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DECISIONS, DECISIONS

Destruction. Darkness. We quickly raced forward knowing all well that each decision we made held newfound hope or endless despair.

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DECISIONS, DECISIONS: Welcome

AIPC CHART

NOTE: The AIPC partner that requires the left trigger on the control stick will take the P-Base located in B2F route while the other AIPC requiring the up trigger on the control stick will take the V-Poison located in B4F route. 

Offline AIPC Chart DD.png
DECISIONS, DECISIONS: Welcome

University 1F (EASY)

DD Map 1F Easy.png
DECISIONS, DECISIONS: Welcome

University 1F (NORMAL)

DD Map 1F Normal.png
DECISIONS, DECISIONS: Welcome

University 1F (HARD)

DD Map 1F Hard.png
DECISIONS, DECISIONS: Welcome

University 1F (VERY HARD)

DD Map 1F Very Hard.png
DECISIONS, DECISIONS: Welcome

Entrance Hall

You’ll start at the center of the entrance hall. Your objective here will be to find the 2 jewels required for the moose head that is located behind the stairwell. The first jewel is located on the first floor while the second is located on the floor above. Head up the stairwell to find items on the table here. A First Aid Spray and Handgun can be found on the desk here on the Easy difficulty, while the Handgun is replaced with a Folding Knife here on the Normal difficulty But the First Aid Spray remains. The Hard difficulty will only have a Folding Knife on the desk, and the Very Hard difficulty, you’ll find only a Handgun here which will have no ammo in it. If you proceed up the western side of the stairs, near the window on the south west side, you’ll find herbs here. Proceed to the only door on the 2F section of this hall.

DECISIONS, DECISIONS: Text
pcsx2 2019-09-06 08-11-54-134.png

ATTACKING THE DOOR

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

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

pcsx2 2019-09-06 08-11-54-134.png

ATTACKING THE DOOR

Refer to the WEAPONS category to understand what these values means. Once the door's initial structural points have been reduced to 0, the door will have lesser structural points. The numbers below, are how many attacks are required after the door has been forced open the first time. 

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

DECISIONS, DECISIONS: Guides

University 2F (EASY)

DD Map 2F Easy.png
DECISIONS, DECISIONS: Welcome

University 2F (NORMAL)

DD Map 2F Normal.png
DECISIONS, DECISIONS: Welcome

University 2F (HARD)

DD Map 2F Hard.png
DECISIONS, DECISIONS: Welcome

University 2F (VERY HARD)

DD Map 2F Very Hard.png
DECISIONS, DECISIONS: Welcome

2F Passage
→ Drawing Room

There will be a Green Herb on the thin bookshelf here near the door you came from on all difficulties except the Very Hard difficulty. On the Easy difficulty, you’ll find the Brass Spectacles on a bust here. Grab them as if you have noticed in the previous room, the bust over there requires something to trigger an unlocking mechanism. You’ll find an Anti-Virus Pill on the table on the northwest corner here on all difficulties. A Handgun will be on the small coffee table here on the Easy and Normal difficulties. If playing on the Very Hard difficulty, there will be a zombie here. Note that the zombies from the 2F Passage will also enter this room on higher difficulties, so it will be difficult to grab any items here without being swarmed so it is best to ignore the items here. Proceed to the door near the coffee table.

DECISIONS, DECISIONS: Text

Entrance Hall
→ 2F Passage

A zombie will greet you shortly after entering the passage on all difficulties except the Easy difficulty. The tiny cabinet near you if pushed has an Iron Pipe under it. Straight ahead on the corner cabinet in front of you is a Blue Herb on all difficulties except the Very Hard difficulty, where it’ll be a Green Herb here instead. Another zombie will be standing here. Further down on the floor on the northeast corner are Handgun Rounds on the Easy difficulty. You’ll notice a bust at the end of the corridor. You cannot do anything about it right now (unless you’re playing as Cindy, head for the door on the west side wall, red door) but if playing as Cindy, head for the east door (green door).

DECISIONS, DECISIONS: Text
DECISIONS, DECISIONS: Text

Drawing Room
→ Presidents’ Room

You’ll notice something sparkling underneath the table here. On all difficulties except the Very hard difficulty, you’ll find a Handgun Magazine here but there will be Handgun Rounds here on Very Hard (remember that if you’re playing as Mark or Mark-Type NPCs, you cannot crawl underneath the table to obtain the item here). If the zombies enter the room shortly after you did, you can hide under the table and wait for them to leave. Consider this option since the zombies can attack you if you try to examine the fireplace here. If the coast is clear, examine the wall with the fireplace in the middle and you’ll be prompted to select which cord to pull down. Regardless of which cord you pull; it’ll lower the arm of the statue in the Art Gallery. You’ll have a 50/50 chance of releasing a zombie sealed inside the closest here. Once you pull the cord, you can leave the room. However, if the zombies left the room, it is suggested you press and hold the door and wait for them to return so they won’t possibly ambush you in the previous rooms then leave as soon as they start trying to break back in.

Presidents’ Room
→ Drawing Room

Head for the door leading back to the 2F Passage. Avoid the zombies if any.

DECISIONS, DECISIONS: Text

Drawing Room
→ 2F Passage

Head straight for the door that is in front of you.

DECISIONS, DECISIONS: Text

2F Passage
→ Art Gallery

You’ll find a Folding Knife on the Easy difficulty underneath the piano sitting here while there will be an Iron Pipe laying here instead on the Very Hard difficulty. If you examine the gun display at the north east corner, you’ll find Handgun Rounds sitting on the floor here on all difficulties except the Very Hard difficulty. Approach the large statue and you’ll notice the arm of the statue is lowered. Take the Blue Jewel and leave the gallery.


NOTE: Previously, the guide mentioned if playing as Cindy, to come straight here from the 2F Passage, instead of heading to the Drawing Room. Have Cindy approach the piano and press the Action button and Cindy will play the piano which will lower the statue’s arm and allow you to obtain the Blue Jewel.

DECISIONS, DECISIONS: Text

Art Gallery
→ 2F Passage
(All difficulties except the Easy difficulty)

Head back to the door that leads to the Entrance Hall. Watch out for awkward zombie positions due to the camera angles.


Easy difficulty ONLY: Approach the bust at the end of the corridor and use the Brass Spectacles. The wall will lower near the bust revealing a door. Enter through this door.

DECISIONS, DECISIONS: Text

2F Passage
→ Testing Passage A
(Easy difficulty only)

Head down the metal walkway. Halfway you’ll find a Grenade Launcher loaded with Burst Rounds here. Proceed to climb down the ladder further ahead until you reach the 1F part of the room. Ignore the control panel and the broken cable above and continue down the passage until you reach the end. You’ll find Handgun Rounds on the ground here near a door. Enter through the door here.

DECISIONS, DECISIONS: Text

Testing Passage A
→ 1F Passage B
(Easy difficulty only)

Head east until you see a door in front of you and examine the boxes close to the small ladder to find the Part of Torn Memo file here. It contains part of a code. There is also an Iron Pipe here as well. Ignore the door and backtrack to the other side of the passage. You’ll notice another broken power cable and panel here. Ignore them and continue down the passage and you’ll notice another door as well as a Green Herb and Blue Herb sitting here. The end of the passage has a large double door which is locked and requires a card key to open. Ignore it and use the door near the two herbs to enter the Entrance Hall.

DECISIONS, DECISIONS: Text

2F Passage (All difficulties except the Easy difficulty) / 1F Passage B (Easy difficulty only)
→ Entrance Hall 

Head down to the 1F section of the hall. Approach the moose head at the rear of the hall behind the stairwell and place the Blue Jewel on the moose. Head towards the east side of the hall and use the door that is in the middle.

DECISIONS, DECISIONS: Text

Entrance Hall

→ Student Affairs Office

A zombie that is further down the room will give chase shortly after entering the room. If playing on the Hard and Very Hard difficulties, there will be two zombies in this room instead. Right as you enter the room there is an Anti-Virus Pill in front of you. To the right side of the room where a coat is hanging, you’ll find Handgun Rounds inside the coat on all difficulties except the Very Hard difficulty. The desk across from the coat is the Peter’s Diary file. Further down you’ll notice a sparkle on the north side of the room on top of the counter. Here contains the Genealogy Facts file. Across from this file’s location you’ll see a small drawer which can be opened. Inside contains a Handgun on all difficulties except the Very Hard difficulty where you’ll find a Folding Knife inside instead. It may be difficult to grab any files or items here with the zombies chasing you so you may need to ignore them for now until the room is clear. Proceed to the door up ahead.

DECISIONS, DECISIONS: Text

Student Affairs Office
→ General Manager’s Room

If playing on the Hard or Very Hard difficulty, before doing anything, wait for the zombies to enter shortly after you. Leave the room to re-enter the Student Affairs Office then wait for the zombies to start attacking the door then re-enter back into the General Manager’s Room. On lower difficulties, you won’t have to worry about the zombies barging in. With the coast clear, approach the small picture on the wall near where a Blue Herb is sitting on all difficulties except for Very Hard. Examining the picture will cause it to lift upward and reveal a switch which you must activate to supply power to the Cuckoo Clock up ahead. On the desk, there is a Number Memo file which will reveal the time you must input on the Cuckoo Clock to solve the puzzle.


Approach the Cuckoo Clock and apply the correct time (the time will be different on each difficulty) and once solved, the clock will reveal the Red Jewel. Once you have the Red Jewel, leave the office.

DECISIONS, DECISIONS: Text

SOLVING THE CUCKOO CLOCK PUZZLE

pcsx2 2020-03-24 15-01-01-655.png
DECISIONS, DECISIONS: Welcome
DECISIONS, DECISIONS: Pro Gallery

Use the numbers of the last page of the Number Memo and line them up with the other pages of the file. 

HOUR: 9 on page 1 and 0 on page 2.

MINUTE: 8 on page 3 and 1 on page 4.

NOTE: Solution will change based on difficulty.

DECISIONS, DECISIONS: Text
DD Clock Easy.png

EASY DIFFICULTY

Time: 03:25

DD Clock Normal.png

NORMAL DIFFICULTY

Time: 10:05

DD Clock Hard.png

HARD DIFFICULTY

Time: 07:40

DD Clock Very Hard.png

VERY HARD DIFFICULTY

Time: 02:50

DECISIONS, DECISIONS: Guides

General Manager’s Room
→ Student Affairs Office

If the room is clear enough, you can grab any files or items you might’ve had to ignore due to the zombies. Otherwise continue to the door back to the Entrance Hall.

DECISIONS, DECISIONS: Text

Student Affairs Office

→ Entrance Hall

Place the Red Jewel on the moose head which will reveal a secret passage behind you. You can enter the passage if you like, but will require a memo to enter a code soon (unless this is a repeated playthrough and you know the codes you can ignore some sections of this walkthrough, otherwise this is aimed for newer players that want to know the locations of everything. If playing on the Easy difficulty, and you’re following the guide, you’ll already have the file so you can enter the secret passage right away). The door at the far east side on the same wall as the moose head cannot be opened from your side so it will require force to open. There is a chance the zombies may attack the door from the other side to deplete its base structural points making it weaker and easier to open but they may not. If you want to avoid “activating” zombies by entering rooms they inactively reside in, this is an option and it’ll lead you to the passage where one of the pieces of elevator code is located at. Otherwise head for the door at the far south side (the door George goes through at the start of the scenario).

DECISIONS, DECISIONS: Text

Entrance Hall
→ Waiting Room
(All difficulties, except the Easy difficulty)

A zombie will be at the other end of the room as soon as you enter. If you’re playing on the Normal difficulty, you’ll find the Brass Spectacles on the bust here. A Green Herb will be on a table next to a couch on all difficulties except the Very Hard difficulty, in which you’ll find a Blue Herb there instead.

DECISIONS, DECISIONS: Text

Waiting Room
→ 1F Passage A
(All difficulties, except the Easy difficulty)

If you approach a small cabinet close to the door you came from, you can push it to find a First Aid Spray underneath on all difficulties except the Very Hard difficulty. Further down you’ll encounter another zombie here. There is a 50/50 chance it will go for the door further down the passage if it hasn’t begun to aggro. Straight ahead, you’ll find another bust sitting here housing the Brass Spectacles on the Hard difficulty halfway down the passage (if playing on the Hard difficulty, you will need to grab them as this isn’t optional like the other difficulties). A Red Herb sitting on the floor near another small cabinet that can also be moved straight ahead. The cabinet, if pushed, contains Handgun Rounds on all difficulties except the Very Hard difficulty, which contains a Handgun Magazine here instead. Head for the door further down the passage.

DECISIONS, DECISIONS: Text

1F Passage A
→ 1F Passage B
(All difficulties, except the Easy difficulty)

If you examine the box near where the small ladder is located, you’ll find the Part of Torn Memo file here which contains part of a pass code. You’ll also find an Iron Pipe sitting near the boxes on the Easy and Hard difficulty. You may notice a door on the same wall the file was at, unless you’ve entered from the other side or attacked it to force it open, you cannot use this door so ignore it for now.  Further down, you’ll notice sparks raining down from a severed power cable and a panel nearby. You can activate the panel to cause the broken power cable to send an electrical charge to the ground. Be careful as this can damage other characters but it can significantly damage zombies. There will be a cool down after you’ve used the panel. Continue down the passage and you’ll find a Green Herb near the wall across from a door on all difficulties while if playing on the Easy and Normal difficulties, there will be a Blue Herb sitting here as well. Ignore the double doors at the end of the passage as it requires a card key to unlock and head for the door across from where the herbs were at.

DECISIONS, DECISIONS: Text
pcsx2 2019-09-06 08-16-26-983.png

ATTACKING THE DOOR

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

EASY & NORMAL: 11000

  • 100: 110

  • 250: 44

  • 450: 25

  • 500: 22

  • 625: 18

  • 1250: 9

  • 3000: 4

  • 6000: 2

  • ∞: 1

HARD: 12000

  • 100: 120

  • 250: 48

  • 450: 27

  • 500: 24

  • 625: 20

  • 1250: 10

  • 3000: 4

  • 6000: 2

  • ∞: 1

VERY HARD: 13000

  • 100: 130

  • 250: 52

  • 450: 29

  • 500: 26

  • 625: 21

  • 1250: 11

  • 3000: 5

  • 6000: 3

  • ∞: 1

DECISIONS, DECISIONS: Guides

1F Passage B
→ Entrance Hall
(All difficulties, except the Easy difficulty)

Back at the Entrance Hall, if you grabbed the Brass Spectacles (this is mandatory for the Hard difficulty), then head back up to the 2F and return to the 2F Passage and use the Brass Spectacles on the bust there to reveal the hidden door. On the Hard difficulty, you’ll need to enter the Testing Passage A and unlock the door which will lead you to 1F Passage B so you can enter back into the testing passage later on without having to force the door open or access the passage or backtrack back up to the 2F passage to access. Otherwise, enter the secret passage that was concealed behind the moose head.

DECISIONS, DECISIONS: Text

University B1F (EASY)

DD Map B1F Easy.png
DECISIONS, DECISIONS: Welcome

University B1F (NORMAL)

DD Map B1F Normal.png
DECISIONS, DECISIONS: Welcome

University B1F (HARD)

DD Map B1F Hard.png
DECISIONS, DECISIONS: Welcome

University B1F (VERY HARD)

DD Map B1F Very Hard.png
DECISIONS, DECISIONS: Welcome

Entrance Hall
→ Study Room

Head down the flight of stairs and about halfway down the ground level, a cutscene will trigger finding that Peter (the character who contacted George) has been murdered. After the cutscene resolves Peter will come back to life as a zombie on the Very Hard difficulty. To the left side of the room on a cabinet, you’ll find an Anti-Virus Pill (L) sitting here. You’ll find a Recovery Medicine (L) on the Easy and Normal difficulty but a Recovery Medicine on the Hard difficulty next to the cabinet which had the Anti-Virus Pill (L). The cabinet on the opposite side from the two cabinets will have another Anti-Virus Pill (L) here on the Easy and Normal difficulties. Head for the desk and examine the computer to find the Reagent Generation Memo file and next to Peter’s corpse, you’ll find the Blood-Stained Memo file. On the right side of the desk, you’ll find the Torn Memo file which contains the last part of the pass code needed for the elevator controls.  Afterwards, head back up the stairs and leave the study room (if you killed Peter in his zombified state on the Very Hard difficulty, he will respawn up here so don’t linger too long in the room).

DECISIONS, DECISIONS: Text

Study Room
→ Entrance Hall

Head west (to the character’s left) after entering the hall (if playing with AIPC partners, follow them, as they’ll automatically head for the door you’re required to enter) and enter the only door near the table.

DECISIONS, DECISIONS: Text

Entrance Hall
→ 1F Passage Elevator

Right in front of you is a computer that you must enter the passcode into to unlock the elevators and progress further. The Torn Memo and Part of Torn Memo files must be combined to get the correct code (or read below for all possible passcodes). You’ll find a set of lockers near the computer here. The locker closest to the computer will allow your character to hide inside it (except Mark) and the locker next to it holds an Iron Pipe inside on all difficulties except Very Hard. On a table on the opposite side of the lockers there is a Lighter. The lighter is useless on its own but can be of some value to David. Near a glass window and small ladder is a Typewriter if you wish to save. Behind the window on the floor, you’ll find a Red Herb hidden from the camera view.


On the metal shelves across from the second set of lockers, you’ll find the Map for the entire university. The first locker here allows you to hide inside. The second locker is locked and requires Alyssa’s Picking Tools to open (see below). The third Locker will contain a Green Herb inside on all difficulties except the Hard difficulty. Once you’re done, examine the elevator to open the doors and proceed inside in which you’ll be prompted to select which floor to visit.

DECISIONS, DECISIONS: Text

PICKING THE LOCKER

Use Alyssa's Picking Tools to unlock the Locker. ​

  • Easy: S

  • Normal: S

  • Hard: W

  • Very Hard: W

pcsx2 2019-07-04 16-44-54-552.png
DECISIONS, DECISIONS: Guides
DECISIONS, DECISIONS: Pro Gallery

ELEVATOR PASS CODE SOLUTION

Use the Torn Memo and Part of Torn Memo to get the pass code for the elevator. The first number will always be 4 while the remaining will be randomized. The code isn't always the same on the very first game like some previous puzzles were so you cannot cheat and know what it is already (Unless using the cheating-version Tracker).

DECISIONS, DECISIONS: Text

ELEVATOR PASS CODE SOLUTIONS

All possible solutions. Doesn't require either files to input. 

  • 4032

  • 4161

  • 4927

  • 4284

pcsx2 2020-03-24 15-09-09-618.png
DECISIONS, DECISIONS: Guides

DETERMINING THE ROUTE

Similar to the Hellfire scenario, you’ll be prompted to select which floor to visit in order to retrieve one of the compounds required for the Daylight reagent. For Single Play Mode, if playing with AIPC partners, depending on which floor you take, one of them will accompany you and the other will explore the other floor on their own (See the AIPC Chart above to know which characters will go to which floor). Like with Hellfire, the AIPC character that does not accompany you will suffer vitality point decay the longer they’re separated from you, so stacking them up with recovery items before separating will help ensure that they survive long enough to retrieve the compound on their floor. If you take too long, they may die and will force you to end up having to retrieve the additional compound yourself.


Once you have retrieved your compound and if that AIPC partner is still alive, they’ll have the other compound in their inventory the next time you rendezvous with them. If playing with AIPC partners, it is best to handle B4F and allow the AIPC character that doesn’t accompany you, handle B2F as it is easier to rendezvous and safer compared to doing B2F yourself. If you’re trying to complete the scenario as fast as possible, then having AIPC partners will ensure that is possible. Keep in mind that if you’re going for the Pair Ending, and the AIPC character that won’t be accompanying you is the character that needs to be kept alive until the end of the scenario, necessitating that you take extra precautions to prep them so they do not die.


If playing alone or if your AIPC partners have died before even gaining access to the elevator, you’ll need to handle both B2F and B4F. The fastest route is to handle B4F first, as this’ll position you to be able to gain quicker and easier access to the T-Blood later on, and then focus on B2F afterwards.


As far as difficulty, B4F is well-known for being the most difficult floor. If you go for B4F, expect a lot of Poison status as you’ll encounter enemies that can inflict Poison with their attacks. However, a certain passage is known for being very dangerous (especially in Network Play Mode) and can lead to game overs if you’re not careful. Also, zombies will hinder you constantly in sections that you need to visit. B2F is much easier, but you’ll encounter an enemy that cannot be permanently killed and revives itself to full vitality after a while of dormancy. These enemies can also be a threat if you’re in the water. Fortunately, you’ll gain access to a weapon which will be powerful against this particular enemy.


This guide will cover both floors and the proper routes to ensure as little struggle as possible. Though you’ll need some luck (or at worst need to backtrack in the case of B2F) to get to certain areas due to the enemy AI. B4F will be covered first and then B2F, since doing B4F first leads fluidly to areas you need to go and you’ll have quicker access compared to finishing B2F first.

DECISIONS, DECISIONS: Text

B4F ROUTE

DECISIONS, DECISIONS: Text

University B4F (EASY)

DD Map B4F 1 Easy.png
DECISIONS, DECISIONS: Welcome

University B4F (NORMAL)

DD Map B4F 1 Normal.png
DECISIONS, DECISIONS: Welcome

University B4F (HARD)

DD Map B4F 1 Hard.png
DECISIONS, DECISIONS: Welcome

University B4F (VERY HARD)

DD Map B4F 1 Very Hard.png
DECISIONS, DECISIONS: Welcome

1F Passage Elevator
→ B4F Corridor

In a corner in front of the elevator is a Pesticide Spray on all difficulties except the Hard difficulty (if David has the Lighter, he can combine the Lighter and Pesticide Spray to create a Flame Spray, provided he has Vinyl Tape remaining in his Tool Box). An Antidote can be found on the floor in the middle of the corridor. Down the corridor, there is a Map of the B4F section on the pipes. At the end, you’ll find 2 Blue Herbs sitting here on the Easy and Normal difficulties, but a lone Green Herb on the Hard and Very Hard difficulties. Once you’re done, use the door near the center of the corridor.

DECISIONS, DECISIONS: Text

B4F Corridor
→ Access Waterway

As you head down the waterway, as you approach the first flight of steps leading down, if playing on the harder difficulties, hang back, as a Giant Spider will be right ahead and will most likely surprise you with a pouncing attack for moderate damage (you can use the character’s Ad-Libs to tell if the Giant Spider is here). Climb down the ledge but be careful of the Giant Spiders that may be ground-level or hanging on the walls or ceiling. An Iron Pipe is on the ground on all difficulties except the Very Hard difficulty as it’ll be a Curved Iron Pipe here instead. A Folding Knife will be at the end near the iron bars on the ground. Climb up the ledge. On the left side of the ledge you climbed up on are 45. Auto Rounds on the ground here on all difficulties except the Very Hard difficulty. Be careful of another Giant Spider here that might ambush you off-screen due to the camera angle. On the Very Hard difficulty, there are Handgun Rounds on the ground near the bottom of the steps here. Proceed to the end of the tunnel.

DECISIONS, DECISIONS: Text

Access Waterway
→ Old Subway Tracks

Head up the flight of stairs and head for the trolley parked here to find an Assault Rifle on all difficulties except the Very Hard. Further down the platform is a Green Herb and a Blue Herb except on the Very Hard difficulty. Back on ground level with the tracks if you head towards the pillar, there is a Red Herb sitting here on all difficulties except the Very Hard difficulty, where there is a Blue Herb instead. On the wall near the entrance to the Access Waterway way you came up, by the pipes covered by a greenish sheet you’ll find a Lighter on the Easy difficulty, Curved Iron Pipe on the Normal difficulty, and Handgun Rounds on the Very Hard difficulty. Head north following the tracks to the open section of the giant gate.

NOTE: If you started with B2F first and retrieved the P-Base and are playing with AIPC partners, the AIPC that didn’t accompany you will be here with the V-Poison in their inventory (provided if they’re still alive) and preventing you from having to enter the emission tower. However, if they’re not here, then you’ll have to complete the B4F section like normal.

DECISIONS, DECISIONS: Text

Emission Tower B4F (EASY)

DD Map B4F 2 Easy.png
DECISIONS, DECISIONS: Welcome

Emission Tower B4F (NORMAL)

DD Map B4F 2 Normal.png
DECISIONS, DECISIONS: Welcome

Emission Tower B4F (HARD)

DD Map B4F 2 Hard.png
DECISIONS, DECISIONS: Welcome

Emission Tower B4F (VERY HARD)

DD Map B4F 2 Very Hard.png
DECISIONS, DECISIONS: Welcome

Old Subway Tracks
→ Old Subway Tunnel

After crossing the short bridge of tracks ahead, on the right, there is an Iron Pipe sticking out on the ground here on all difficulties except the Very Hard difficulty where there is a Curved Iron Pipe instead. On the wall here, are Giant Wasps. Unlike crows, Giant Wasps are much more durable and tougher to take out once they become active. They can cause heavy stun with their Air Tackle attacks or inflict Poison with their Poison Stings. However, if you don’t carelessly approach them, you can kill them while they’re hanging on the walls. At the very end of the tunnel, you’ll find a Green Herb on all difficulties except the Very Hard difficulty, where there is a Blue Herb instead. You’ll notice the wrecked train on the left, you can climb to enter the train - though this is optional. If you want to ignore the items inside the train, head for the door near the end of the tunnel.

DECISIONS, DECISIONS: Text

Old Subway Tunnel
→ South Car
(Optional)

A zombie will immediately aggro upon entering the train. You’ll find a First Aid Spray in front of you sitting on the seats here except on Hard difficulty. Further down the train about halfway down is a Pesticide Spray on the seats except the Normal and Hard difficulties. On the seat at the back of the carriage near the sliding door is a second Assault Rifle here on all difficulties. On Very Hard, this is the only rifle available in the scenario. If you’re wanting more items, head for the door. Otherwise if you want to leave the train, backtrack to the open section of the train.

DECISIONS, DECISIONS: Text

South Car
→ North Car
(Optional)

A zombie will be a short distance in front of you as soon as you enter if you’re playing outside the Easy difficulty. Another zombie will be further down the car. There is an Assault Rifle Magazine and Handgun Rounds halfway through the train on the seats (It is a bit dark in this room, so they may be hard to spot) on the Easy and Normal difficulties. The Handgun Rounds will only be here for the Hard difficulty but neither will be here on the Very Hard difficulty. At the end of the car is a Red Herb on the ground. Once done, head for the open section of the car.

DECISIONS, DECISIONS: Text

Old Subway Tunnel
→ T-Shaped Passage

On the cart in front is a First Aid Spray on all difficulties except the Very Hard difficulty. On the harder difficulties, a zombie across the corridor will give chase. Past it, is a door with a fragile lock that will require force to open (the Assault Rifle you’ve acquired will deal decent damage to the door). Or you can crawl into the duct near the door. You’ll hear banging when you enter the room. A good number of zombies will be breaking into the passage if you linger too long. If you want to spare the ammo to attack the door, then the zombie that appears further down the passage that isn’t attacking the window will have to be dealt with. Otherwise if you want to conserve ammo, proceed into the duct.

DECISIONS, DECISIONS: Text
pcsx2 2019-09-06 08-27-12-723.png

ATTACKING THE DOOR

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

EASY & NORMAL: 11000

  • 100: 110

  • 250: 44

  • 450: 25

  • 500: 22

  • 625: 18

  • 1250: 9

  • 3000: 4

  • 6000: 2

  • ∞: 1

HARD: 12000

  • 100: 120

  • 250: 48

  • 450: 27

  • 500: 24

  • 625: 20

  • 1250: 10

  • 3000: 4

  • 6000: 2

  • ∞: 1

VERY HARD: 13000

  • 100: 130

  • 250: 52

  • 450: 29

  • 500: 26

  • 625: 21

  • 1250: 11

  • 3000: 5

  • 6000: 3

  • ∞: 1

pcsx2 2019-07-04 16-47-48-944.png

PICKING THE DOOR

Use Alyssa's Picking Tools to unlock the door without attacks. ​

  • Easy: P

  • Normal: P

  • Hard: S

  • Very Hard: W

DECISIONS, DECISIONS: Guides

T-Shaped Passage
→ Emission Tower Inside Wall
(Optional)

Two Green Herbs will be sitting on the platform in front of you on the Easy difficulty. There will be a single Green Herb here on the other difficulties. A Giant Wasp will appear here at the northern part of the platform on all difficulties except the Easy difficulty. It is suggested you kill it because it can potentially instant kill you by knocking you off the ledge you need to shimmy across. There is a chance it’ll fly off after it attacks and it will become inactive, allowing you to shimmy safely but this will be a rare occurrence. Shimmy across the ledge to the other side of the platform. This platform will have a Red Herb on the Easy and Hard difficulties, while a Blue Herb will be here on the Normal difficulty. Climb into the duct on this side of the platform.

DECISIONS, DECISIONS: Text

T-Shaped Passage / Emission Tower Inside Wall
→ Store Room

A zombie will give chase upon entering the room. If you came from the Emission Tower Inside Wall, there is a chance you’ll have to deal with another zombie on the harder difficulties. An Iron Pipe can be found inside a box next to the door you came from (unless you came from the Emission Tower Inside Wall). The southwest section of the room has lockers. Unfortunately, you cannot hide inside them but one of them can be opened for a Blue Herb on all difficulties except Very Hard. There is a door by the lockers which also has a fragile lock and will require several attacks to force open. Alyssa can also use her Picking Tools to open it. Next to the door is a moveable cabinet which will reveal a duct that you can crawl into to access the next room.

DECISIONS, DECISIONS: Text
pcsx2 2019-09-06 08-29-52-580.png

ATTACKING THE DOOR

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

EASY & NORMAL: 11000

  • 100: 110

  • 250: 44

  • 450: 25

  • 500: 22

  • 625: 18

  • 1250: 9

  • 3000: 4

  • 6000: 2

  • ∞: 1

HARD: 12000

  • 100: 120

  • 250: 48

  • 450: 27

  • 500: 24

  • 625: 20

  • 1250: 10

  • 3000: 4

  • 6000: 2

  • ∞: 1

VERY HARD: 13000

  • 100: 130

  • 250: 52

  • 450: 29

  • 500: 26

  • 625: 21

  • 1250: 11

  • 3000: 5

  • 6000: 3

  • ∞: 1

pcsx2 2019-07-04 16-48-30-272.png

PICKING THE DOOR

Use Alyssa's Picking Tools to unlock the door without attacks. ​

  • Easy: I

  • Normal: I

  • Hard: S

  • Very Hard: W

DECISIONS, DECISIONS: Guides

Store Room
→ Spare Power Supply Room

If you examine the table next to the door, you’ll find a Lighter sitting here. Approach the panel in order to access the buttons. You must light up all the switches (similar to Hellfire’s power puzzle) in order to supply power to the entire emission tower. The game will randomly select one of two possible patterns per difficulty. On harder difficulties, zombies will break in and interfere so you may need to leave the room and wait for them to follow you back into the Store Room in order to solve the puzzle peacefully. Once power has been restored, leave the room.

DECISIONS, DECISIONS: Text

POWER PUZZLE SOLUTIONS (EASY)

DECISIONS, DECISIONS: Text
DECISIONS, DECISIONS: Pro Gallery

POWER PUZZLE SOLUTION (NORMAL)

DECISIONS, DECISIONS: Text
DECISIONS, DECISIONS: Pro Gallery

POWER PUZZLE SOLUTION (HARD)

DECISIONS, DECISIONS: Text
DECISIONS, DECISIONS: Pro Gallery

POWER PUZZLE SOLUTION (VERY HARD)

DECISIONS, DECISIONS: Text
DECISIONS, DECISIONS: Pro Gallery

Spare Power Supply Room
→ Store Room

Head for the door next to where the Iron Pipe was at and leave (if you didn’t force the door open, you’ll unlock the door first).

DECISIONS, DECISIONS: Text

Store Room
→ T-Shaped Passage

Head down the passage and as you reach the center head to your character’s left. Be careful as the zombies that broke through the window will be up ahead. Kill or navigate past them and you’ll see a ladder up ahead. If safe, climb up the ladder. The two doors that lie here are optional rooms and are not required to be visited. Continue reading below if you wish to visit these two rooms, otherwise scroll down until you find the section of going up to the Emission Tower Access Passage.

DECISIONS, DECISIONS: Text

T-Shaped Passage
→ Underground Management Office
(Optional)

On a table near a computer, you’ll find an Anti-Virus Pill (L) here on all difficulties except the Very Hard difficulty as there will be a standard Anti-Virus Pill here instead. On the other section of the table are Handgun Rounds on all difficulties except the Very Hard difficulty. On the other side of the room on a metal shelf, you’ll find the Map for the entire Emission Tower. There is also a Typewriter here as well if you wish to save. Once you have the map or items you wish to grab, you can leave the room. On harder difficulties, zombies can enter the room so be careful if you’re trying to save.

DECISIONS, DECISIONS: Text

T-Shaped Passage
→ Underground Management Office
(Optional)

On a table near a computer, you’ll find an Anti-Virus Pill (L) here on all difficulties except the Very Hard difficulty as there will be a standard Anti-Virus Pill here instead. On the other section of the table are Handgun Rounds on all difficulties except the Very Hard difficulty. On the other side of the room on a metal shelf, you’ll find the Map for the entire Emission Tower. There is also a Typewriter here as well if you wish to save. Once you have the map or items you wish to grab, you can leave the room. On harder difficulties, zombies can enter the room so be careful if you’re trying to save.

DECISIONS, DECISIONS: Text

T-Shaped Passage
→ Control Room
(Optional)

There is an Assault Rifle Magazine sitting on the Water Cooler near the door you came from. Straight ahead are lockers. The closest one to the door allows you to hide temporarily (zombies can enter this room as well). The locker next to it requires Alyssa’s Picking Tools to open. Inside, you’ll find another Assault Rifle Magazine on all difficulties except the Very Hard difficulty. On the Very Hard difficulty, you’ll find the Brass Spectacles instead. It may be a pain to tug the Spectacles with you unless you have an AIPC partner with you to hold onto them for a bit. You can ignore them, as they only serve to save you time for an event later on. On the desk where the computer is, you’ll find the Section of a Diary file and a Green Herb except on the Very Hard difficulty. By the large control panel on the right is a filing cabinet that can be opened, which contains Handgun Rounds inside on all difficulties except the Very Hard difficulty. Once you have what you want, leave the room.

DECISIONS, DECISIONS: Text

PICKING THE LOCKER

Use Alyssa's Picking Tools to unlock the Locker. ​

  • Easy: P

  • Normal: P

  • Hard: P

  • Very Hard: S

pcsx2 2019-07-04 16-49-13-865.png
DECISIONS, DECISIONS: Guides

Emission Tower Lower Level (EASY)

DD Map B4F 3 Easy.png
DECISIONS, DECISIONS: Welcome

Emission Tower Lower Level (NORMAL)

DD Map B4F 3 Normal.png
DECISIONS, DECISIONS: Welcome

Emission Tower Lower Level (HARD)

DD Map B4F 3 Hard.png
DECISIONS, DECISIONS: Welcome

Emission Tower Lower Level (VERY HARD)

DD Map B4F 3 Very Hard.png
DECISIONS, DECISIONS: Welcome

T-Shaped Passage
→ Emission Tower Access Passage

The west part of the passage has a cart which will hold a Pesticide Spray on the Easy and Normal difficulties. The east section will have a door but further down on the shelves, holds a Handgun on all difficulties except the Very Hard difficulty. Use the door here.

DECISIONS, DECISIONS: Text

Emission Tower Access Passage
→ Emission Tower Lower Part

As soon as you enter the tower, a Giant Wasp will immediately take flight and attack. Avoid it or kill it. On the boxes near the door you used, is an Iron Pipe on the Easy difficulty, Handgun Rounds on the Normal difficulty, Curved Iron Pipe on the Hard difficulty, or a Folding Knife on the Very Hard difficulty. The south eastern side of the tower has more metal boxes that hold Handgun Rounds on the Very Hard difficulty. More Giant Wasps will remain stationed on the walls so be careful as you move around. The center of the tower has an elevator door you need to enter. Once inside, approach the switch and a message will appear asking you if you wish to use the elevator. If playing with AIPCs or other players, make sure they enter the elevator as well otherwise they’ll be locked out from using the elevator.

DECISIONS, DECISIONS: Text

Emission Tower Lower Part
→ Emission Tower Elevator

You’ll be riding the elevator up to the tower and Giant Wasps will endlessly spawn. If you kill any during the ride though only 4 will be active at a time (the time they take to respawn is dependent on difficulty with the exception of Network Play Mode). You can either stand your ground and aim up and hit them with firearms or Pesticide Sprays (though this’ll make you an easy target to their attacks) or run in a circle to help reduce the possibility to being attacked. However, if playing as Jim, if you use an Anti-Virus Pill or Anti-Virus Pill (L), you can play dead and wait for the elevator to reach the top. Keep in mind that the standard Anti-Virus Pill’s effect will wear off before you reach the top so you will need to use another to stall your virus. However, the game will immediately throw you into a loading screen once you reach the top.

DECISIONS, DECISIONS: Text

Emission Tower B1F (EASY)

DD Map B4F 4 Easy.png
DECISIONS, DECISIONS: Welcome

Emission Tower B1F (NORMAL)

DD Map B4F 4 Normal.png
DECISIONS, DECISIONS: Welcome

Emission Tower B1F (HARD)

DD Map B4F 4 Hard.png
DECISIONS, DECISIONS: Welcome

Emission Tower B1F (VERY HARD)

DD Map B4F 4 Very Hard.png
DECISIONS, DECISIONS: Welcome

Emission Tower 1F (EASY)

DD Map B4F 5 Easy.png
DECISIONS, DECISIONS: Welcome

Emission Tower 1F (NORMAL)

DD Map B4F 5 Normal.png
DECISIONS, DECISIONS: Welcome

Emission Tower 1F (HARD)

DD Map B4F 5 Hard.png
DECISIONS, DECISIONS: Welcome

Emission Tower 1F (VERY HARD)

DD Map B4F 5 Very Hard.png
DECISIONS, DECISIONS: Welcome

Emission Tower Elevator
→ Emission Tower B1

Unless playing on the Easy difficulty, you'll be attacked by Giant Wasps that reside here. On the elevator section of the catwalk, head left (east) on the catwalk and on the wall of the hive you’ll find the V-Poison here. The northside of the elevator level catwalk will hold a First Aid Spray on the Easy difficulty, while a Green Herb will be sitting here on the Normal and Very Hard difficulty. Head up the stairs and a Blue Herb is sitting on the west side of the catwalk. Use the door that is close to the top of the stairs.

DECISIONS, DECISIONS: Text

Emission Tower B1
→ Emission Tower Station

The cupboard next to the door you came from will have an Antidote on the Easy and Normal difficulties in case you were poisoned in the prior rooms. You’ll find a First Aid Spray on the same cupboard more north of the room except on the Very Hard difficulty. The central section of the desk will contain an Anti-Virus Pill (L) on all difficulties except the Very Hard difficulty, instead an Anti-Virus Pill will be here instead. On the edge of the desk, you’ll find an Assault Rifle Magazine here on the Easy difficulty. Once you’re ready, head for the door located southwest from the door leading to the Emission Tower B1.

DECISIONS, DECISIONS: Text

Back Square (EASY)

DD Map Outside 1 Easy.png
DECISIONS, DECISIONS: Welcome

Back Square (NORMAL)

DD Map Outside 1 Normal.png
DECISIONS, DECISIONS: Welcome

Back Square (HARD)

DD Map Outside 1 Hard.png
DECISIONS, DECISIONS: Welcome

Back Square (VERY HARD)

DD Map Outside 1 Very Hard.png
DECISIONS, DECISIONS: Welcome

Emission Tower Station
→ Back Square

A cutscene will trigger showing the BOW Greg had sealed in the capsule attacking the U.B.C.S. squad and killing them before escaping. Once the cutscene resolves there are herbs stationed near the metal fence nearby and one near a light post. An Assault Rifle Magazine is on the ground on the eastern side of the twin doors leading into the university. If playing on the Easy and Normal difficulty, there is a Card Key lying next to the dead U.B.C.S. Mercenary next to the truck. This will allow you to gain access to the University via the twin doors by using it on the card reader to the left of the door. Burst Rounds are located on top of hood of the parked truck. Further down, you’ll find the Orders file on another dead U.B.C.S. Mercenary laying on the ground.  On the wall near the file, you’ll find Green Herbs sitting here except on the Very Hard difficulty. The wall with the giant gate has a door you cannot access, but next to it hangs the Map of the outside section of the university. If you’re playing on Hard or Very Hard, you’ll need to enter the door that was closest to the door you used to leave the Emission Tower Station. Otherwise use the Card Key on the card reader to unlock the twin doors and proceed back into the University.

DECISIONS, DECISIONS: Text

Back Square
→ Pier
(Hard and Very Hard difficulties only, optional on the Easy and Normal difficulties)

You’ll find a Green Herb straight ahead of you here but there will also be a Red Herb sitting here next to the Green Herb on the Easy and Normal difficulties. Head down the long flights of stairs and follow the path on the wooden pier. You’ll notice a shark swimming in the center of the pier. It cannot attack characters unless they’re in the water with it. However, when you attempt to cross the wooden pier a another shark will spawn from off screen and try to knock characters into the water. If you get knocked into the water, you must swim to the wooden part of the pier and climb up. If the Neptune here catches you just once in the water, it will instantly kill the character. The Neptune swimming around can be permanently killed - but it is difficult to do. The Neptune that appears from the water to knock a character into the dock area is invincible and cannot be killed so don’t even try attacking it.


The northwest section of the wooden part of the pier has Handgun Rounds on all difficulties except the Very Hard difficulty. The middle section of the pier has a First Aid Spray and further down you will find the Card Key laying here on the Hard and Very Hard difficulty. The southwest side of the wooden pier has an Iron Pipe sitting here. At the end of the wooden pier you’ll reach the shore section. On top of the pallets sitting near the giant shutter is a First Aid Spray on the Easy difficulty, but a Green Herb on the Hard difficulty. You’ll find a Handgun Magazine on top of the barrels near a door on the Easy, Normal, and Very Hard difficulty. Once you have what you need, particularly the Card Key for the Hard and Very Hard difficulty, cross the pier and head back up the flight of stairs to head back to the Back Square. Once you reach the Back Square, take the Card Key you got from the Pier and use it on the card reader to unlock the door.

DECISIONS, DECISIONS: Text

Back Square
→ 1F Passage B

As soon as you enter the passage, head for the door where the herbs were sitting.

DECISIONS, DECISIONS: Text

1F Passage B
→ Entrance Hall

As soon as you enter the Entrance Hall, the monster that attacked the U.B.C.S. will enter the university through the window. As soon as you gain control of your character, before the door behind you closes, enter through it again. If you miss it, you’ll need to either attack the door to force it open or take the long way back to 1F Passage B.

DECISIONS, DECISIONS: Text
pcsx2 2019-07-07 13-50-16-298.png

THANATOS

VITALITY POINTS

SINGLE PLAY MODE: Easy:  Normal:  Hard:  Very Hard: 

NETWORK PLAY MODE: Easy: ∞ Normal:  Hard:  Very Hard: 

ATTACKS

PUNCH: Easy: 100 - 150 Normal: 150 - 200 Hard: 150 - 250 Very Hard: 200 - 350

KICK: Easy: 220 - 250 Normal: 250 - 280 Hard: 300 - 330 Very Hard: 420 - 480

HAYMAKER: Easy: 220 - 250 Normal: 250 - 280 Hard: 300 - 330 Very Hard: 460 - 480

IMPALE: Easy: Death Normal: Death Hard: Death Very Hard: Death

DECISIONS, DECISIONS: Welcome

Entrance Hall
→ 1F Passage B
 (All difficulties except the Hard difficulty)

Head for the panel on the wall near the severed power cable and have the prompt to activate the switch ready (it is strongly suggested having the Assault Rifle equipped). After a while, Thanatos will enter the room. Depending on the RNG, Thanatos may immediately dash after you as soon as he sees you as you ready the trap for him. If he casually walks despite you being in view, cancel the prompt to use the switch and aim at Thanatos with either the 45. Automatic or Assault Rifle since these weapons always cause light stun. This will aggro the monster and he will attack. If you fail to aggro him, he’ll open the door leading into the Testing Passage A and reset the route in which he patrols the university, thus forcing you to wait even longer. As soon as he is underneath the power cable, activate the switch to electrocute Thanatos. This will cause him to collapse to the ground but most importantly, he’ll drop the T-Blood. You can replace the Card Key with the T-Blood as the Card Key is useless after using it to unlock the door.


The panel is broken and cannot be used on the Hard difficulty, therefore if you took the Brass Spectacles from 1F Passage A to 2F Passage, you can access the door from this passage, provided you unlocked it via Testing Passage A.

DECISIONS, DECISIONS: Text

1F Passage B
→ Testing Passage A
(Hard difficulty only)

With the panel usable in 1F Passage B, you’ll need to use the panel here to trigger the power cables to obtain the T-Blood from Thanatos. This area is harder to properly stage Thanatos under the cable, so this might require trial-and-error to ensnare him into the trap. It is more manageable if playing with AIPC partners or other players that can distract the monster, but if he is constantly wearing you down and you don’t feel confident you can obtain the T-Blood without the risk of dying and lack of recovery items then bail out and obtain more recovery items and try again. Once you have successfully obtained the T-Blood, leave the passage via the 1F section.

DECISIONS, DECISIONS: Text

1F Passage B / Testing Passage A (Hard difficulty only)
→ Entrance Hall

Back at the Entrance Hall, head west to the door leading to the elevator.

DECISIONS, DECISIONS: Text

1F Passage / Testing Passage A (Hard difficulty only)
→ Entrance Hall

Back at the Entrance Hall, head west to the door leading to the elevator.

DECISIONS, DECISIONS: Text

Entrance Hall
→ 1F Passage Elevator

Head for the elevator and enter and select the 3F on the message prompt.


NOTE: If playing as Yoko, if you want to save some time and don’t mind holding the V-Poison and T-Blood in your inventory longer, instead of selecting 3F, select B2F on the message prompt but otherwise if you want to free up inventory space, then feel free to select 3F.

DECISIONS, DECISIONS: Text

University 3F (EASY)

DD Map 3F Easy.png
DECISIONS, DECISIONS: Welcome

University 3F (NORMAL)

DD Map 3F Normal.png
DECISIONS, DECISIONS: Welcome

University 3F (HARD)

DD Map 3F Hard.png
DECISIONS, DECISIONS: Welcome

University 3F (VERY HARD)

DD Map 3F Very Hard.png
DECISIONS, DECISIONS: Welcome

1F Passage Elevator
→ 3F Passage Elevator

At the end of the passage, far past the hole on the floor, inside the boxes you’ll find a First Aid Spray inside on all difficulties except the Normal difficulty. The table right of the boxes will have Handgun Rounds sitting here on all difficulties except the Hard difficulty. Proceed to the door close to the elevator.

DECISIONS, DECISIONS: Text

3F Passage Elevator
→ Experimental Preparation Room

On the desk close to the door you came in from, you’ll find an Anti-Virus Pill (L) sitting here. A Red Herb will be laying on the floor near the center on all difficulties except the Very Hard difficulty. On the desk located on the west section of the room on the ground is a Green Herb on the Easy difficulty, but there will be a Blue Herb here instead on the Very Hard difficulty. On the desk, close to the herb’s location you’ll find a Recovery Medicine (L) here. On a small cart at the back of the room is a second Anti-Virus (L) on the Easy difficulty. Head for the door located on the east.

DECISIONS, DECISIONS: Text

Experimental Preparation Room
→ Laboratory

The south section of the room has lockers but unfortunately doesn’t have any items inside but does hold a Special Item only on the Easy and Normal difficulties. A Typewriter is located near the loudspeaker north of the room if you wish to save. Approach the incubator and use the V-Poison and T-Blood on the machine in order to set them. Once placed, head back to the door you came from. Ignore the door near the incubator as it is locked for now.

DECISIONS, DECISIONS: Text

Laboratory
→ Experimental Preparation Room

Head for the door leading back to the elevator.

DECISIONS, DECISIONS: Text

Experimental Preparation Room
→ 3F Passage Elevator

Open and enter the elevator and select B2F on the message prompt.

DECISIONS, DECISIONS: Text

B2F ROUTE

DECISIONS, DECISIONS: Text

University B2F (EASY)

DD Map B2F Easy.png
DECISIONS, DECISIONS: Welcome

University B2F (NORMAL)

DD Map B2F Normal.png
DECISIONS, DECISIONS: Welcome

University B2F (HARD)

DD Map B2F Hard.png
DECISIONS, DECISIONS: Welcome

University B2F (VERY HARD)

DD Map B2F Very Hard.png
DECISIONS, DECISIONS: Welcome

3F Passage Elevator
→ B2F Passage Elevator

North of you down the passage you’ll find a Pesticide Spray on top of the barrel. Further down the passage you’ll spot George sitting down and a manhole near him (George will not be here if he is a chosen character in Single and Network Play Mode). On all difficulties except the Very Hard difficulty, there is a First Aid Spray on top of the shelves which you can obtain by climbing up the crates. If you speak to George, he’ll drop recovery items on the ground for you to use. Head for the manhole and climb down.


NOTE: If you are playing with AIPCs and you took B4F, the AIPC partner that did not accompany you will be here with the P-Base in their inventory. If they’re not here, that means that they have died somewhere and didn’t retrieve the compound.

DECISIONS, DECISIONS: Text

Water Works Facility (EASY)

DD Map B3F Easy.png
DECISIONS, DECISIONS: Welcome

Water Works Facility (NORMAL)

DD Map B3F Normal.png
DECISIONS, DECISIONS: Welcome

Water Works Facility (HARD)

DD Map B3F Hard.png
DECISIONS, DECISIONS: Welcome

Water Works Facility (VERY HARD)

DD Map B3F Very Hard.png
DECISIONS, DECISIONS: Welcome

B2F Passage Elevator
→ West Waterway

There is a Folding Knife on the ground in front of the ladder after you climb down. Head down the waterway. The northwest section is a dead end but on the ground near the bars you’ll find an Iron Pipe here on the Easy and Normal difficulties, but a Curved Iron Pipe on the Hard difficulty. Head east until you see a wall of bars with a door. Use the door here. 

DECISIONS, DECISIONS: Text

West Waterway
→ East Waterway

A zombie will immediately give chase as soon as you enter if playing on the Normal, Hard, and Very Hard difficulties. If you kill it, it’ll eventually respawn on top. The eastern section of the lower waterway has a Curved Iron Pipe here on the Easy difficulty. Climb up the ladder but be careful as another zombie will be here. There are herbs sitting on the ground further ahead past the zombie. Head for the door and the end of the upper level.

DECISIONS, DECISIONS: Text

East Waterway
→ Access way A

As soon as you hit the center of the T-shaped like part of the passage, a zombie will attack. On the ground where the paths split up is a Red Herb on all difficulties except the Very Hard difficulty. Head to the southeast path (character’s right) and use the door here.

DECISIONS, DECISIONS: Text

Access way A
→ Access way B

Near the door you entered from, there is a split in the passage here. There is a shelf here that has Handgun Rounds here on all difficulties except the Very Hard difficulty. Continue down the passage and use the door here.

DECISIONS, DECISIONS: Text

Access way B
→ Underground Tunnel

Head straight and near on the floor next to the gap of the railing, you’ll find an Iron Pipe sitting here on the Easy and Normal difficulties. Head for the door up ahead.

DECISIONS, DECISIONS: Text

Underground Tunnel
→ Water Purifying Center

You’ll find a Green Herb a short distance ahead of you near a door. If you head straight south of the walkway, you’ll find Handgun Rounds on top of a large metal crate sitting here on the Easy and Normal difficulty. Head north and you’ll come across a lone metal crate that holds 45. Auto Rounds on all difficulties except the Very Hard difficulty. You’ll notice the rail here is broken and a pipe positioned on top. You can shimmy this pipe if you wish but you don’t need to do this right now so ignore the pipe. Head up the flight of stairs and towards the capsules, as you climb down the flight of stairs a cutscene will trigger revealing Hunter Gammas (introduced from Resident Evil 3: Nemesis). If playing on Normal, Hard, or Very Hard, a Hunter Gamma will immediately spawn close to your character and may possibly get in a hit. Fear not as Hunter Gammas are nowhere near as durable and strong as they were in Resident Evil 3. They have extensive cooldown after their attacks but be careful if you’re in Danger status as this will prompt their devouring attacks which cannot be broken out of without a partner attacking it or you healing just before the attack connects.


Hunter Gammas are quite spongey and can take some punishment. Bear in mind that even if you kill one, it will not permanently kill them and after a while, they’ll revive with full stamina again. The duration for them to revive shortens as you play on higher difficulties with the exception of Network Play Mode. On the ground between the two capsules is the Key with A Red Tag. A First Aid Spray can be found hiding by the first capsule on the Very Hard difficulty. Once you have the key, backtrack to the door that brought you to the room.

DECISIONS, DECISIONS: Text

Water Purifying Center
→ Restroom
(Optional)

Straight in front of you past the sink, you’ll find a First Aid Spray on the ground here on the Easy and Normal difficulties, but a Green Herb instead on the Very Hard difficulty. The other side of the restroom, you’ll find a Blue Herb sitting in a corner here and a Grenade Launcher loaded with Burst Rounds near a stall on all difficulties except the Very Hard difficulty.

DECISIONS, DECISIONS: Text

Water Purifying Center
→ Underground Tunnel

Head for the door on the east side but don’t linger around too long as a Hunter Gamma will eventually jump out of the water and attack.

DECISIONS, DECISIONS: Text

Underground Tunnel
→ Access way B

Head for the door at the end of the passage.

DECISIONS, DECISIONS: Text

Access way B
→ Access way A

Watch out for the zombie here (if you killed it the first time you came into this passage, it’ll respawn from the door you entered from) Go straight through the passage. On the metal shelves here is an Iron Pipe on the Hard and Very Hard difficulty. Open the door near the shelves (this will de-aggro the zombie here) and next to the door on the ground you’ll find Handgun Rounds here on the Easy and Very Hard difficulty. Continue down the passage and you’ll spot a door here. If you want to enter it now, you can but you might want to consider doing so later since you’ll free up inventory space with the key you have on you. Continue down the passage until it curves. Be careful as a zombie is hiding here and could ambush you due to the camera angle. Use the door here.

DECISIONS, DECISIONS: Text

Access way A
→ Water Works Management Office

As soon as you enter the room, you’ll find a Handgun lying on the ground in front of you on all difficulties except the Very Hard difficulty. On the corner of a table, you’ll find the Reagent Case. This can be used with the machine sitting next to the table to obtain the P-Base. Unfortunately, the P-Base dissolves so you cannot use it.  There are Handgun Rounds next to the computer on all difficulties except the Very Hard difficulty. On a filing cabinet out of view is a Green Herb on all difficulties except the Very Hard difficulty, while there will be a Blue Herb here on the Very Hard difficulty sitting on top of it in clear view as you approach the door with a red light above it.  Approach the door with the red light beaming above it and use the Key with A Red Tag on it to unlock it and enter the door.

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Water Works Management Office
→ Water Tank

There will be a Blue Herb sitting on the floor near the door you came from. Climb down the ledge but beware of the Hunter Gammas that’ll jump out of the water onto the platform to interfere. Cross the platform and climb the ledge and approach the control panel that has an active monitor on it and examine it to be given a message prompt to release the lock to the water tank door. Once the door is unlocked you can leave the room. There are Burst Rounds on top of the control panel here on the Easy and Normal difficulties on the right from the control panel that you just used.

DECISIONS, DECISIONS: Text

Water Tank
→ Water Works Management Office

Proceed to the door near the white board.

DECISIONS, DECISIONS: Text

Water Works Management Office
→ Access way A

Avoid the zombie in this area and if you wish, you can use the door that is straight ahead, otherwise use the door on the left. Avoid the zombie here and continue straight down the passage and use the door straight ahead.

DECISIONS, DECISIONS: Text

Access way A
→ Shed
(Optional)

As soon as you enter the room, you’ll spot the Grenade Launcher sitting on top of a shelf near you. Slightly south on the shelves on the other side of the wall, you’ll find the Map of the entire water works facility and a First Aid Spray as well except on the Very Hard difficulty.

NOTE: Depending on your resources or on time, you can backtrack from the water works to the pier on B2F and reach the Back Entrance via the Pier. There is a manhole near the crates and large fence which will allow you to access the Water Purifying Center and not have to contend with the Hunter Gammas which could possibly prevent you from safely crossing the pipes without being knocked into the water. This is something to consider if playing on Network Play Mode, if you’re alone and don’t have a partner to help with the P-Base. Additionally, the Hunter Gammas will revive much faster (even on easier difficulties) and can prevent you from crossing the pipes safely.

DECISIONS, DECISIONS: Text

Access way A
→ Access way B

Use the door on the other side of the passage.

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Access way B
→ Underground Tunnel

Ignore the Hunter Gamma if it is on the platform and use the door across from here.

DECISIONS, DECISIONS: Text

Underground Tunnel
→ Water Purifying Center

You’ll need to head for the broken rails that have a pipe above and cross the two sets of pipes to reach the other side of the room. The problem is if you attempt to cross the pipes with any active Hunter Gammas about, they’ll attack you off the pipe and knock you into the water where they’ll attempt to grab your character and swallow them. You’ll need to bait the Hunter Gammas out of the water and kill them on dry land. You can lure them all the way to the section with the two large metal crates and kill them there, as if they revive, it’ll take them some time to get to you if they aggro. On harder difficulties, one of the Hunter Gammas will be much further ahead in the room, so you might need to enter the water to aggro it and have it chase you up to the upper section of the room so you can kill it. Keep in mind they’ll revive so once all the Hunter Gammas are defeated, you’ll need to make haste and cross the pipes.


With the Hunter Gammas temporarily disposed of, head for the broken railing and press the Action button to shimmy across the pipe. Once you reach the end of the pipe, your character will jump down. Among the giant pipes here on the small platform, you’ll find Burst Rounds sitting on the floor here on all difficulties except the Hard difficulty. Approach the second pipe and shimmy across it until you reach the other side of the platform. The ladder up ahead will take you up to the Back Entrance. Climb down the metal crates and then climb up the platform up ahead and use the door here.

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Water Purifying Center
→ Quality Assurance Testing Room

On the edge of the control panel in front of the window you’ll find an Anti-Virus Pill (L) sitting here on all difficulties except the Very Hard difficulty, where it’ll be a standard Anti-Virus Pill here instead. On a cart that is positioned left from the door up ahead, you’ll find more Burst Rounds if playing on the Easy difficulty, a Green Herb on the Normal difficulty, Blue Herb on the Hard difficulty, or Handgun Rounds on the Very Hard difficulty. Use the door here.

DECISIONS, DECISIONS: Text

Quality Assurance Testing Room
→ Underground Tunnel

There will be a Red Herb and Green Herb sitting on the floor on this side of the platform if playing on the Easy, Normal, and Hard difficulty, but the Green Herb will not be here on the Very Hard difficulty. Avoid the Hunter Gamma that is on this side of the platform and use the door straight ahead.

DECISIONS, DECISIONS: Text

Underground Tunnel
→ Water Works

Follow the passage until you come across a broken ladder. Climb up and enter through the door into the control room. You’ll find the Sealed Reagent Case sitting on a chair here. Exit the control room then approach the ledge with the broken section of the railing and jump down. Once in the water, quickly climb up onto the platform and use the door straight ahead.

DECISIONS, DECISIONS: Text

Water Tank
→ Water Works Management Office

Approach the machine near the computer and use the Sealed Reagent Case on it. It’ll produce and give you the P-Base (Sealed). Once you have the compound, head for the door by the white board.

DECISIONS, DECISIONS: Text
DECISIONS, DECISIONS: Text

Water Works Management Office
→ Access way A

Avoid the zombie if it is around and head for the door that leads into the T-shaped section of the passage while avoiding the zombie that resides here and use the door that would split up the passage.

Access way A

→ East Water Way

If you killed the zombie in the water section of the room, it’ll spawn in as you enter the room. Avoid the zombies here and approach and climb down the ladder. Use the door here.

DECISIONS, DECISIONS: Text

East Water Way
→ West Water Way

Head down the water way back to the ladder and climb up.

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West Water Way
→ B2F Passage Elevator

Head for the elevator and select 3F on the message prompt.


NOTE: If you did B2F first, you’ll need to head for the pier by using the door straight ahead and cross it to reach the upper section which will take you to the Back Entrance (the Card Key will be on the pier on the Hard and Very Hard difficulty). At the Back Entrance, get the Card Key that is by a dead mercenary near the parked truck (Easy and Normal difficulties) and use it to enter the university. Follow the guide above on obtaining the T-Blood from the B4F route.

DECISIONS, DECISIONS: Text

B2F Passage Elevator
→ 3F Passage Elevator

Use the door that is across from the elevator.

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3F Passage Elevator
→ Experimental Preparation Room

Head for the door by the desk.

DECISIONS, DECISIONS: Text

3F Passage Elevator
→ Experimental Preparation Room

Approach the incubator and use the P-Base (Sealed) on it.


NOTE: If you’re playing with AIPC partners or other players, if you place all three compounds into the machine before everyone arrives at the laboratory, a cutscene will trigger where your character will tell everyone to hurry to the lab, causing you to wait 5 extra minutes. If everyone is in the lab or are playing alone, a cutscene will trigger showing the incubator suddenly powering down. After the cutscene resolves, head for the door that was previously locked.

DECISIONS, DECISIONS: Text

Laboratory
→ Machine Storage Room

If you head to the character’s left, there is an Iron Pipe sitting on the ground straight ahead on all difficulties except the Very Hard difficulty. If you go straight upon entering the room, you’ll find 45. Auto Rounds sitting next to a pillar on the floor. Head northeast of the room and you’ll find weapons and ammo and even First Aid Sprays depending on the difficulty being played. Load up and whatever you need then go through the large curtain.

DECISIONS, DECISIONS: Text

Laboratory
→ Machine Storage Room

If you head to the character’s left, there is an Iron Pipe sitting on the ground straight ahead on all difficulties except the Very Hard difficulty. If you go straight upon entering the room, you’ll find 45. Auto Rounds sitting next to a pillar on the floor. Head northeast of the room and you’ll find weapons and ammo and even First Aid Sprays depending on the difficulty being played. Load up and whatever you need then go through the large curtain.

DECISIONS, DECISIONS: Text

Machine Storage Room
→ Second Hall

A cutscene will immediately play of finally encountering the mastermind behind Daylight (if playing as Yoko or someone has chosen Yoko in Network Play Mode and she is alive, an additional cutscene will play between Greg and Yoko). Another cutscene will trigger showing Greg being killed off by Nikolai and time bombs being activated. Once the cutscenes resolve, approach the desk and both computers in order to apply power back to the incubator and to release the locks in this room and the doors at the back of the university.


Depending on which ending you want to obtain, you can ignore heading back to the laboratory and obtaining a Daylight reagent. However, Daylight can be used as a weapon much later so if this is what you’re striving for, you can grab a Daylight reagent solely for this purpose. If you want to cure yourself of the T-Virus, then head back to the laboratory.

DECISIONS, DECISIONS: Text

Second Hall
→ Machine Storage Room
(Optional)

Head for the door across the room.

DECISIONS, DECISIONS: Text

Machine Storage Room
→ Laboratory
(Optional)

Approach the Incubator and wait for the machine to make a noise which indicates a Daylight reagent has been created. Using Daylight on yourself will completely cure you of the T-Virus and remove the virus gauge off the status screen. If you wish to obtain more reagents, you’ll have to wait a little for it to generate another reagent. Be careful as on harder difficulties, the incubator will only generate a certain amount and then no more. Possessing multiple reagents will also affect which ending you’ll get so once you’ve decided on what your goal is and have what you need, leave the room.

DECISIONS, DECISIONS: Text

Second Hall
→ Testing Passage B

There will be a Green Herb sitting on the walkway here upon entering the passage. Head down the walkway until you approach a ladder. Climb down the ladder to the 2F section of the passage and continue on until you approach a door up ahead. There are Handgun Rounds sitting across from the door you need to use. Unlock the door and enter through.

DECISIONS, DECISIONS: Text

Testing Passage B
→ Presidents’ Room

Beware of Thanatos if he is here. You can re-enter the testing passage to reset the room, otherwise he’ll end up chasing you around. Head for the door across the room.

DECISIONS, DECISIONS: Text

Presidents’ Room
→ Drawing Room

Head for the door across from you.

DECISIONS, DECISIONS: Text

Drawing Room
→ 2F Passage

If playing on the Easy, Normal, or Hard difficulties and you’ve placed the Brass Spectacles onto the bust to reveal the hidden door here, you can use this door instead of going down this passage to the Entrance Hall. If playing on the Very Hard difficulty, and you didn’t obtain the Brass Spectacles from B4F as Alyssa, you won’t be able to use this passage and will have to back track to the Entrance Hall.

DECISIONS, DECISIONS: Text

2F Passage 
→ Testing Passage A
(If Brass Spectacles were used)

Head for the ladder straight ahead and climb down until you reach the 1F section of the passage. Then continue down the passage and use the door straight ahead.

DECISIONS, DECISIONS: Text

Testing Passage B
→ 1F Passage B
(If Brass Spectacles were used)

Head for the twin doors and use them to leave the university.

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2F Passage 
→ Entrance Hall

Head down the 1F section of the hall. If you’re hurting on time, you can approach the north side door that cannot be opened from this area and attack it to force it open to go through. If you have time to spare and want to save your ammo, head south to the door near the corner.

DECISIONS, DECISIONS: Text

Entrance Hall 
→ 1F Passage B
(If you forced the door opened from the Entrance Hall)

Head for the twin doors and use them to leave the university.

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Entrance Hall 
→ Waiting Room

Head for the door across the hall. Beware, as a Zombie Dog will break through the window here if you linger too long.

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Waiting Room 
→ 1F Passage A

Head down the passage but beware as another Zombie Dog will break in and attack. Head for the door deep in the passage.

DECISIONS, DECISIONS: Text

1F Passage A 
→ 1F Passage B

Head for the twin doors and leave the university.

DECISIONS, DECISIONS: Text

1F Passage B
→ Back Square

Once outside, there’s not much else to do but wait for the timer to hit zero. The manhole and two doors north of the university are sealed. Once the timer hits zero a cut scene of the university will explode (any characters still inside the university will instantly die) and the surviving firefighters from Hellfire in a helicopter will instruct to go to a courtyard. After the cutscene ends, you’ll need to head for the door that is by the giant gate next to where you found the Map. Giant Wasps will become active and attack. Try your best to avoid them or kill them if you really need to (in Network Play Mode, they’re invincible and cannot be killed).

DECISIONS, DECISIONS: Text

1F Passage B
→ Back Square

Once outside, there’s not much else to do but wait for the timer to hit zero. The manhole and two doors north of the university are sealed. Once the timer hits zero a cut scene of the university will explode (any characters still inside the university will instantly die) and the surviving firefighters from Hellfire in a helicopter will instruct to go to a courtyard. After the cutscene ends, you’ll need to head for the door that is by the giant gate next to where you found the Map. Giant Wasps will become active and attack. Try your best to avoid them or kill them if you really need to (in Network Play Mode, they’re invincible and cannot be killed).

DECISIONS, DECISIONS: Text

Back Square 
→ Unloading Passage

Head down the passage until you see a ladder and a parked truck up ahead. You’ll find Burst Rounds on the ground next to the scaffolding walkway here. If you climb up to the scaffold, you’ll find more supplies here. The parked truck will also have items on top of it if you climb up instead of taking the ladder. Regardless if you decide to take the scaffold or the truck side, head north. Right as you step into the clearing a cutscene triggers with Thanatos appearing in his mutated state.

DECISIONS, DECISIONS: Text

THANATOS R (PHASE 1)

Image11.jpg

VITALITY POINTS

SINGLE PLAY MODE: Easy: 2500 Normal: 2800 Hard: 3000 Very Hard: 3000

NETWORK PLAY MODE: Easy: 3500 Normal: 3800 Hard: 4000 Very Hard: 4000

ATTACKS

ARM SWING: Easy: 100 - 230 Normal: 150 - 450 Hard: 200 - 550 Very Hard: 300 - 750

KICK: Easy: 220 - 250 Normal: 250 - 280 Hard: 300 - 330 Very Hard: 450 - 480

DASH: Easy: 160 - 200 Normal: 180 - 220 Hard: 200 - 240 Very Hard: 220 - 260

JUMP: Easy: 120 - 150 Normal: 250 - 280 Hard: 300 - 320 Very Hard: 460 - 480

DECISIONS, DECISIONS: Gallery

DAMAGE PENALTIES

The damage penalties only take effect if Thanatos R's body is attacked. Thanatos R takes damage based off the weapon's normal value if his heart is attacked.

SHOULDER TACKLE

Damage reduction: 80%

The damage reduction will cause Shoulder Tackles to deal 2 damage to Thanatos R.

FOOT STOMP

Damage reduction: 80%

The damage reduction will cause Foot Stomps to deal 8 damage to Thanatos R.

KEVIN'S KICK

Damage reduction: 80%

The damage reduction will cause Kevin's Kick to deal 4 damage to Thanatos R.

GEORGE'S TACKLE

Damage reduction: 80%

The damage reduction will cause George's tackle to deal 2 damage from uncharged tackles and 4 damage from fully charged tackles against Thanatos R.

DECISIONS, DECISIONS: List
103.png

IRON PIPE

Damage reduction: 12 - 80%

The damage reduction will cause the Iron Pipe to deal 14 damage to Thanatos R. It will deal 62 damage to Thanatos R's heart.

104.png

CURVED IRON PIPE

Damage reduction: 12 - 80%

The damage reduction will cause the Curved Iron Pipe to deal 8 damage to Thanatos R. It will deal 57 damage to Thanatos R's heart.

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BENT IRON PIPE

Damage reduction: 80%

The damage reduction will cause the Bent Iron Pipe to deal 16 damage to Thanatos R.

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FLAME SPRAY

Damage reduction: 80%

The damage reduction will cause the Flame Spray to deal 30 damage to Thanatos R.

DECISIONS, DECISIONS: List
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MONKEY WRENCH

Damage reduction: 80%

The damage reduction will cause the Monkey Wrenches to deal 50 damage to Thanatos R.

400.png

45. AUTOMATIC

Damage reduction: 80%

The damage reduction will cause the 45. Automatic to deal 90 damage at close range, 81 damage at mid range, and 72 damage at long range against Thanatos R.

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MARK'S HANDGUN

Damage reduction: 80%

The damage reduction will cause Mark's Handgun to deal 26 damage at close range, 23 damage at mid range, and 23 damage at long range against Thanatos R.

401.png

HANDGUN

Damage reduction: 80%

The damage reduction will cause the Handgun to deal 28 damage at close range, 22 damage at mid range, and 16 damage at long range against Thanatos R.

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ASSAULT RIFLE

Damage reduction: 80%

The damage reduction will cause the Assault Rifle to deal 26 damage at close range, 20 damage at mid range, and 18 damage at long range against Thanatos R.

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GRENADE LAUNCHER

Damage reduction: 80%

The damage reduction will cause the Grenade Launcher to deal 240 damage while the explosion causes 70 damage against Thanatos R.

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ROCKET LAUNCHER

Damage reduction: 80%

The damage reduction will cause the Rocket Launcher to deal 3840 damage against Thanatos R.

DECISIONS, DECISIONS: List

DAMAGE MODIFIER

407.png

FOLDING KNIFE

Damage modification: 400%

The damage modification will cause the Folding Knife to deal 200 to Thanatos R if striking the heart.

DECISIONS, DECISIONS: List

You’re up against Thanatos R, but this time, the monster is no longer invincible, meaning you can actually win this fight. The statistics shown up above show that the monster doesn’t have very many vitality points, therefore this fight should be over quickly. Unfortunately, Thanatos R brings back the damage penalty system and unlike G-Mutant that can reduce damage from specific weapons based on the range they were used at, Thanatos R will cut down damage from nearly every weapon by 80% if they hit his body. Thanatos R only takes the base damage of attacks inflicted to his heart with the exception of melee weapons outside the Folding Knife.


Thanatos R’s main attack is his Arm Swing, a wide radius attack that can hit for minimum damage or massive damage. There is a blind spot on his right side where if you swing a melee weapon or knife downward, you can avoid the overhead part of the attack. If you try to distance yourself from Thanatos, he’ll perform a Dash attack which grants him complete invincibility and he cannot be damaged. Thanatos R will perform a Jump attack where he’ll jump high into the sky then land hard, damaging anyone caught in the radius for moderate damage (pay attention to the ground and watch for the shadow before he lands).


There is a rusty cabinet that resides next to the scaffold on the northeast section of this area. Inside is a Rocket Launcher which can be used to immediately defeat Thanatos R, but the cabinet will require a good number of attacks to bust open (the Assault Rifle can make the task easier). An easy strategy is to bait the monster to the ditch as this can prevent it from hitting you with most of its attacks. When Thanatos R jumps into the air, you can climb the ledge just as his shadow appears to avoid the attack as the monster cannot climb up or down the ledge. On the upper section when Thanatos R is in the ditch, it is much easier to hit the heart.


Each time Thanatos R’s heart is struck, it will instantly stun him and can cancel out his attacks, so with properly timed attacks, it is possible to stun lock him to death (though this requires practice and Thanatos R has different light stuns). The Folding Knife is the only weapon that Thanatos R is weak against. It will deal default damage if hit in the body, but will inflict 5x the damage if struck at the heart. Regardless, avoid going all out against Thanatos R here…as this is only the first round against this boss.

DECISIONS, DECISIONS: Text

Back Square 
→ Front Square

After a few cutscenes, Thanatos R will appear again for a second battle.

DECISIONS, DECISIONS: Text

Back Square (EASY)

DD Map Outside 2 Easy.png
DECISIONS, DECISIONS: Welcome

Back Square (NORMAL)

DD Map Outside 2 Normal.png
DECISIONS, DECISIONS: Welcome

Back Square (HARD)

DD Map Outside 2 Hard.png
DECISIONS, DECISIONS: Welcome

Back Square (VERY HARD)

DD Map Outside 2 Very Hard.png
DECISIONS, DECISIONS: Welcome

THANATOS R (PHASE 2)

Image12.jpg

VITALITY POINTS

SINGLE PLAY MODE: Easy: 2500 Normal: 3500 Hard: 4500 Very Hard: 6500

NETWORK PLAY MODE: Easy: 4800 Normal: 6300 Hard: 6300 Very Hard: 9000

ATTACKS

ARM SWING: Easy: 100 - 230 Normal: 150 - 450 Hard: 200 - 550 Very Hard: 300 - 750

KICK: Easy: 220 - 250 Normal: 250 - 280 Hard: 300 - 330 Very Hard: 450 - 480

DASH: Easy: 160 - 200 Normal: 180 - 220 Hard: 200 - 240 Very Hard: 220 - 260

JUMP: Easy: 120 - 150 Normal: 250 - 280 Hard: 300 - 320 Very Hard: 460 - 480

ARM SLAM: Easy: 220 - 250 Normal: 380 - 420 Hard: 500 - 530 Very Hard: 650 - 670

DECISIONS, DECISIONS: Gallery

It’s round two against Thanatos, only this time he’ll be much stronger (in terms of vitality points, unless you’re playing on the Easy difficulty). Thanatos R in this second encounter will be very similar as your first. Thanatos still reduces damage from all attacks except the Folding Knife if you strike his body by 80%, however, there are a few differences in this fight than your first encounter.


First, Thanatos R gains a new attack; Arm Slam. It has notable wind up but can hit for moderate damage and has decent range and can hit poorly positioned characters that are even on the sides. Be careful if he uses this attack near barriers, as this can push him and cause the attack to connect even if you were out of range.


Second, Thanatos R will do a series of Jump attacks if his heart is struck multiples times in constant succession. He will randomly land making it difficult to predict where he’ll drop down (remember to watch for the shadows to know where he’ll land). However, some of his jumps will lock on the character he is aggroing against.


Third, Thanatos R will sometimes randomly perform Dash attacks to escape stun locks even if you're close to him. A good practice is to position on his sides and not in front of him. Thanatos R is still invincible when he does a Dash attack.


Lastly, the game throws you a final bone and has a unique weapon, the Ampule Shooter. It is located on top of the parked tank and can be used against Thanatos R. The Ampule Shooter requires a Daylight reagent to use. Once equipped, load the Ampule Shooter like you would with any other weapon if you have a Daylight reagent in inventory. When Thanatos R is open to attack, fire and the shot will always instantly defeat Thanatos R. Keep in mind that this could impact the ending you’re striving for if you opt this strategy. Another factor is defeating Thanatos R with Daylight is lesser points than defeating him normally if you’re attempting a “Max Point” run or trying to earn as many Result Points as possible.


Overall, unlike at the Unloading Passage, there isn’t as much ammo and recovery items as before and no new weapons to obtain, other than Iron Pipes, a Handgun, and a Folding Knife (if you exhausted everything). If you saved the Rocket Launcher from the last area, you can use it here to deplete a good chunk of HP off of Thanatos R but on easier difficulties, it will still eliminate him in a single shot.


Congratulations on beating all the scenarios! Enjoy the Credits and ending cutscenes.

DECISIONS, DECISIONS: Text

ENDINGS

Event 44 C.png

REMAINING HOPEFUL

You can obtain this ending by having used a Daylight reagent on yourself and possessing another in your inventory upon scenario completion or not curing your virus and having 2 or more reagents in your inventory. This ending can be bought and viewed through Collections.

Event 43 C.png

REGRETFUL ENDING

You can obtain this ending by having used a Daylight reagent on yourself and not having another reagent in your inventory or not curing your virus but possess a single Daylight reagent in your inventory upon scenario completion. This ending cannot be bought and viewed from Collections.

Event 38 E.png

ZOMBIE CHOPPER ENDING

You can obtain this ending by not curing yourself of the virus and not possessing any Daylight reagents in your inventory upon scenario completion. This ending cannot be bought and viewed from Collections.


NOTE: If the correct character for the Pair ending has died anytime throughout the scenario, then you will get the Zombie Chopper ending.

Event 39 C.jpg

PAIR ENDING

To get the Pair ending, you must not cure yourself of the virus or possess any Daylight reagents in your inventory upon scenario completion. Also, the correct characters most be alive. During Single Play Mode, you can earn the Pair ending by using Mark, Jim, George, or Alyssa by keeping the correct AIPC character alive. Kevin, David, Yoko, and Cindy will have to have the correct character as their partners through Network Play Mode (this is the only way to get their dialogues for the Pair ending). During Network Play Mode, if the other character required for the ending uses a Daylight reagent on him/herself, it will NOT affect you getting the ending so as long as you don’t use or hold a Daylight reagent. This ending cannot be bought and viewed from Collections.


Pair ending requirements when using specific characters during Single Play Mode:

  • Kevin: Requires another player to be using Jim and survive during Network Play Mode

  • Mark: AIPC David is alive

  • Jim: AIPC Kevin is alive

  • George: AIPC Cindy is alive

  • David: Requires another player to be using Mark and survive during Network Play Mode

  • Alyssa: AIPC Yoko is alive

  • Yoko: Requires another player to be using Alyssa and survive during Network Play Mode

  • Cindy: Requires another player to be using George and survive during Network Play Mode

DECISIONS, DECISIONS: Guides
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