WEAPONS

WEAPON ATTACK POWER

Every weapon has a set base attack power. For each successful hit on an enemy that amount is subtracted from the total vitality points of that creature. The amount of damage inflicted changes based on various factors. For example, enemies have weaknesses or resistances to specific weapons. In the case of firearms, the range in which the firearm is shot from at the target affects the attack power. Knowing the monster's weaknesses and resistances can help players determine exactly how many attacks are required to kill an enemy. The weapon’s base power is tied to default attack powers. NPCs that start with higher and lower attack powers will change the actual base attack power of the weapons they’re using, including unarmed attacks.

 

ATTACK POWER MODIFICATIONS AND PENALTIES

Resident Evil: Outbreak brings back the damage system in which using certain weapons against a specific type of creature will inflict more damage than normal. Knowing which weapons gain these advantages can save time and resources. However, the game also introduces a penalty system in which certain creatures have a set percentage of resistance to specific weapons, some gaining more resistance when attacked from further distances. These penalties will cause you to have to use more resources or change your tactics to get around the enemies' resistances. 

See the Creature section for more details on what modifications and penalties each enemy has against certain weapons.

 

EMERGENCY ESCAPES

In previous Resident Evil titles, characters were able to perform defensive actions upon being in the grips of an enemy at the cost of using a sub-weapon. In Outbreak, characters can perform Emergency Escapes while having loaded handguns and magnums equipped. These escapes are faster to perform than Standard Escapes against enemies, such as zombies you can escape the damage their grabs would inflict. Emergency Escapes are able to greatly damage and even kill enemies that have grabbed you.

 

PERFORMING EMERGENCY ESCAPES

Base Attack Power: 500


As mentioned earlier, Emergency Escapes can only be performed by having a loaded handgun or magnum equipped while being grabbed. By holding R1 or R2 and pressing buttons on the D-Pad or rotating the control stick, the character being grabbed will take a defensive pose while aiming their firearm at the enemies' head and shoot them to break free. Emergency Escapes can be performed at any time during the entire struggle of the grab, however, if the grab or during the struggling damage reduces the character's vitality points to one, they'll be unable to perform Emergency Escapes. These attacks will cause great damage and can kill enemies if the attack is enough to reduce the enemies' vitality points down to zero. 

Emergency Escapes have a set amount of damage they inflict against enemies so this will not work against every grabbing attack in the game (see chart below on enemies Emergency Escapes work against). As a rule of thumb, Emergency Escapes are best performed with handguns as they have lower attack power than magnums and will gain a greater boost in power. Magnums are less ideal as the magnum will lose much of its power while performing Emergency Escapes. 

Lastly, the Burst Handgun is the only handgun that cannot be used to perform Emergency Escapes. 

 

EMERGENCY ESCAPE CHART

Below is a chart of exactly which grabs can be escaped with Emergency Escapes

ZOMBIES (FRONT GRAB)

Grab attacks from the front are easier to escape from than grabs from the back. This also applies for Emergency Escapes as well. Zombies are the only enemies that characters can completely avoid damage from their grabbing attacks with Emergency Escapes. Zombies can be killed if the escape is enough to reduce their vitality points down to zero. Avoiding the actual damage from their grab is all about anticipation of the grab and inputting the proper commands right when you’re grabbed.

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ZOMBIES (BACK GRAB)

Grabs from the back are more difficult to escape from either Standard Escapes or Emergency Escapes. Even in anticipation and early command inputs, zombies will have a better chance of getting the damage in from back grabs than they would from grabs from the front. Even grabbed from the back, zombies can still be killed if the Emergency Escape is enough to reduce their vitality points to zero.

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ZOMBIES (PINNED)

If a zombie manages to reduce a character's vitality points to one, the zombie will pin the character down to the ground. While pinned, Emergency Escapes can still be performed, but they cannot be performed if grabbed when their vitality points are at one already. 

Zombies cannot be killed by an Emergency Escape if performed while the zombie has more than 1 vitality point. If the zombie does have 1 vitality point when the Emergency Escape is performed, the zombie can be killed.

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ZOMBIE DOG

Unlike with Zombies, grab damage from zombie dogs cannot be negated even with proper input buffering and anticipation. Characters can perform Emergency Escapes after the initial damage from their grab has taken effect. Zombie Dogs can be killed by Emergency Escapes if their vitality points hit zero.

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SCISSOR TAIL

Similar to Zombie Dogs, Scissor Tails also will always inflict damage from their pounces before Emergency Escapes can be performed. However, the Scissor Tail are the ONLY enemy that can avoid damage from Emergency Escapes, therefore causing the character's shot to be wasted. Attempting Emergency Escapes against Scissor Tails is never recommended as you'll lose one round for no counter damage. 

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UNARMED ATTACKS

When characters are not equipped with weapons, they can perform unarmed attacks that cause only small amounts of damage. Unarmed attacks are more useful for defensive purposes allowing you time to run by enemies before they can recover.

TACKLE

Frames: 5/8/28 Damage: 10

The default attack all characters have access to while no weapon is equipped. Tackles do not inflict a lot of damage but their main purpose is to stun enemies long enough to allow the character to run past safely or setup for infamous zombie stun locks with Foot Stomps. This works well against zombies as Tackles cause medium stun but it will cause light stun on other enemies such as Lickers and Hunters which oftentimes won't provide enough window to run past safely. 

Tackles come out quick and can be good in stopping enemies from starting up attacks provided they can be stunned by the tackle. Tackles are commonly used for attacking doors with fragile locks as they require no resources. Tackles can be used to escape and move quicker while in Danger or Bleed status as it is faster than walking in this state.

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FOOT STOMP

Frames: 8/3/16 Damage: 40

When characters are not equipped with weapons and are in the downward aiming stance, the character can perform a foot stomp that has a small hit box that is above the character's ankle. Foot Stomps are a great way in dealing damage against small enemies and zombies that have fainted onto the ground. Foot Stomps will always cause light stun against most enemies while it will not stun stronger ones. 

Foot Stomps excel against zombies as you can Foot Stomp lock zombies that are standing and prevent them from moving and attacking making them an excellent strategy in disposing of lone zombies without wasting resources.

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KICK

Frames: 7/4/41 Damage: 20

Comes out slightly slower than the Tackle but has decent range. There is a tad bit of disjoint in the hit box past the tip of Kevin's boot. Can be executed even with weapons equipped. Kick will cause light or medium stun depending on the enemies and no stun at all against stronger enemies. This is a great spacing tool and can allow Kevin to gain frame advantage depending on the enemy. It is a great setup for Kevin's Potshot or Foot Stomp/Knife locks.


Be careful using the Kick as it has nasty cool down and Kevin can be punished for whiffing it. This can happen in areas with awkward camera angles. Kevin’s body will move forward if he whiffs and moves back if his kick connects.

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GEORGE'S TACKLE

Frames: 64/9/37 Damage: Uncharged: 10 Charged: 20

A unique tackle that is also a dodge. The invisibility frames come out on frame 1 and maintain until frame 14 during startup. George will remain crouched down as long as the Cancel button is held. However, after frame 15, George is no longer invincible and can be attacked while charging.


Once fully charged, George will instantly lunge forward and tackle. Fully charged George Tackles deal double the damage of Tackles and uncharged versions deal the same damage as a Tackle. This tackle is amazing against zombies. Fully charged George Tackles will always knock zombies down. Charged George Tackles are great follow ups after Tackles. They can also be timed to when an enemy will move itself into range when George unleashes the charged tackle.

              

George doesn’t maintain a lot of invincibility so this isn’t good against consecutive attacks, multiple enemies attacking, or meaty attacks. Lastly, avoid using this tackle to attack doors with fragile locks. Fully charged George Tackles do the same amount of damage against doors with fragile locks as an uncharged tackle or standard tackle.

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MELEE WEAPONS

Melee weapons are ordinary items or homemade items that characters that pick up and equip to attack enemies. Unfortunately, melee weapons only work at close range. Melee weapons require enemies to get dangerously close (especially in Network Play Mode). Therefore, proper timing and skill is involved in using them effectively without taking damage in return.


All melee weapons have structural points (with the exception of knives) which are hidden in game (unless you're playing on Emulator and are using a Tracker in which the Tracker displays exactly how many structural points the weapon has and how much it loses when it contacts something). Each time a melee makes contact with either a barrier, door, or enemy, the weapon loses structural points and after running out of points, the weapon will either break or bend, transforming it into a weaker weapon or one-time throw weapon. 

 

SWING MELEE WEAPONS

Performed by melee weapons medium in length, these melee weapons strike faster but have lesser range than poking-based melee weapons. While these strikes are quicker, characters swing in in a horizontal-like animation which can cause these swings to clash into walls or barriers if used in tight corridors.

DEFAULT SWING (MALES)

Frames: 9/3/33

Only a single frame quicker in recovery than the female's default swing. The hit box doesn't last very long so extra care is required if you're attacking an enemy from the front. This swing is slightly disjointed hitting past the tip of the melee weapon. The downward swing is far superior to the default swing. Avoid this swing in narrow or tight corridors.

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UPWARD SWING (MALES)

Frames: 8/9/25

Fastest swing for males, this swing also has a longer hit box than the other swings and has the quickest recovery. This swing can hit ground level enemies if their hurt box is large enough, but this will require the enemy to literally be next to the character to hit. Like the default swing, the upward swing is disjointed and can beat out the Giant Wasps Air Tackle for instance if timed perfectly.

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DOWNWARD SWING (MALES)

Frames: 12/4/27

A good swing! The hit box hits vertically downward and is the only swing that won't cause male characters to accidentally hit walls or barriers in tight corridors. This swing can actually lower the male's hit box to potentially avoid some overhead attacks. This swing can hit targets above the character as the hit box appears upward then descends downward hitting anything in front of the character. It's the slowest swing but is the safest as it has good range and better coverage compared to the default swing.

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DEFAULT SWING (FEMALES)

Frames: 10/5/35

Takes longer to come out but the hit box stays out longer and has longer recovery compared to the male's default swing. Similar to the male's default swing, it is also disjointed and extends just past the tip of the melee weapon. It is still very risky to use in narrow and tight corridors so beware.

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UPWARD SWING (FEMALES)

Frames: 9/4/34

The female's worst swing. Slow and the hit box doesn't last very long and the range is shorter horizontally. However, the hit box hit much higher than the male's upper swing. Ideal on non-moving or slow targets. Avoid using this against Giant Wasps.

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DOWNWARD SWING (FEMALES)

Frames: 12/7/28

Another great swing! Even better than the male's downward swing since the hit box lasts longer and still provides the same vertical coverage. It is only a single frame slower in recovery compared to the male's downward swing. The hit box doesn't extend as far but it is still a good swing and more useful than the default swing since you won't have to worry about hitting into walls and barriers.

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POKING MELEE WEAPONS

Characters equipped with longer melee weapons will perform a thrust-like strike that goes completely forward. These attacks don't have a wide swinging animation like swinging melee weapons do. These melee weapons are generally safer to use in tight corridors and don't suffer the risk of being punished as easily for accidentally hitting walls and barriers. In general, poking-type melee weapons are slower in starting up and recovering than swing-type melee weapons but make up with having more range and a bigger and longer lasting hit box.

DEFAULT SWING (MALES)

Frames: 15/8/35

Quite slow coming out but the hit box lasts a while and is disjointed hitting past the tip of the melee weapon. Beware of the recovery if you whiff it as it is very slow and has the longest recovery compared to the upward and downward swing. The massive range makes it very easy to keep targets at bay and easier to time compared to swing-type weapons.

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UPWARD SWING (MALES)

Frames: 17/7/32

Slower than the default swing, the upward swing has a wider bigger hit box and covers just as much range as the downward swing. The large hit box actually makes it possible to easily hit enemies ground level. You won't be using this swing much outside of attacking Regis Licker. Avoid using against Crows, otherwise the Crows will have a field day punishing you every time you whiff it due to the slow recovery.

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DOWNWARD SWING (MALES)

Frames: 17/9/31

Slower than the default swing, this downward swing has the longest lasting hit box coming out on frame 18 and lasting until frame 26. It's the fastest in terms of recovery but the recovery is still very slow. The range is also shorter than the default swing despite still being disjointed. There isn't really any use for this swing outside of hitting downed enemies and the slow wind up makes it risky to use against Crows that have been attacked out of the sky.

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DEFAULT SWING (FEMALES)

Frames: 18/6/30

A single frame slower in startup. The hit box doesn't stay out as long as the male's default swing but females recover quicker and the hurt box is smaller due to them hunching down a bit to strike. This swing has more range than the male's and carries the same disjoint as well. Superb swing with no reason to use the other swings outside of this one.

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UPWARD SWING (FEMALES)

Frames: 18/5/37

The hit box doesn't last as long as the default or lower swing but like the male's upward swing this one has a large hit box that can cover ground level and above. The hit box is also much higher making it easier than males to hit targets above them. This swing is still not ideal to use against moving targets. Be wary as the upward swing has the longest recovery so it is very easy for enemies to punish if you whiff with it.

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DOWNWARD SWING (FEMALES)

Frames: 19/6/30

Nearly identical to the default swing in terms of frame data with it being only a single frame lower in startup. This swing doesn't suffer the reduced range the males have. This swing also lowers the female's hit box even more making it possible for them to avoid some overhead attacks. Overall, it's not a bad swing and can be an option as it doesn't have the range and hit box weakness the male's swing has.

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KNIVES

Knives are the only melee weapons that do not have structural points and do not degrade through repeated uses. Therefore, unlike melee weapons, knives can be used infinitely. Unfortunately, knives have very limited range and require enemy targets to be extremely close or at the most, a sweep distance away to be effective. Characters will always swing from their right with knives so positioning is key (especially in tight corridors) to avoid hitting walls or barriers. For many Resident Evil players, knives are considered "last resort" as they're generally riskier to use than firearms and melee weapons.


To be successful with knives, a player needs to know the enemies' AI and stun patterns and be able to abuse them without taking damage in return. Practicing and becoming efficient with knives can save you (especially in Network Play Mode) and your team from potentially failing a game. Unlike melee weapons, characters will have different knifing attack animations if they’re in Danger or Bleed status.

DEFAULT SLASH (MALES)

Frames: 7/5/19

Comes out quick but has a bit of recovery afterwards. Like the default swing from swinging-type melee weapons, the character does a similar swing with the knife making it easy to hit walls and barriers in tight corridors. Characters would have to position slightly sideways to get this slash out in such corridors so as to not hit the wall. The default slash is good enough to keep Zombies and Hunters locked in place but be careful if doing so from the front.

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UPWARD SLASH (MALES)

Frames: 7/3/19

Another quick slash but the hit box does not stay active for very long. Very disjointed but does not cover as much vertical range as the female's upward slash. Unlike the females, males need to position more properly in order to hit Thanatos R's heart. Overwise, avoid using this slash.

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DOWNWARD SLASH (MALES)

Frames: 8/5/18

A downward slash that stays out just as long as the default slash but has a single frame faster recovery. Like the default slash, this slash can also hit walls and barriers in tight corridors so you have to position properly. There aren't many situations to use this slash but it can also be used against Zombies and Hunters for stun-locks. This slash also lowers the male's hit box so it can be used to avoid overhead attacks like the ending part of Thanatos R's Arm Swing.

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DEFAULT SLASH (FEMALES)

Frames: 9/4/17

Slower than the males default slash and the hit box doesn't last as long, but females recover quicker. Like the male's default slash, this swing is a wide horizontal arc so this slash can easily hit walls and barriers in tight corridors. The female's slash still covers the same range as the males. Be mindful that because of the longer startup up, females will have a slightly more difficult time stun-locking Zombies and Hunters than males.

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UPWARD SLASH (FEMALES)

Frames: 10/4/16

Fantastic slash! It's the females fastest slash having both a longer active hit box and the quickest recovery. It hits higher than the male's upward slash. Unlike males, females don't have to properly position as much to hit Thanatos R's heart (Yoko is short and her height does play a minor role but the hit box size is still the same). This slash can also hit some ground level enemies.

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DOWNWARD SLASH (FEMALES)

Frames: 10/4/16

Not as good as the males. It's slower coming out but females do recover faster. Like with males, the hit box for females becomes smaller and can dodge some overhead attacks like the ending part of Thanatos R's Arm Swing. The swing can easily hit walls and barriers in tight corridors so this slash should be avoided in those sections. The biggest issues with this slash are that the hit box for this slash is higher than the male's slash and can easily whiffed downed zombies. Therefore, females have to position properly to hit them with the knife.

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KNIVES (INJURED)

When characters are in Bleed or Danger status, the status change will cause the character's posture to change and affect their performance with certain weapons. Characters equipped with knives while in Bleed or Danger status will perform a different knife attack than when they're healthy. These attacks come out fast but don't have a long hit box and characters will take much longer to recover from knife swings making them extremely unsafe and risky to use in general.

DEFAULT SLASH (MALES)

Frames: 7/3/25

Same speed as the default slash but the hit box only lasts for 3 frames with awful recovery. Unsafe and easily punished by Zombies and Hunters since they'll recover from light stuns fast enough to attack during the slash recovery.

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UPWARD SLASH (MALES)

Frames: 7/3/28

While this slash comes out quick, the hit box doesn't stay out very long and has longer recovery than the default and downward slash. This slash also doesn't cover as much vertical range and won't reach Thanatos R's heart. Beware using this slash against overhead enemies or fliers.

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DOWNWARD SLASH (MALES)

Frames: 6/4/23

The fastest slash for males as well as having a single frame longer hit box and recovery. Despite the longer recovery, it can still avoid some overhead attacks but is still unsafe and easily punished.

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DEFAULT SLASH (FEMALES)

Frames: 7/3/33

Same startup and hit box as the male's slash but has longer recovery. Hit or whiff, the enemy will be writing a book on how they're going to punish it. If you can avoid it, don't use this slash, especially since the swing is wide enough to hit walls and barriers if you're not careful where you attack.

Female Knife 9.jpg

UPWARD SLASH (FEMALES)

Frames: 6/4/42

Female's fastest slash but has HORRIBLE recovery. It has more vertical range than the males slash, but the increased range doesn't fix the long recovery.

Female Knife 12.jpg

DOWNWARD SLASH (FEMALES)

Frames: 7/2/33

Terrible slash with only 2 frames of an active hit box. The wide swing makes it terrible in tight corridors and the slash doesn't lower the female's hit box very much so it won't be too useful in dodging overhead attacks. Avoid using this slash.

Female Knife 10.jpg
 

MELEE WEAPON LIST

The weapons listed below are weapons, when used, will count towards the Melee percentage in the Character Log statistics.

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FOLDING KNIFE

POWER: 40

The Folding Knife is the weakest of all the knives and only found in the Decisions, Decisions scenario. David will always have this inside his Tool Box. The Folding Knife will only cause light stun against most enemies and medium stuns if the Folding Knife lands a critical hit, such as against Zombies, Hunters, and Hunter γs.

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BUTCHER KNIFE

POWER: 55

The Butcher Knife is a mid-grade more powerful knife than the Folding Knife and is the most available knife found in the game compared to the other knives. Found in the Outbreak, The Hive, and Hellfire scenario. The Butcher Knife will only cause light stun against most enemies and medium stuns if the Butcher Knife lands a critical hit, such as against Zombies, Hunters, and Hunter γs. Unlike the other knives, this is the only knife that can be combined with a Wooden Pole using Vinyl Tape from David's Tool Box to create a Spear.

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SURVIVAL KNIFE

POWER: 70

The Survival Knife is the strongest knife in the game and can only be found in the Below Freezing Point scenario. The Survival Knife will only cause light stun against most enemies and medium stuns if the Survival Knife lands a critical hit, such as against Zombies and Hunters.

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WOODEN POLE

POWER: 60

The Wooden Pole is a swing-type based melee weapon found in the Outbreak and The Hive scenario. The Wooden Pole does not inflict a lot of damage and degrades as it contacts walls or enemies. A Scrub Brush will transform into a Wooden Pole once structural points have been reduced enough and the Wooden Pole will become a Stick once its structural points have been reduced. David can combine this weapon with a Butcher Knife in order to create a Spear as long as he has Vinyl Tape in his Tool Box. The Wooden Pole will cause medium stun against most enemies and heavy stuns if the Wooden Pole lands a critical hit, such as against Zombies.

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IRON PIPE

POWER: 70

The Iron Pipe is a swing-type based melee weapon found in the Below Freezing Point, The Hive, Hellfire, and Decisions, Decisions scenario. The Iron Pipe does not inflict a lot of damage and degrades as it contacts walls or enemies. Once the structural points have been reduced low enough, it will become a Curved Iron Pipe. David can combine this weapon with a Battery in order to create a Stun Rod or a Concrete Piece to create a Hammer as long as he has Vinyl Tape in his Tool Box. The Iron Pipe will cause medium stun against most enemies and heavy stuns if the Iron Pipe lands a critical hit, such as against Zombies, Hunters, and Hunter γs.

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CURVED IRON PIPE

POWER: 55

The Curved Iron Pipe is a swing-type based melee weapon found in the Decisions, Decisions scenario. The Curved Iron Pipe is the weakest swing-type melee weapon in the game. The Curved Iron Pipe is formed once the Iron Pipe has run out of structural points. Once the structural points of the Curved Iron Pipe have been reduced low enough, it will become a Bent Iron Pipe. The Curved Iron Pipe will cause medium stun against most enemies and heavy stuns if the Curved Iron Pipe lands a critical hit, such as against Zombies, Hunters, and Hunter γs.

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CRUTCH

POWER: 100

The Crutch is a swing-type based melee weapon found in the The Hive scenario. The Crutch is more powerful than many other swing-type melee weapons. Once the structural points of the Crutch have been reduced low enough, it will become a Broken Crutch. The Crutch will cause medium stun against most enemies and heavy stuns if the Crutch lands a critical hit, such as against Zombies.

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HAMMER

POWER: 240

The Hammer is a swing-type based melee weapon that can only be created by combining a Concrete Piece and Iron Pipe using Vinyl Tape from David's Tool Box and cannot be found naturally in any scenario. In Single Play Mode, if David as an AIPC is given the right material, he'll automatically create a Hammer. Once the structural points have been reduced low enough, it will become a Curved Iron Pipe. The Hammer is the strongest swing-type melee weapon in the game. Impact from this weapon will cause heavy stun against Zombies and Lickers. The heavy stun caused by the Hammer makes it easy to lose aggro from a zombie while delivering decent damage.

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SCRUB BRUSH

POWER: 40

The Scrub Brush is a poking-type based melee weapon found in the Outbreak and The Hive scenario. The Scrub Brush is the weakest poking-type melee weapon in the game. A Scrub Brush will transform into a Wooden Pole once structural points have been reduced enough. The Scrub Brush will cause medium stun against most enemies and heavy stuns if the Scrub Brush lands a critical hit, such as against Zombies.

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SPEAR

POWER: 120

The Spear is a poking-type based melee weapon that can be found in the Outbreak scenario by completing "Read all graffiti with lighter" event or created by combining a Butcher Knife and Wooden Pole using Vinyl Tape from David's Tool Box. In Single Play Mode, if David as an AIPC is given the right material, he'll automatically create a Spear. Once the structural points have been reduced low enough, it will become a Wooden Pole. The Spear will cause heavy stun against Zombies but medium stun on certain enemies like the Leech Man. The heavy stun caused by the Spear is decent in dropping zombie aggro.

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STUN ROD

POWER: 360

The Stun Rod is a poking-type based melee weapon that can only be created by combining a Battery and Iron Pipe using Vinyl Tape from David's Tool Box and cannot be found naturally in any scenario. In Single Play Mode, if David as an AIPC is given the right material, he'll automatically create a Stun Rod. Once the structural points have been reduced low enough, it will become a Curved Iron Pipe. The Stun Rod is the strongest poking-type melee weapon and overall melee weapon in the game. Impact from this weapon will cause heavy stun against Zombies and Lickers. The heavy stun caused by the Stun Rod can easily drop a zombie’s aggro. This weapon is best conserved for the scenario boss on higher difficulties.

 

OTHERS

These weapons are normally projectile-based weapons in which characters can throw at enemies to inflict damage. Some, are one-time throw weapons while weapons such as the chemical bottles, require the character to immediately open up the Status Screen and equip another in stock.

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The majority of weapons that are classified as Other, require proper distance to use effectively. If the target is too close, the projectile will fly just above the enemy leaving you vulnerable to attack. Depending on how you aim, projectiles will be thrown further. Upward throws will cause the projectile to fly high and has the most distance and ideal for enemies far away but at the same time this throw can easily whiff against enemies that are mid or close range. Default throws can cover close to mid distance and downward throws will cover close range.

 

OTHERS WEAPON LIST

The weapons listed below are weapons, when used, will count towards the Other percentage in the Character Log statistics.

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MONKEY WRENCH

POWER: 250

David begins each scenario with 12 Monkey Wrenches in his Tool Box. By aiming and pressing the Cancel button, David flings a wrench that travels in a mid-arc that inflicts moderate damage and can cause heavy stun against enemies like Zombies and Hunter γs. Once David has exhausted all of his Monkey Wrenches, he'll lose his special action for the rest of the scenario. Therefore, it is best to use them in emergencies. David will have an infinite supply of Monkey Wrenches if playing on Infinity mode.

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PESTICIDE SPRAY

POWER: 120

The Pesticide Spray is a weapon that contains nine doses of gas that will damage any enemy that comes into contact while the gas is visible. This weapon can be found in the Outbreak and Decisions, Decisions scenario. Against any enemy that is not an insect-type it will only inflict 1 damage towards them while causing medium stun against some enemies. Against insect-types the Pesticide Spray will deal greater damage. The spray will inflict its normal base damage against Scissor Tails while it will be twice as powerful against Giant Spiders and Giant Wasps.

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FLAME SPRAY

POWER: 150

The Flame Spray is a homemade weapon that can only be created by David by combining a Lighter and Pesticide Spray as long as he has Vinyl Tape in his Tool Box. If AIPC David is given the right materials, he'll create the Flame Spray automatically. Like the Pesticide Spray, it has the same range but this weapon will damage any enemy-type. This weapon is most effective against Zombies, as once they become engulfed in fire, their vitality points will continue to drain until they hit zero. If a Zombie is stunned or attacking while in flames, their vitality points will stop decreasing. The amount of aerosol power this weapon gets is based on how many doses of spray are left in the can when combined with the Lighter. Once the Flame Spray has been used up, it becomes useless and you cannot retrieve the Lighter back.

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STICK

POWER: 40

The Stick is a one-time throw weapon that travels in a high or mid arc depending on how it is thrown. The Stick can be found in the The Hive scenario but this weapon is normally formed once the Wooden Pole has run out of structural points. While the Stick is not very powerful, it will cause heavy stun towards Zombies allowing you to drop their aggro and run past safely.

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BROKEN CRUTCH

POWER: 40

The Broken Crutch is a one-time throw weapon that travels in a high or mid arc depending on how it is thrown. The Broken Crutch cannot be found in any scenario naturally, but this weapon is normally formed once the Crutch has run out of structural points. While the Broken Crutch is not very powerful, it will cause heavy stun towards Zombies and medium stun against the Leech Man allowing you to run past safely.

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BENT IRON PIPE

POWER: 80

The Bent Iron Pipe is a one-time throw weapon that travels in a high or mid arc depending on how it is thrown. The Bent Iron Pipe cannot be found in any scenario naturally, but this weapon is normally formed once the Curved Iron Pipe has run out of structural points. The Bent Iron Pipe is much more powerful than the Iron Pipe and Curved Iron Pipe and does more damage than the Stick and Broken Crutch. It will cause heavy stun towards Zombies and medium stun against the Leech Man allowing you run past safely.

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CONCRETE PIECE

POWER: 100

The Concrete Piece is a one-time throw weapon that travels in a high or mid arc depending on how it is thrown. The Concrete Piece can be found in the Hellfire scenario. David can combine the Concrete Piece with an Iron Pipe to create a Hammer as long as he has Vinyl Tape in his Tool Box. If AIPC David has the right materials, he'll create the Hammer automatically. The Concrete Piece will cause heavy stun towards Zombies and medium stun against Lickers unless they're struck from the wall.

114.png

MOLOTOV COCKTAIL

POWER: 500 Splash: 500 - 550 Fire: 200

The Molotov Cocktail can only be created by combining a Newspaper and Alcohol Bottle together then combining the Paper+Bottle with a Lighter in order to create 5 Molotov Cocktails. Multiple Molotov Cocktails cannot be stacked together in the inventory due to 5 being the limit per inventory slot. These weapons inflict massive damage on impact in addition to decent damage during the splash impact. Whenever the Molotov Cocktail hits a target or misses, it will leave a pool of fire that stays active for a few seconds before it disperses, damaging any enemies that come in contact with it and engulfing Zombies in flames. Properly timed tosses can outright kill a Zombie or Scissor Tail with a single bottle.

158.png

YELLOW CHEMICAL BOTTLE

POWER: 500

The Yellow Chemical Bottles are a weapon that travels in a high or mid arc depending on how it is thrown. Multiple Yellow Chemical Bottles can be stacked together in a single inventory slot. These bottles don't have any additional benefits on impact but it will inflict double the damage against Hunters. This is also one of the few weapons provided in the Below Freezing Point scenario that doesn't suffer any damage penalties when used against G-Mutant.

159.png

GRAY CHEMICAL BOTTLE

POWER: 600 Blast: 350

The Gray Chemical Bottles are a weapon that travels in a high or mid arc depending on how it is thrown. Multiple Gray Chemical Bottles can be stacked together in a single inventory slot. These bottles are found in the Below Freezing Point scenario. Gray Chemical Bottles explode on impact causing additional damage to enemies. It will cause heavy stun against Zombies but will only cause medium stun against Hunters. Gray Chemical Bottles are less effective against G-Mutant.

 

FIREARMS

Firearms are more effective at inflicting damage and attacking enemies at a greater distance than melee weapons. Unfortunately, firearms lose attack power the further away the character is from the target. Firearms require the correct ammunition to operate and become useless once the weapon is out of ammo. If the characters have the correct ammunition in their inventory, they can reload their weapons to continue operating them.

Image2.jpg

Each character has a different stance and firing speed at which they'll fire specific weapons. This is most notable with handguns and magnums. Weapons like shotguns however don't give certain characters an advantage in terms of firing speed. However, they allow slower character to run much quicker than normal with the exception of Kevin who runs slower equipped with 2-handed weapons.

 

FIREARM RANGE MODIFIERS

Damage dealt by firearms will decrease depending on the distance between the attacker and the target. On certain enemies, damage resistance based on the enemy will still apply, further weakening the overall base attack power the firearm has. Each firearm will have different percentages in terms of how much attack power they'll lose when used at a certain distance compared to other firearms.

 

RELOADING

Firearms require the correct ammunition in order to continue operating. Once all available ammo for particular weapons has used up, they become useless. Unlike previous Resident Evil titles, reloading in Resident Evil: Outbreak is a real-time event, therefore one badly mistimed reload could leave you vulnerable to enemy attacks, therefore proper judgement is required when you decide to reload your weapons while enemies are present. Magazines will speed up the reload process but otherwise, as characters must reload their weapons one round at time. For certain weapons, manually reloading single rounds is the only option. Like in previous Resident Evil titles, there are multiple ways to reload firearms.

The first, is through the Status screen. Select the firearm and select Reload, if your character does not have the weapon already equipped, they’ll equip it and start reloading the weapon and will continue to reload until it is fully reloaded or they finish switching out the magazine. You can cancel the reload process by pressing the Cancel button. This method is very slow and oftentimes not as reliable as the other means to reload.

The second method in reloading allows characters to reload without opening the Status screen. When you have a firearm equipped, press L1 and it’ll cause your character to reload. Holding the L1 button will allow your character to continue to reload until you release L1. Characters cannot stop this process if they’re reloading through magazine as they must finish the entire magazine switching animation to be able to perform any action afterwards.

 

RELOADING WITH MAGAZINES

Magazines allow characters to quickly load a larger quantity of ammunition into the weapon than manually inserting one round at a time into the gun. There are only two Magazines in the game: The Handgun Magazine and Assault Rifle Magazine. The Handgun Magazine can be combined with Handgun Rounds to fully load the Magazine but the Assault Rifle Magazine does not come with separate ammunition so characters are forced to use up the ammo in the Assault Rifle before reloading it. Magazines have advantages and disadvantages so deciding on keeping one is up to the player and must use their judgment in deciding if holding onto a Magazine is worth it in the long run.


Advantages

  • Quicker reload

  • Can reload cancel to cut out the entire reload animation


Disadvantages

  • Can potentially clog up inventory

  • Magazines can only hold a set amount of ammo at a time

  • Have preset reload times and cannot be cancelled unless you’re attacked

  • Assault Rifle Magazines have no additional ammunition that can be reloaded into the Magazine

  • Cannot reload Handguns or Assault Rifles with a magazine that has less ammunition than what is loaded into the gun

 

RELOAD CANCELLING

Players can reload cancel by cancelling the reload animation with magazines and speed up the reloading process significantly. To reload cancel, firstly you must not have the weapon equipped, then open up the Status screen and select the magazine you wish to reload into the firearm and select Combine then select the firearm you wish to reload. Once your character equips the weapon and begins to reload, select Equip to un-equip the weapon to completely cancel the animation. You cannot reload cancel if you select Combine on the weapon to the magazine.

 

FIREARMS WEAPON LIST

The weapons listed below are weapons, when used, will count towards the Firearms percentage in the Character Log statistics.

400.png

45. AUTOMATIC (COLT M1911A1)

POWER: 450 (100% Close) 405 (90% Mid) 360 (80% Long)

CAPACITY: 7 AMMO: 45 Auto Rounds

Kevin's special item, the 45. Automatic is a powerful handgun that fires 45. ACP rounds. This handgun deals decent damage and can cause various stuns against specific enemies on impact. Unfortunately, additional ammunition is scarce and certain scenarios on higher difficulties will not provide any ammunition at all. Therefore, 7 shots will be all Kevin gets for the scenario. Due to its power, this handgun is best saved for scenario bosses or in rougher situations. The 45. Automatic requires 45 Auto Rounds to reload.

401.png

MARK'S HANDGUN (BERETTA 92FS)

POWER: 130 (100% Close) 117 (90% Mid) 117 (90% Long)

CAPACITY: 15 AMMO: Handgun Rounds

Mark's special item, Mark's Handgun is a customized version of the regular Handgun as it has a higher chance to inflict critical hits from a distance. Also, the range penalties from being used from a distance is smaller compared to the default Handgun and Handgun SG, making this handgun more versatile and better than most other handguns in the game. While this handgun has better damage output from a distance, the default power is weaker than the Handgun and Handgun SG. Mark's Handgun requires Handgun Rounds or a Handgun Magazine to reload.

401.png

HANDGUN (BERETTA 92FS)

POWER: 140 (100% Close) 112 (80% Mid) 84 (60% Long)

CAPACITY: 15 AMMO: Handgun Rounds

The Handgun is the default handgun and is the most common weapon found in the game and fires 9mm parabellum rounds. The Handgun will cause light stun on most enemies unless the shot lands a critical hit, while stronger ones will not be stunned at all. While this handgun has more power than Mark's Handgun, it loses a good amount of power the further away the enemy is. The Handgun requires Handgun Rounds or a Handgun Magazine to reload. 

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HANDGUN SG (SIG-SAUER P228)

POWER: 160 (100% Close) 96 (60% Mid) 64 (40% Long)

CAPACITY: 13 AMMO: Handgun Rounds

The Handgun SG is an exclusive handgun only found in the Below Freezing Point scenario. While this handgun has the most attack power at close range compared to the Handgun and Mark's Handgun, it suffers greatly if used at mid and long range making it the weakest handgun. Due to the attack power reductions, characters using this handgun will have to adjust and play more strategically to get the most damage out of this weapon. Hunters can break the Handgun SG with their Uppercut attack if a character has the handgun equipped. David can repair a Broken Handgun SG by combining Junk Parts from his Tool Box. The Handgun SG requires Handgun Rounds to reload. 

8.png

BURST HANDGUN (BERETTA 93R)

POWER: 160 (100% Close) 96 (60% Mid) 64 (40% Long)

CAPACITY: 20 AMMO: Handgun Rounds

The Burst Handgun is a three-shot weapon found only in the The Hive scenario. The damage per bullet is three times the value if all rounds hit the target making up for its lack of attack power. The burst shots make this weapon effective against Zombies despite only causing light stun unless the shot is a critical hit. This weapon can be found easily on the lower difficulties but on the harder difficulties, it requires Kevin or Cindy to talk to the NPC located on the Rooftop to obtain. Beware, as the Burst Handgun cannot be used to perform Emergency Escapes. The Burst Handgun requires Handgun Rounds to reload. 

31.png

NAIL GUN

POWER: 120 (100% Close) 60 (50% Mid) 36 (30% Long)

CAPACITY: 20 AMMO: None

The Nail Gun is found only in the Outbreak scenario. This can be used to create a barricade in the Staff Room but it can also be equipped and used as a weapon like the Handgun. This weapon loses a lot of attack power if used at mid or long range so you will have to allow enemies to get close in order to get the full power of the Nail Gun. The Nail Gun will cause light stun on hit even if Kevin and Alyssa perform Potshots with it. Emergency Escapes can be performed with the Nail Gun giving it more power at the cost of potential damage. No additional ammo is found for the Nail Gun so 20 shots are all you get. If you use any nails from this weapon you will not be able to create the barricade as it requires all 20 nails.

3.png

MAGNUM HANDGUN (IMI DESERT EAGLE MARK XIX)

POWER: 900 (100% Close) 810 (90% Mid) 720 (80% Long)

CAPACITY: 7 AMMO: None

The Magnum Handgun can only be obtained by Yoko if she talks to the NPC located at the B5F Area B Passage in the Below Freezing Point scenario. This magnum has no available ammunition and comes loaded with fewer rounds based on difficulty. Due to the lack of ammo, the Magnum Handgun has to be used conservatively. If used for Emergency Escapes, it will lose quite a bit of its power. This weapon will cause heavy stun against Zombies and Hunters but medium stun if they're attacked at long range. The Magnum Handgun is terrible to use against G-Mutant due to the immense amount of resistance G-Mutant has against it. 

4.png

MAGNUM REVOLVER (SMITH & WESSON MODEL 29)

POWER: 1000 (100% Close) 900 (90% Mid) 800 (80% Long)

CAPACITY: 6 AMMO: Magnum Revolver Rounds

The Magnum Revolver is an extremely powerful magnum only found in the Outbreak scenario. The Magnum Revolver can be found on all difficulties except Very Hard in Single Play Mode while it can be found on all difficulties in Network Play Mode. This weapon in most cases will instantly kill a Zombie in a single shot. The impact will cause heavy stun against Zombies and Scissor Tails while it will only cause medium stun towards zombies from long range and light stun against Scissor Tails. The weapons massive attack power will be cut in half if used for Emergency Escapes. The Magnum Revolver requires Magnum Revolver Rounds to reload which are only available on the Easy difficulty.

11.png

SHOTGUN (FRANCHI SPAS-12)

POWER: 600 (100% Close) 240 (40% Mid) 60 (10% Long)

CAPACITY: 7 AMMO: Shotgun Rounds

The Shotgun is a 2-handed weapon that fires a cone-like shape blast capable of hitting multiple targets with its fire. The Shotgun however, only gains its full power at close range while suffering massively damage penalties used at mid and long range. Close range shots will cause heavy stun against Zombies, Hunters, and Lickers while the Shotgun gains a damage bonus if used at close range against Zombies and Lickers. However, G-Mutant will take less damage if hit at close range. Like the Handgun SG, the Shotgun can break if a Hunter hits a character equipped with the weapon by its Uppercut attack. David can repair a Broken Shotgun by combining it with his Junk Parts from the Tool Box.

10.png

SUBMACHINE GUN (HECKLER & KOCH MP5A2)

POWER: 100 (100% Close) 80 (80% Mid) 60 (60% Long)

CAPACITY: 30 AMMO: Handgun Rounds

The Submachine Gun is a 2-handed rapid-fire weapon that fires 9mm parabellum rounds as a fast rate of fire as long as the Action button is held down. Kevin or Cindy are the only characters that can obtain this weapon by talking to the NPC located at the Rooftop in the The Hive scenario if playing on the Easy or Normal difficulty. The Submachine Gun is not as powerful as a Handgun in terms of power and suffers the same ranges penalties but its fast rate of fire makes it powerful against Zombies and the Giant Leech. This is one of the best weapons against the Leech Man as it deals massive damage and easily causes heavy stun (it will not kill it however). Beware, as the Submachine Gun's large capacity makes reloading it tedious. Requires Handgun Rounds to reload.

14.png

ASSAULT RIFLE (COLT MODEL 727)

POWER: 130 (100% Close) 104 (80% Mid) 91 (70% Long)

CAPACITY: 30 AMMO: Assault Rifle Magazine

The Assault Rifle is a powerful 2-handed rapid fire weapon that fires 5.56 caliber rounds at a fast rate of fire as long as the Action button is held down. This weapon is only found in the Decisions, Decisions scenario. The Assault Rifles' power allows it to cause medium stun on Zombies and Hunter γs while it will always cause light stun against Thanatos. It will cause heavy stun on Zombies and Hunter γs if the shot lands a critical hit. The power and stunning capabilities make this a very decent weapon as it can handle any situation better than most other weapons. The Assault Rifle requires an Assault Rifle Magazine to reload. However, characters will not be able to load a magazine with smaller round count into the rifle if the weapon has more rounds.

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GRENADE LAUNCHER (ACID ROUNDS) (M79)

POWER: 1000 (All ranges)

CAPACITY: 255 AMMO: Acid Rounds

The Grenade Launcher loaded with Acid Rounds deals heavy damage against enemy targets on hit. Acid Rounds are only available in the Hellfire scenario. Unlike Burst Rounds, Acid Rounds do not have a blast radius and can only damage on impact. Acid Rounds will cause heavy stun against Zombies and Lickers. Acid Rounds are quite rare so they're best saved for use against the Regis Licker. The Grenade Launcher requires additional Acid Rounds to operate.

LEnTZx6.png

GRENADE LAUNCHER (BURST ROUNDS) (M79)

POWER: 1200 Explosion: 350 (All ranges)

CAPACITY: 255 AMMO: Burst Rounds

The Grenade Launcher loaded with Burst Rounds is one of the more powerful weapons in the game with only the Rocket Launcher exceeding it in terms of raw power. Burst Rounds are only available in the Decisions, Decisions scenario. On impact, the Burst Round will cause massive damage in addition to the explosive damage against the target directly hit by the round as well as any target caught by the blast. Enemies hit by just the explosion will only take damage based on the power of the explosion. Direct or indirect hits from the Burst Rounds will cause heavy stun against Zombies, Giant Spiders, Giant Wasps and Hunter γs while causing light stun on Thanatos and Thanatos R if he is hit at the heart. Can easily kill Zombies but on higher difficulties Hunter γs will survive the direct hit. The Grenade Launcher requires additional Burst Rounds to operate.

20.png

ROCKET LAUNCHER (M136 AT4)

POWER: 19200 (All ranges)

CAPACITY: 1 AMMO: None

The Rocket Launcher is the most powerful weapon in the game and is only obtained by breaking open the rusty cabinet located at the Unloading Passage in the Decisions, Decisions scenario. Depending on difficulty, the Rocket Launcher can take out Thanatos R in a single shot. However, the Rocket loses 80% of its power due to the high resistance Thanatos R has to most weapons that hit his body. So even if Thanatos R survives the blast, it will still take a good amount of vitality points off the creature. The Rocket Launcher does not come with any additional ammunition so one shot is all you have.

 

ATTACKING DOORS

pcsx2 2019-09-11 10-57-20-775.png

Each door in Resident Evil Outbreak has a hidden HP value which deteriorates each time a door is attacked. Unlike attacking enemies, damage dealt to doors are always fixed based on the type of attack used against the door. Therefore, a Tackle which normally does 10 damage against enemies will always do 100 damage against doors. The HP values will be different for each door so some doors will require more force to break open. Doors that have been forced open will have their HP base value reduced once the door closes, requiring lesser attacks to force open again. Most doors that require keys to open cannot be forced open by attacking. Stronger weapons will force open doors quicker than weaker ones but this can also drain away your resources.

 

WEAPON DAMAGE VALUES FOR DOORS

The numbers listed on the left are exactly how much damage the weapons listed on the right will inflict on the doors.

0

Pesticide Spray, Flame Spray

100

Kick, George's Tackle, Tackle, Folding Knife, Butcher Knife, Survival Knife

250

Iron Pipe, Curved Iron Pipe, Bent Iron Pipe, Wooden Pole, Stick, Scrub Brush, Crutch, Broken Crutch, Yellow Chemical Bottle, Monkey Wrench, Nail Gun, Mark's Handgun, Handgun, Handgun SG, Submachine Gun

450

45. Automatic

500

Molotov Cocktail

625

Assault Rifle

1250

Shotgun, Magnum Handgun, Magnum Revolver

3000

Acid Rounds, Gray Chemical Bottle

6000

Burst Rounds


Rocket Launcher

 

DOOR STRUCTURAL POINT VALUES

Each door has a fixed number of structural points that reduce if the door is attacked. The number values for the doors will change based on the difficulty. As you play on higher difficulties, the doors will require more attacks to force open.

pcsx2 2019-09-11 10-57-20-775.png

OUTBREAK

J's Bar
→ Staircase Between 1F and 2F

 

EASY & NORMAL

1750

  • 100: 18

  • 250: 7

  • 450: 4

  • 500: 4

  • 625: 3

  • 1250: 2

  • 3000: 1

  • 6000: 1

  • ∞: 1

HARD

2750

  • 100: 28

  • 250: 11

  • 450: 7

  • 500: 6

  • 625: 5

  • 1250: 3

  • 3000: 1

  • 6000: 1

  • ∞: 1

VERY HARD

2750

  • 100: 38

  • 250: 15

  • 450: 9

  • 500: 8

  • 625: 6

  • 1250: 3

  • 3000: 2

  • 6000: 1

  • ∞: 1

 
pcsx2 2019-08-26 17-09-29-051.png

OUTBREAK

Staff Room
→ Liquor Room

 

EASY & NORMAL

5250

  • 100: 53

  • 250: 21

  • 450: 12

  • 500: 11

  • 625: 9

  • 1250: 5

  • 3000: 2

  • 6000: 1

  • ∞: 1

HARD

6250

  • 100: 63

  • 250: 25

  • 450: 14

  • 500: 13

  • 625: 5

  • 1250: 3

  • 3000: 2

  • 6000: 1

  • ∞: 1

VERY HARD

7250

  • 100: 73

  • 250: 29

  • 450: 17

  • 500: 15

  • 625: 12

  • 1250: 6

  • 3000: 3

  • 6000: 2

  • ∞: 1

 
pcsx2 2019-08-26 17-11-38-589.png

OUTBREAK

Liquor Room
→ Stairs between 3F and the rooftop

 

EASY

12000

  • 100: 120

  • 250: 48

  • 450: 27

  • 500: 24

  • 625: 20

  • 1250: 9

  • 3000: 4

  • 6000: 3

  • ∞: 1

NORMAL

13500

  • 100: 135

  • 250: 54

  • 450: 30

  • 500: 27

  • 625: 22

  • 1250: 11

  • 3000: 5

  • 6000: 3

  • ∞: 1

HARD

15000

  • 100: 150

  • 250: 60

  • 450: 34

  • 500: 30

  • 625: 24

  • 1250: 12

  • 3000: 5

  • 6000: 3

  • ∞: 1

VERY HARD

16500

  • 100: 165

  • 250: 66

  • 450: 37

  • 500: 33

  • 625: 27

  • 1250: 14

  • 3000: 6

  • 6000: 3

  • ∞: 1

 
pcsx2 2019-08-26 17-13-34-674.png

OUTBREAK

Rooftop
→ Storage Room

 

EASY & NORMAL

5250

  • 100: 53

  • 250: 21

  • 450: 12

  • 500: 11

  • 625: 9

  • 1250: 5

  • 3000: 2

  • 6000: 1

  • ∞: 1

HARD

6250

  • 100: 63

  • 250: 25

  • 450: 14

  • 500: 13

  • 625: 10

  • 1250: 5

  • 3000: 3

  • 6000: 2

  • ∞: 1

VERY HARD

7250

  • 100: 73

  • 250: 29

  • 450: 17

  • 500: 15

  • 625: 12

  • 1250: 6

  • 3000: 3

  • 6000:

  • ∞: 1

 
pcsx2 2019-08-26 17-13-56-801.png

OUTBREAK

Rooftop (Broken fence)

 

EASY

300

  • 100: 3

  • 250: 2

  • 450: 1

  • 500: 1

  • 625: 1

  • 1250: 1

  • 3000: 1

  • 6000: 1

  • ∞: 1

NORMAL

800

  • 100: 8

  • 250: 4

  • 450: 2

  • 500: 2

  • 625: 2

  • 1250: 1

  • 3000: 1

  • 6000: 1

  • ∞: 1

HARD

1300

  • 100: 13

  • 250: 6

  • 450: 3

  • 500: 3

  • 625: 3

  • 1250: 2

  • 3000: 1

  • 6000: 1

  • ∞: 1

VERY HARD

1400

  • 100: 14

  • 250: 6

  • 450: 4

  • 500: 3

  • 625: 3

  • 1250: 2

  • 3000: 1

  • 6000: 1

  • ∞: 1

 
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OUTBREAK

Behind the Apartment
→ Slope Along the Canal

 

EASY

26250

  • 100: 263

  • 250: 105

  • 450: 59

  • 500: 53

  • 625: 42

  • 1250: 21

  • 3000: 9

  • 6000: 5

  • ∞: 1

NORMAL

35000

  • 100: 350

  • 250: 140

  • 450: 78

  • 500: 70

  • 625: 56

  • 1250: 28

  • 3000: 12

  • 6000: 6

  • ∞: 1

HARD

43750

  • 100: 438

  • 250: 175

  • 450: 98

  • 500: 88

  • 625: 70

  • 1250: 35

  • 3000: 15

  • 6000: 8

  • ∞: 1

VERY HARD

52500

  • 100: 525

  • 250: 210

  • 450: 117

  • 500: 105

  • 625: 84

  • 1250: 42

  • 3000: 18

  • 6000: 9

  • ∞: 1

 
pcsx2 2019-09-11 10-59-00-198.png

BELOW FREEZING POINT

B6F Security Center (West panel)

 

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

BELOW FREEZING POINT

B6F Security Center (East panel)

 

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 2019-09-04 00-38-54-196.png

HELLFIRE

1F Corridor
→ 1F Lounge Stairs

 

EASY & NORMAL

5250

  • 100: 53

  • 250: 21

  • 450: 12

  • 500: 11

  • 625: 9

  • 1250: 5

  • 3000: 2

  • 6000: 1

  • ∞: 1

HARD

6250

  • 100: 63

  • 250: 25

  • 450: 14

  • 500: 13

  • 625: 10

  • 1250: 5

  • 3000: 3

  • 6000: 1

  • ∞: 1

VERY HARD

7250

  • 100: 73

  • 250: 29

  • 450: 17

  • 500: 15

  • 625: 12

  • 1250: 6

  • 3000: 3

  • 6000: 2

  • ∞: 1

 
pcsx2 2019-09-04 00-48-54-347.png

HELLFIRE

1F Lounge Stairs
→ 1F Corridor

 

EASY & NORMAL

5250

  • 100: 53

  • 250: 21

  • 450: 12

  • 500: 11

  • 625: 9

  • 1250: 5

  • 3000: 2

  • 6000: 1

  • ∞: 1

HARD

6250

  • 100: 63

  • 250: 25

  • 450: 14

  • 500: 13

  • 625: 10

  • 1250: 5

  • 3000: 3

  • 6000: 1

  • ∞: 1

VERY HARD

7250

  • 100: 73

  • 250: 29

  • 450: 17

  • 500: 15

  • 625: 12

  • 1250: 6

  • 3000: 3

  • 6000: 2

  • ∞: 1

 
pcsx2 2019-09-04 00-39-21-511.png

HELLFIRE

Room 102
→ Bathroom

 

EASY & NORMAL

5250

  • 100: 53

  • 250: 21

  • 450: 12

  • 500: 11

  • 625: 9

  • 1250: 5

  • 3000: 2

  • 6000: 1

  • ∞: 1

HARD

6250

  • 100: 63

  • 250: 25

  • 450: 14

  • 500: 13

  • 625: 10

  • 1250: 5

  • 3000: 3

  • 6000: 1

  • ∞: 1

VERY HARD

7250

  • 100: 73

  • 250: 29

  • 450: 17

  • 500: 15

  • 625: 12

  • 1250: 6

  • 3000: 3

  • 6000: 2

  • ∞: 1

 
pcsx2 2019-09-04 00-56-23-887.png

HELLFIRE

Room 201
→ Bathroom

 

EASY & NORMAL

5250

  • 100: 53

  • 250: 21

  • 450: 12

  • 500: 11

  • 625: 9

  • 1250: 5

  • 3000: 2

  • 6000: 1

  • ∞: 1

HARD

N/A

Room is inaccessible on this difficulty due to being sealed off by a back draft.

VERY HARD

7250

  • 100: 73

  • 250: 29

  • 450: 17

  • 500: 15

  • 625: 12

  • 1250: 6

  • 3000: 3

  • 6000: 2

  • ∞: 1

 
pcsx2 2019-09-04 00-43-02-413.png

HELLFIRE

Room 202
→ Bathroom

 

EASY & NORMAL

5250

  • 100: 53

  • 250: 21

  • 450: 12

  • 500: 11

  • 625: 9

  • 1250: 5

  • 3000: 2

  • 6000: 1

  • ∞: 1

HARD

6250

  • 100: 63

  • 250: 25

  • 450: 14

  • 500: 13

  • 625: 10

  • 1250: 5

  • 3000: 3

  • 6000: 1

  • ∞: 1

VERY HARD

7250

  • 100: 73

  • 250: 29

  • 450: 17

  • 500: 15

  • 625: 12

  • 1250: 6

  • 3000: 3

  • 6000: 2

  • ∞: 1

 
pcsx2 2019-09-04 00-52-32-192.png

HELLFIRE

Room 30* (Breakable Wall)

 

EASY

1250

  • 100: 13

  • 250: 5

  • 450: 3

  • 500: 3

  • 625: 2

  • 1250: 1

  • 3000: 1

  • 6000: 1

  • ∞: 1

NORMAL

2000

  • 100: 20

  • 250: 8

  • 450: 5

  • 500: 4

  • 625: 4

  • 1250: 2

  • 3000: 1

  • 6000: 1

  • ∞: 1

HARD

2500

  • 100: 25

  • 250: 10

  • 450: 6

  • 500: 5

  • 625: 4

  • 1250: 2

  • 3000: 1

  • 6000: 1

  • ∞: 1

VERY HARD

2750

  • 100: 28

  • 250: 11

  • 450: 7

  • 500: 6

  • 625: 5

  • 1250: 3

  • 3000: 1

  • 6000: 1

  • ∞: 1

 
pcsx2 2019-09-06 08-11-54-134.png

DECISIONS, DECISIONS

Entrance Hall
→ 1F Passage B

 

EASY & NORMAL

5250

  • 100: 53

  • 250: 21

  • 450: 12

  • 500: 11

  • 625: 9

  • 1250: 5

  • 3000: 2

  • 6000: 1

  • ∞: 1

HARD

6250

  • 100: 63

  • 250: 25

  • 450: 14

  • 500: 13

  • 625: 10

  • 1250: 5

  • 3000: 3

  • 6000: 2

  • ∞: 1

VERY HARD

7250

  • 100: 73

  • 250: 29

  • 450: 17

  • 500: 15

  • 625: 12

  • 1250: 6

  • 3000: 3

  • 6000: 2

  • ∞: 1