main Shaft. Sometimes landing in the way of the route you need to take. The Giant Moth can be killed but it will be difficult to output a lot of damage due to it being airborne. Killing it does prevent a particular cutscene from triggering which can cause time lost.


Shotgun Rounds can be found in the on the ground near the power core on the Easy, Normal, and Hard difficulty, while there will be Handgun Rounds here instead on the Very Hard difficulty. Regardless if you decide to kill the Giant Moth or not, head north part of the bridge (the bridge will have white lights on it) to the door.

 

Main Shaft
→ B4F Turn Table

As you approach the center of the Turn Table, you'll notice zombies on the ground. After a brief amount of time, they'll animate. On harder difficulties, there will be more zombies in the room. It is recommended to kill them ONLY if you're getting the Lab Cardkey as later on, the zombies could become a bigger threat. Further north you'll find the Lab Cardkey on the ground while further east you'll see the Turn Table Key on the ground as well near the control panel. Don't grab the Turn Table Key yet. It is useless right now and will just clog your inventory holding it. Grab the Lab Cardkey and head back to the Main Shaft.

 

B4F Turn Table
→ Main Shaft

Head back to the southwest bridge of the Main Shaft (the bridge is lit with red lights) and enter the door. Take cover at the center of the Main Shaft if the Giant Moth is airborne and flying around where you need to go then continue once it has landed somewhere away from you. But beware if it decides to land directly above the door you need to access.

 

Main Shaft
→ B4F West Area Passage

Backtrack to the door southeast from your location and use the door leading back to the Duct.

 

B4F West Area Passage
→ Duct

Climb down the ladder until you're on the B5F section of the Duct, then use the door near the other ladder.

 

Duct
→ B5F Area C Passage

NOTE: If you input the codes from the B6F Security Center and did not need to get the Lab Cardkey, continue on from here.


A Green Herb will be right in front of you on the Easy, Normal, and Very Hard difficulty, while there will be a Red Herb here instead on the Hard difficulty. Continuing down the passage and near the shutter on the right corner next to the vent is the Monthly Pass Code file which has the codes for the B4F shutter located at the B4F East Area Passage and B5F Computer Room. These codes come in handy for multiple playthrough attempts. On the Normal and Hard difficulty, a zombie will be coming out of the vent while on the Very Hard difficulty, a Licker will be in this room instead. Ignore them and crawl into the vent.

 

B5F Area C Passage
→ B5F Emergency Passage

If playing on the Hard and Very Hard difficulty, a zombie will spawn close to you. This zombie can be killed off permanently to avoid issues later. Further down the passage is another zombie, but will respawn in time if it is killed. There is a Shotgun on the ground near the zombie and vent hole on all difficulties. Near the vent hole and corner of the shutter is the Staff Memo file which is required in order to access the computer two rooms ahead. Get the file and then enter the vent near you.

 

B5F Emergency Passage
→ B5F Area B Passage

There is a Blue Herb on top of the crates blocking a door here (highly recommended you leave it alone). On the character's left is an NPC. Talking to him doesn't do anything unless you're playing as Yoko, in which he'll give her the Magnum Handgun. The harder the difficulty the less ammunition the magnum contains, and has no additional ammunition to be found. Head towards the shutter and use the panel on the right to open the shutter. Baby Moths will drop to the ground as the shutter is opening. These enemies are immediately killed with any attack but it is best to ignore them since they're easy to get around. Their only attack will cause Poison status if it connects. At the end of the passage is a door with a card reader. If you input the correct code, the door will automatically be unlocked, otherwise use the Lab Cardkey on the card reader to unlock the door and enter.

 

B5F Area B Passage
→ B5F Computer Room

You'll find Handgun Rounds on your character's right near the door on the ground upon entering the room. There are herbs placed on the ground as well. On the Normal, Hard, and Very Hard difficulties, there will be a Blue Herb here. Leave it alone! Approach the computer near the giant cocoon and a message display will prompt you to register your fingerprint (if you missed the Staff Memo file back in B5F Area B Passage, you'll be unable to access the computer and will have to backtrack to get the file). Once you finish with the computer, leave the room.

 

B5F Area B Passage
→ B5F Computer Room

You'll find Handgun Rounds on your character's right near the door on the ground upon entering the room. There are herbs placed on the ground as well. On the Normal, Hard, and Very Hard difficulties, there will be a Blue Herb here. Leave it alone! Approach the computer near the giant cocoon and a message display will prompt you to register your fingerprint (if you missed the Staff Memo file back in B5F Area B Passage, you'll be unable to access the computer and will have to backtrack to get the file). Once you finish with the computer, leave the room.

 

B5F Computer Room
→ B5F Area B Passage

Ignore the Baby Moths if you left them alive and run by the back to the vent and enter it.

 

B5F Area B Passage
→ B5F Emergency Passage

If you eliminated the zombie that spawns near the Shotgun, there is a good probability it'll already be spawning in through the other vent up ahead. If not, ignore the zombies and enter the vent on the other side.

 

B5F Emergency Passage
→ B5F Area C Passage

Ignore the zombie or Licker if playing on the Very Hard difficulty, and continue to the door.

 

B5F Area C Passage
→ Duct

Use the ladder furthest away from the door to climb up and use the door on top.

 

Duct
→ B4F West Area Passage

Continue down the passage and use the door leading into the Main Shaft.

 

GIANT MOTH ATTACKS

During both Single Play and Network Play Mode there is a chance if triggering an event where the Giant Moth will attack and bring the character back into the B5F Computer Room. The character will be encased in a cocoon and will be inflicted with Poison status. However, if another character is inside the B5F Computer Room, another scene will trigger and the character brought to the room by the Giant Moth will not be poisoned (In Single Play Mode, you'll need to wait in the B5F Computer Room and wait for the Giant Moth to attack one of your AIPC partners). Both these events adds points to all players. Below are the conditions for the scene triggers. 

Event 8 B.png

SINGLE PLAY MODE CONDITIONS

  • The Giant Moth hasn't been killed.

  • The Blowtorch hasn't been used in the B4F Low Temperature Laboratory.

  • After registering your fingerprint in the B5F Computer Room, if you reach the Main Shaft before 2 minutes elapses, the scene will occur.

  • If the player remains inside the B5F Computer Room while their AIPC partners are still alive and are exploring the B4F section, there is a slight chance of the scene occurring.

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NETWORK PLAY MODE CONDITIONS

  • The Giant Moth hasn't been killed.

  • The Blowtorch hasn't been used in the B4F Low Temperature Laboratory.

  • After entering the B5F Computer Room, the chosen time variable will begin.

  • Network Play Mode uses a random time variable that determines when the cutscene will trigger when the scenario begins. Possible time variables: 1,3, 3, 4, 5, 6, 6, and 7 minutes. (For example, if the time variable is 6 minutes, that means if you enter the Main Shaft after 6 minutes have elapsed, the next player to enter the Main Shaft will trigger the scene.)

 

B4F West Area Passage
→ Main Shaft

After reaching the center of the Main Shaft, proceed to the east side of the bridge (this section of the bridge will be lit with red lights) and use the door there.

 

Main Shaft
→ B4F East Area Passage

You'll find the Custodian's Diary in the corner on your character's right. This holds another code that can be used back in the B6F Security Center but not until much later and will be explained further ahead in this guide. You'll come across a closed shutter (if you did not input the code back in the security center) and a card reader. Use the Lab Cardkey to open the shutter. If you have inputted the code already, the shutter will be opened already upon entering the room. You'll notice another frozen Hunter and a panel near a locked door that requires the fingerprint you registered back in the B5F Computer Room to unlock the door. If playing as Yoko, she will not need to do this as her ID is registered in the system and will allow her access into the room instantly. Once the door is unlocked, enter through the door.

WARNING: If playing on the Hard or Very Hard difficulty, the frozen Hunter will come to life early and attack. Use caution as Hunters are capable of breaking Shotguns and the Handgun SG making them useless and requiring David's Junk Parts from his Tool Box to repair. Hunters also have the ability to perform attacks that can instantly kill characters so avoid contact with them as much as possible.

 

B4F East Area Passage
→ B4F Culture Room

There will be a variety of chemical bottles in the room depending on the difficulty you're playing on. A First Aid Spray will be on the stretcher on all difficulties except for the Very Hard. There is a Top-Secret Memo on the corner of the desk near the zombie laying on the floor (there is an item there as well that will normally take priority over examining the file, so you may need to grab the item first to read it). A Blowtorch will be on the ground near the zombie. The zombie will animate after grabbing the torch or getting close to it. Grab the Blowtorch and ignore the zombie and leave the room.

 

B4F Culture Room
→ B4F East Area Passage

Head northeast down the passage until you come across a large door. On higher difficulties the Hunter will be active, so just ignore it as best as you can and enter the large door.

 

B4F East Area Passage
→ B4F Low Temperature Laboratory

On your character's right near the door is a Broken Shotgun. A player in control of David can combine his Junk Parts from his Tool Box to make the weapon operable. Straight ahead will be a First Aid Spray on the ground on the Easy and Normal difficulties. The northwest corner of the wall will have the Researcher's Will file on the floor. A Typewriter will be near the temperature controls if you desire to save your progress. Approach the control panel on the right side near the frozen corpse and use the Blowtorch there to trigger a cutscene. Once the scene ends, proceed to leave the room (the Blowtorch is useless beyond this point so discard it when you can).

 

B4F Low Temperature Laboratory
→ B4F East Area Passage

Backtrack to the door that leads back to the Main Shaft. With the temperatures returning to normal on Easy and Normal difficulties the frozen Hunter near the B4F Culture Room doors will break free from its icy imprisonment, so don't stick around long and head for the door to the Main Shaft.

 

B4F East Area Passage
→ Main Shaft

Head to the north side bridge section of the Main Shaft (It is lit with white lights). The Hunter in the center of the Main Shaft will break free of its icy prison. It'll take it a moment before it starts to aggro so ignore it and head to the door leading to the turn table. On the Very Hard difficulty, a second Hunter will jump in the center of the bridge you need to cross to access the turn table and run interference and another will jump onto the bridge that leads to the B4F West Area Passage. If need be you can navigate around the center of the Main Shaft to avoid the Hunter.

 

Main Shaft
→ B4F Turn Table

If this is your first time in this room, the zombies laying on the ground here will come to life. Don't waste time killing them as they'll respawn overtime. Head northeast and on the ground near the control panel will be the Turn Table Key. If the cutscene of the Turn Table Train has not occurred yet, you'll be unable to use the key on the panel yet. Once the cutscene triggers and resolves, use the key on the panel which will trigger a countdown. Head to the back of the train and climb up and remain here until the timer runs out. Hunters will eventually enter the room but neither they nor the zombies will be able to spot you here as long as you don't lure them to the back side of the train.

After the first minute has ended, a cutscene triggers. Once it finishes, you have 2 minutes to wait. If playing with AIPC partners, they'll most likely get killed trying to run by or attack the zombies and Hunters. You can perpetually request items from them to keep them in your immediate area. If playing as Yoko and you want the Magnum Handgun, you could backtrack to the B5F Area B Passage and talk to the NPC. You must immediately do so the moment you trigger the countdown, otherwise you will not make it if you wait at the turn table. Once the timer runs out and the warning message displays for a few seconds a few cutscenes will trigger. Any characters that are not anywhere in the B4F Turn Table will instantly die.

 
 

ALTERNATE TURN TABLE ACTIVATION

Mostly used in Network Play Mode, the Custodian's Diary found at the B4F East Area Passage has a code which can be used to activate the turn table countdown without the Turn Table Key. Once you have the file and after the turn table melts, return back to the B6F Security Center and enter the code HOPE to trigger the timer. This method is mostly used to counter malicious players online that might hold onto the Turn Table Key and not use it or are using cheats and can permanently remove items from the game.

 
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MISSING THE TURN TABLE

If you fail to reach the B4F Turn Table before the timer runs out, you'll get a cut scene which will result in a Game Over. This event adds to the scenario event checklist so you only need to get this once and save so it permanently logs in your records.

 

MARSHALL YARD (EASY)

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MARSHALL YARD (NORMAL)

BFP Marshal Yard Normal.png
 

MARSHALL YARD (HARD)

BFP Marshal Yard Hard.png
 

MARSHALL YARD (VERY HARD)

BFP Marshal Yard Very Hard.png
 

Main Shaft
→ Marshaling Yard

After a few seconds of entering the Marshal Yard a cutscene will trigger pitting you against the first boss of Resident Evil: Outbreak.

 

G-MUTANT

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VITALITY POINTS

SINGLE PLAY MODE: Easy: 3800 Normal: 4800 Hard: 5000 Very Hard: 5000

NETWORK PLAY MODE: Easy: 5800 Normal: 7800 Hard: 8800 Very Hard: 9900


ATTACKS

ARM SWING: Easy: 300 (600*) Normal: 500 (1000*) Hard: 600 (1200*) Very Hard: 700 (1400*)

EGG EXPLOSION: Easy: 80 - 100 Normal: 90 - 130 Hard: 100 - 150 Very Hard: 110 - 170

EGG SPLASH: Easy: 80 - 90 Normal: 90 - 130 Hard: 100 - 150 Very Hard: 110 - 170

*: Means this attack can land a critical hit, inflicting double damage.

 

DAMAGE PENALTIES

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MONKEY WRENCH

Damage reduction: 50%

Monkey Wrenches only inflict 125 damage against the G-Mutant.

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GRAY CHEMICAL BOTTLE

Damage reduction: 50%

Gray Chemical Bottles only inflict 300 damage against the G-Mutant. However, the blast radius isn't effected by the penalty and will still inflict the 350 damage normally.

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HANDGUN SG

Damage reduction: 16% - 50%

Damage reduction causes the Handgun SG to deal 80 damage at mid range but 16 damage at long range towards G-Mutant.

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45. AUTOMATIC

Damage reduction: 20 - 62.5%

Damage reduction causes the 45. Automatic to deal 360 damage at close range, 225 at mid range, and 135 damage at long range towards G-Mutant.

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MAGNUM HANDGUN

Damage reduction: 30 - 90%

Damage reduction causes the Magnum Handgun to deal 630 damage at close range, 450 at mid range, and 90 damage at long range towards G-Mutant.

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SHOTGUN

Damage reduction: 40%

Damage reduction causes the Shotgun to deal 360 damage at close range against G-Mutant and causes light stun. This damage reduction does not apply if the Shotgun is used at mid or long range.

 

G-EMBRYO

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Easy: 2 Offline, 3 Online (3: Normal) (4: Hard) (5: Very Hard)

VITALITY POINTS

SINGLE PLAY MODE: Easy: 20 - 40 Normal: 60 - 80 Hard: 80 - 100 Very Hard: 120 - 200

NETWORK PLAY MODE: Easy: 20 - 40 Normal: 60 - 80 Hard: 80 - 100 Very Hard: 120 - 200

ATTACKS

BITE: Easy: 30 - 70 Normal: 80 - 100 Hard: 90 - 110 Very Hard: 100 - 140

 

GENERAL STRATEGY

G-Mutant marks the appearance of your first boss battle in Resident Evil: Outbreak, and it is a tricky one. Firstly, G-Mutant is the first enemy and boss that introduces the damage penalty system in which the creature will receive less damage when specific weapons are used against it. This forces players to adapt and change their strategies to get dangerously close to the monster to get the most out of their arsenal while avoiding any retaliation.

G-Mutant's main attack is its Arm Swing, a slow but powerful attack that does heavy damage, heavy stun, and is capable of hitting characters poorly positioned close behind the monster. G-Mutant will always wind up from its right so if you need to run past the creature or to bait out its Arm Swing, you'll always run to its left. As the creature is advancing, it'll throw out sudden Arm Swings in which it'll swing its arm three times when a character is within range. However, it'll cancel out its three-arm swing into its two-arm swing if the prime aggro is in range.

The true horror of its Arm Swing is it has an extremely rare chance of landing a critical hit in which the attack will inflict double damage. Due to this factor, you do not want to take any hits from this attack, especially if you're in Danger status as G-Mutant recovers quickly from Arm Swings - faster than characters recover from heavy stuns caused by the attack. This allows G-Mutant to immediately perform another Arm Swing as soon as the character recovers.

G-Mutant's other attacks are more of a countermeasure when it is attacked. It will counter with an Egg Explosion in which acid will pour from its back to the ground. The acid auto-traces the host (in Single Play Mode, the character you control and the player who hosts the scenario in Network Play Mode) inflicting weak damage but causing heavy stun. This attack can come out even when G-Mutant is stunned or recovering. However, the acid can still damage characters that are within the radius of the splash which deals the same amount of damage but will cause light stun.

As the battle escalates, G-Mutant will release G-Embryos from its back which will serve as an annoyance rather than an actual threat. While these creatures can be targeted and killed pretty easily, they're quickly replaced by G-Mutant and unfortunately it is impossible to prevent anymore G-Embryos spawns as G-Mutant can spawn them infinitely. While it can respawn G-Embryos infinitely, it can only spawn a set amount at a time depending on the difficulty. Having too many G-Embryos active will make the fight against G-Mutant harder and longer than it should be.

G-Embryos will attempt to position themselves so they can latch onto your character. While these latching attacks inflict no damage, it will, however, ruin the "No Damage Clear" bonus, so you will need to steer clear away from them and stay moving to avoid it. If they do successfully latch on, you'll need to rotate the D-Pad or control stick and mash the Cancel button to shake them off. If they remain attached to your character for roughly 4 seconds, it'll perform a Bite attack which deals little damage and light stun. It will bite your character a couple of times before the G-Embryo will eventually release your character. It is worth noting that G-Embryos can still be attacked even while latched on, forcing them to fall off your character. The true horror is being close to G-Mutant while a G-Embryo latches on or bites you which will stun you long enough to be hit by G-Mutant's Arm Swing. Any Embryos attached to characters hit by the Arm Swing are immediately killed.

The strategy to the fight G-Mutant is quite simple; Gray Chemical Bottles and or the Shotgun are the best weapons to use against it if you're not playing as Kevin. Gray Chemical Bottles will cause light stun and give you enough window to equip another bottle and throw it at G as soon as it recovers. If using the Shotgun, you can have G-Mutant whiff its Arm Swing, then get in close and blast it which will also cause light stun unless you land a critical hit, in which it will cause a heavy stun instead. If you opt the Shotgun strategy, you will need to position to G-Mutant's left close up and use the Shotgun to keep G-Mutant stunned and prevent it from even fighting back. It is possible to get in 2 additional blasts before G-Mutant recovers. If you have Shotgun Rounds in inventory, you can reload a single round into the Shotgun while G-Mutant is stun, then aim again and repeat. The only real threat to this strategy is bad RNG that G-Mutant counters with Egg Explosion or it releases a G-Embryo and it tanks your shot.

The Handgun SG retains its power if used up close but suffers the damage penalty if use at mid or long range. The Magnum Handgun is one of the worst weapons to use against G-Mutant as it resists the weapon significantly. David's Monkey Wrenches will lose half their power if used against G-Mutant. Iron Pipes, Curved Iron Pipe, Bent Iron Pipe, Folding Knife, Survival Knife, Yellow Chemical Bottle, and Mark's Handgun are the only weapons that can appear for this fight that G-Mutant does not resist and are considerable options. If you're attempting to melee the creature, it is best to whiff Arm Swings, then get behind it and attack it with your melee weapons. If it goes into a light stun while countering with Egg Explosion, you can take advantage of the stun time to get in extra swings before backing off. Extra care is required for this approach if G-Embryos are out.

Finally, the game throws you a bone and is a considered strategy if you're attempting the "No Weapon Clear" bonus or simply just want to take a good chunk of vitality points off of G-Mutant. There is a control panel on the other side of the train which can be used. When used, the train will move, severely damaging anything in its path. G-Mutant will take 2000 points of damage from the train on all difficulties except for the Very Hard difficulty in which it only takes 1500 points of damage instead. After the train has been used, the train will undergo a cool down before it can be used again. If you trigger the controls before the cool down ends, the train will immediately move once the cool down ends. Be sure to stand clear of the center of the Marshal Yard to avoid the train. There is a bug where if you use a dodge to avoid the hit, the train will instantly kill your character after the invincibility of the dodge is gone.

One important note to mention is G-Mutant has the ability to become enraged. This tends to happen if the creature is attacked while entering a heavy stun or is attacked while stunned and has a higher chance of triggering if unarmed attacks are used. In its angered state, G-Mutant becomes incredibly faster in movement and attack speed. In fact, his speed is so great that it can hit characters that try to bait out Arm Swings. It also recovers more quickly from its attacks and stuns. In this situation it is highly recommended to attack at a range rather than get near the creature. Eventually, G-Mutant will revert back to its normal slower speed so it is a matter of staying out of G-Mutant's attacking range while attacking.