The Laboratory — Wesker's Betrayal & the Tyrant

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Entering the Laboratory

  1. 1

    Remember the Emergency Exit

    Point of No Return, Eventually

    You'll pass a massive door marked "Emergency Use Only" almost immediately. It's your escape route once the lab starts falling apart later in this chapter — keep its location in mind.

    Head downstairs, grab an ink ribbon, and deposit everything except your Handgun, the Kerosene Canteen, and the Lighter — you're about to spend a while purely on crowd control.

  1. 2

    Room O

    Through the double doors, fill your canteen with kerosene and clear and burn the zombies inside, refilling as needed. A locked door waits at the back; instead, take the MO Disc from the desk and some plants, then head downstairs and through the door into Room O. Clear and burn the zombies here too. Of its four doors, only two will open for now.

The X-Ray Puzzle

  1. 3

    Gail & Clark's X-Rays

    Take the door beside where you entered into the Private Corridor. Of its three doors, only the first one on the right opens — the X-Ray Room. Place Gail's X-Ray and Clark's X-Ray on the light board, take the Scientist's Note, then turn off the room's light. A red light activates and highlights specific organs on both X-rays.

  1. 4

    Solving the Password

    CELL

    The puzzle is about alphabetical order and which organs are highlighted in red. Work through it and the password comes out to CELL — you'll need it shortly.

Logging Into the Terminal

  1. 5

    The Small Laboratory

    Back in Room O, take the door in the right-hand hallway into the Small Laboratory — bagged bodies and a gurney make this one of the grimmer rooms in the game. Take the Scientist's Note about V-ACT from the table.

  1. 6

    JOHN / ADA / CELL

    Login Credentials
    • Username: JOHN
    • Password: ADA

    Choose door B-2F when prompted, then enter CELL as its password. Repeat the same process for door B-3F.

    Head back to the Private Corridor — its second door is unlocked now. Inside, clear and burn the zombie, then insert your MO Disc into the transmitter to release one of three locks (two remain). Take the Fax and a Case of Filters — with only six slots, leave anything else here for now.

The Bioweapon Film

  1. 7

    The Visual Data Room

    Head up to B2F and take the door on the right you couldn't open before — the Visual Data Room. Take the map, the Security Protocols file, shotgun shells, a spray, and another MO Disc. At the projector, load the Case of Filters and play the film reel inside.

  1. 8

    The Generator Room Code

    Visual Data RoomGenerator Room Key

    The film covers Umbrella's bioweapons program — Cerberus, Neptune, Hunters, and the Tyrant T-002 — including a shot of the development staff where one face bears an unsettling resemblance to Wesker. The final frame is a code, only readable through the filter case:

    8462
    

    Enter it on the panel on the right wall to open a secret door and take the Generator Room Key. While you're here, you can also play Kenneth's Film if you're curious.

The Operating Room

  1. 9

    Trading In at the Item Box

    Return to your item box and deposit everything. Take the Magnum, the Generator Room Key, and a herb mix — Chris has no Grenade Launcher to bring along, so the Magnum is doing double duty from here on.

  1. 10

    New Enemies in the Vents

    Head to the double doors at the center of the back hallway — the Morgue. Push the shelf aside and crawl through the ventilation duct into the Operating Room, where new lab enemies attack. The Magnum handles them reliably; the Shotgun works in a pinch. The doors here are still locked, so climb back through the vent on the other side, ending up on the far side of the Morgue.

  1. 11

    The Second Lock

    Use your MO Disc on the security device here to release a second lock (one remains). Back in Room O, open the corner door — discard the Generator Room Key here, it's done its job. Through the rusted double doors is the Operating Room again; go straight ahead instead to a save room.

The Self-Destruct Sequence

  1. 12

    Powering the Energy Rooms

    Checkpoint

    Before the Fuel Run

    • Magnum
    • Shotgun
    • Last MO Disc
    • Herb Mix

    Take everything the save room offers and save your game — the next stretch is dangerous. The elevator to the right needs fuel you don't have yet, so head left into the Zone 1 Energy Rooms hallway, fighting through enemies along the way, then cross to the Zone 2 machine room and use your last MO Disc on the security device there. Everything unlocks. Cross into the Energy Room itself, where the lab's self-destruct machine sits, then head back to Zone 1 — much easier now that it's clear — and take the Fuel Capsule from the machine there.

  1. 13

    Filling the Capsule

    Walk, Don't Run

    Return to the Private Room (B-3F) where you saw the fuel refill machine earlier. While the capsule is filling, running will make it explode — walk the entire way back to the Zone 1 Energy Rooms once it's full, then insert it into the machine and head to the Energy Room to activate the current.

Finding Jill

  1. 14

    Jill, Alive

    Before heading to the elevator, go back through the door your MO Discs unlocked and take the stairs down. You find Jill, who's been locked up here the entire game. Tell her to hold on while you find a way to get her out, then head back to the elevator.

  1. 15

    Loading Out for the Tyrant

    At the item box, keep the Magnum and Shotgun loaded with everything you can spare, plus a herb mix. Save if you'd like — you're about to face the Tyrant with no Grenade Launcher backup.

Wesker's Betrayal

  1. 16

    Rebecca Catches Up

    Just before you reach the elevator, Rebecca catches up to you. "From now on, we stick together," she says, and the two of you descend together.

  1. 17

    Wesker's True Colors

    Downstairs, Wesker is already at the controls. He needles Chris about still being "one of his men" — Chris throws the accusation of taking bribes back at him, but Wesker corrects him: he was never a traitor to Umbrella at all. S.T.A.R.S. was a puppet from the very start, and the T-Virus leak that infected the mansion was, to him, an acceptable cost of doing business. He shoots Rebecca — she survives only because she's wearing a bulletproof vest — then releases the Tyrant, which turns and kills him before he can escape.

  1. 18

    The Boss Fight

    Tyrant T-002 (Phase 1)

    Boss · Hard

    Fight the creature with the Magnum and Shotgun — dodge and shoot until it collapses. Once it's down, head to the computer at the back of the room and unlock the emergency electronic door.

    Strategy
    • Dodge its charges and keep circling
    • Fire whenever you have an opening

    Approach Wesker's body and take his Notebook if it's still there — occasionally his body disappears before you can search it.

The Final Escape

  1. 19

    Waking Rebecca

    "What a pathetic way to die," you think, heading over to rouse Rebecca. By the time she's back on her feet, Wesker has vanished entirely. With the lab's self-destruct now active, you have to hurry back for Jill before it's too late.

  1. 20

    Freeing Jill

    Free Jill from her cell and lead everyone toward the emergency exit upstairs. Brad radios in, warning he's low on fuel and needs you to hurry. Grab the fuse on the floor and use it to open the exit door — sounds of monsters draw near, and your allies hold the line to buy you time.

  1. 21

    Signaling Brad & the Final Battle

    Tyrant T-002 (Final Phase)

    Boss · Deadly

    Use the flares to guide Brad's helicopter in. Your companions arrive just as a mutated Tyrant bursts out, knocking whichever partner isn't in your hands out cold — leaving you and one other survivor to finish the fight. Hold it off with the Shotgun until Brad tosses down the Rocket Launcher, then end it in a single shot.

    Attacks
    • Claw charges that knock you out for the rest of the fight
    Strategy
    • Use the flares to signal Brad the moment you reach the helipad
    • Hold the Shotgun until Brad drops the Rocket Launcher, then finish it in one shot

    The helicopter pulls everyone out just in time. From the sky, you watch the Spencer mansion explode below, taking Umbrella's evidence — and the truth of what happened here — down with it.

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