Walkthrough: Treatment Plant - Resident Evil 0 Guide - IGN (2024)

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This page is part six of IGN's walkthrough for Resident Evil Zero.

It covers the ending of the game, which takes place in a water treatment facility.

The Train
Training Facility The Basem*nt
Laboratory Factory Treatment Plant

You've reached the final area in this horrific outing. With one final location to conquer, there's no turning back.

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Regaining Power

At first the Treatment Plant is blacked out -- move to the Power Room (with all the lights and computer stuff), and pick up the Handgun Ammo. You can save your stuff here, as well (there're even MORE Ink Ribbons), but the important thing here is the display on the west wall. Examine the display to view the power regulation grid of the Treatment Plant. You can supply power to three points, and from each point the power can reach up to two points away. Use your cunning to supply power to all points to successfully complete the grid and restore all power.

Here's which points to focus the power on. To make things easier for describing, let's assume the power grid is a 4 by 7 grid, four columns across (starting from left to right) and seven rows (starting from top to bottom) down, and each point (28 total) can be identified by its column and row. If point (1, 1) is the top-left point, and point (4, 7) is the bottom-right, then the points you want to hit are (2, 2), (3, 5), and (1, 6). With the power restored, take the elevator in the southeast corner down one floor.

Three zombies wait in this room -- just hold your ground and wait for them to run themselves into the path of your bullets. Continue through the next door with your Molotovs prepared. A humanoid leech speeds around the corner and promptly moves in on your -- incinerate it and take note of the door with the missing handle. Keep moving south and enter the Rec Room. There are some Empty Bottles you can use to combine with the Gas Tank near the old Power Room. Run down the stairs, going south.

Reuniting Survivors

In this exposed area, you can see a forklift and some blinging object on the cliff. The forklift has no power, but has a place for a battery. That's a puzzle. Also in this area are some Red and Blue Herbs you can mix. Just move south for now.

You enter a room with a small, empty pool. The handle you need to open the door, back from where you came, is on the other side of the pool, but we'll return here in just a bit to solve this puzzle. Go through the southern door to reunite with Billy.

With Billy, return to the room with the pool and the machinery. This interesting block puzzle has only one solution. If you make any errors, just exit the room (with both characters) and return to reset the pieces. Only Billy is strong enough to shove the blocks in the pool, so leave Rebecca up near the control panel and take Billy into the pool.

To make things easy, let's number the three blocks you'll be moving. Block number one (#1) will be the western most block (the closest one to the bottom of the ladder). Block number two (#2) will be the other brown box in the first section (the third brown box, on the other side of the machine at this point, does not need to be moved). Finally, block number three (#3) will be the grey box. Now let's tackle this in steps.

  • Move block #3 all the way east
    * Switch to Rebecca and rotate the machine right
    * Move block #1 all the way south
    * Hop over the blocks and move block #3 all the way north
    * Move block #2 all the way west, and then south until it touches #1
    * Hop Billy on top of block #1, and have Rebecca rotate the machine left
    * Move block #2 all the way east
    * Hop Billy on top of block #2, and have Rebecca rotate the machine left
    * Move block #2 all the way south
    * Exit the pool with Billy, and have Rebecca fill the pool with water

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When the pool fills up the three brown blocks will form a bridge, letting you grab the Handle. With the piece in hand, return to the hall where you knocked out the last humanoid leech (where the door with the missing handle is).

Use the Handle at the door (with the square-shaped hole) and open it. Be prepared to take out a large number of zombies by equipping both Rebecca and Billy with pistols. Once you enter the room, move to the southwest corner quickly and take aim at the pasty zombies as they get up from their meal. There are three zombies to the east (two get up, one stays lying on the ground), and three that will close in from the north. Focus first on the ones to the east, and switch your aim to those from the north as they become a threat. It's a good idea to take control of whichever character has the Custom Handgun (assuming you grabbed the Parts back in the Training Facility Basem*nt) -- your partner doesn't always fire as often or at the exact targets like you might prefer, so you'll want control over the main firepower. Once the small armada is felled, move to the southeastern corner and grab the Handgun Bullets.

Climb the ladder in the room and locate the red cylinder. You know the drill: have Rebecca put the red chemical in her mixing set. Next, descend the ladder and run back around to the northeastern corner to go through the door, Shotgun prepared.

There are two hunters on this narrow path. They won't be able to surround you, so just stay patient with the Shotgun and pump 'em full as they get too close for comfort. Across the corridor is a Safe Room -- there are some Red and Green Herbs, a can of Aid Spray, some Napalm Rounds to fill your Grenade Launcher, and even some Ink Ribbons and a typewriter. It's a good idea to save now -- an upcoming encounter makes saving imperative.

Tyrant Revisited

Exit the safe room going south. The floor of this sewage room is lined with leeches, so keep quick on your feet and step on them. Exit south again, and you'll appear on a small dam -- you'll want to make your presence here as brief as possible, lest the giant lurker frog appear for a short confrontation (if it does show up, just nail it with a shot or two and it'll scamper off). Just run south to the next room, where a few zombies wait (blast them), some Shotgun Shells and a set of notes you can read. In one corner of the room is a lift -- get both characters on the lift and face your fate... again.

You'll want Rebecca equipped with the Magnum and Billy with the Shotgun (or vice-versa, it really doesn't matter). Round a couple corners of the room to summon the Prototype Tyrant for his final hurrah. Right away drop three Magnum Rounds in his skull (again, while Tyrant is recovering from the shots he's invulnerable -- wait for him to start walking again before you fire another shot). You should be able to get a few shots in before he even turns around completely. After he's taken a few steps forward, run away to the next corner and get your footing again. Pop Tyrant as he staggers towards you again. He'll go down with about the same damage dealt as before. The most important thing is to keep track of both characters' health and positioning. When for the next position set your partner into idle mode (if they're in attack mode they'll just sit there and try to fend of Tyrant themselves). This battle is only slightly more difficult than the first and only because you have to track both your characters instead of just Rebecca.

Romantic Gondola Ride

When the Tyrant has breathed its last, move to the southeast portion of the room and flip the switch on the wall to lower the ladder. Climb the ladder and collect the Mother Board, then return up the lift. There's a place to use the Mother Board in this room, which calls a gondola (not the boat). Have Rebecca take the ride over to the Dam Control Room.

Move to the control panel inside the Dam Control Room and flip the switch to lower the water level. Once done, switch to Billy and return to where you fought the Prototype Tyrant, then exit through the door to appear outside near the dam. At the southern end of the walkway are two Green Herbs, and right next to them a short ladder. Climb down the ladder and dash across the dam. The lurker frog will make a dramatic appearance but can be ignored. Just make for the door.

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There are two zombies (the pasty type) in this room, to your left. Move left enough to switch the camera and take them out. In the room you can find a box of Shotgun Shells and some Handgun Ammo. Unlock the northern door and enter a room with towering specimen capsules. Keep Billy at the base of the stairs, and switch back to Rebecca.

From the Dam Control Room, move Rebecca north into a small lab. Immediately take aim with the Custom Handgun and take out the plague crawler as it approaches (if you don't have the Custom Handgun, go ahead and have Billy take out the crawler with his shotgun by heading up the steps). There's a blue canister in a corner of the room -- have Rebecca mix the blue chemical with her red chemical (if you don't have this, you find it right after you use the Handle to open the door a while back) to form the Sulfuric Acid. Mix the Sulfuric Acid with the Industrial Water that's sitting on the table in the lab to form the Battery Fluid. Reunite the comrades via the stairs, and be in the room with the large capsules. Give Rebecca a boost to grab the Battery and mix it with the Battery Fluid (take out the plague crawlers with the Custom Handgun). Let's go back to the fork lift.

Powering the Forklift

When you return to the forklift with the Battery prepared, use the Battery to power the forklift. Have Billy hop on the crate on the forks and have Rebecca lift him within reach of the Keycard. With the Keycard in hand return to the room on the other side of the dam (the one where Billy ran to after Rebecca stopped the water flow). Use the Keycard to unlock the door and then discard it. It's time to prepare for your finest hour.

At this point you want to be stacked -- you're about to go up against the final boss, the Queen Leech. Billy should have the Grenade Launcher with all rounds readied (he should have at least twelve Acid Rounds, as well as anything else you've collected along the way) and his Shotgun and Shells. Pack Rebecca with the Magnum and any ammo you have left, as well as with all your Molotovs and any health restoration you have available. Leave your characters with no empty slots -- this is it, so don't hold back.

Battling the Queen Leech

On the other side of the door with the magnetic Keycard you can find some Magnum Ammo, as well as an unhappy encounter with the Queen Leech. Grab the Magnum Ammo and go through the door.

After the cinema that almost explains the story you're left to fight the Queen Leech. In the southeast corner of the room is another box of Magnum Ammo, which you'll no doubt want. Leave Billy solo (but in attack mode with the Shotgun equipped) and try to get to the other side of the Queen as Rebecca, popping rounds into her. If the Queen manages to grab Billy toss some Molotovs and get him free (if you leave her to do as she pleases, she'll kill Billy easily). This is as close to war as Resident Evil gets, so bar no holds. When the strange beast is downed this first time, regroup and patch up your characters as necessary.

The Queen drops two keys -- one Gold Shaft Key and one Silver one. Make room in each character's inventory for one key each, and use the Silver Shaft Key on the left panel and the Gold Key on the right (you'll need to set the team into solo mode for this). Behind the opened doors is a save point and all the gear you could wish for (sans Magnum Ammo). Stock up and prepare for the final encounter. Take the elevator platform to meet the Queen Leech for the last time.

Equip Billy with the Shotgun and ammunition, and Rebecca with the Grenade Launcher and rounds (if you still have Magnum Ammo, that's good too!). You'll be under a time limit, but the biggest challenge is keeping your characters alive -- apply aid when necessary and focus your shots on the Queen until your team comes up with their bright idea.

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At this point Rebecca will start operating on her own, and it's your job as Billy to distract the Queen: easy enough, eh? Again you're put under a time limit, and this time it's challenging. It takes Rebecca about thirty seconds for each valve, and at any time she may get hit she has to restart the turning process. Do your best as Billy to lead the Queen away from Rebecca and let her do her work -- you'll want to have switched the Grenade Launcher and Rounds back to Billy for this confrontation. You're not going to be able to slay the Queen with your power, but it's important to keep her distracted while Rebecca works -- don't waste your shots while the Queen is already stalled.

With the turning of the final valve you'll have completed Resident Evil 0... and the story still makes little sense. Huzzah!

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Hard Difficulty, S-Rank, No Damage Walkthrough/All Files Included - Treatment Plant.

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In This Guide

Walkthrough: Treatment Plant - Resident Evil 0 Guide - IGN (1)

Biohazard 0: Trial Edition

Capcom Production Studio 3

GameCube

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Walkthrough: Treatment Plant - Resident Evil 0 Guide - IGN (2024)
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