Resident Evil 0

Resident Evil 0

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RE 0: Navigating The Training Facility
By Captain Redfield ♡
This will be a detailed guide on how to efficiently breeze through second level of Resident Evil 0, which is the Umbrella Training Facility. This is to help new players navigate through the amount of rooms, items you may find, and possible achievements you can score upon this second level. All images displayed are my own!
   
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The Beginning...
So you have finally made it off the Ecliptic Express, unscathed for the most part. But your peace and quiet is only short-lived due to the 4 zombies suddenly arising from the rubble of the crash. Swiftly take them out. Any items that you may have grabbed and dropped will be glowing around the area for you to grab, in case you forgot to while you were boarding the train.

Important tip, make sure you have the hookshot in your inventory at this point in time. You will need it later on in the game. I will tell you where to place it.

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Moving forward, you'll come across a doorway. Take your steps through that door to continue on to the new horrors that await you.

You will drop down into sewage water, honestly not the worst thing that can happen in your daunting adventure. Follow the path of dirty water until you come across an opening on your right. Climb up the rock, then climb up the ladder to make your way inside the Umbrella Training Facility. This is where everything begins.
Company Motto
With Rebecca and Billy climbing up into the building, Billy discovers that they have managed their way inside Umbrella's Training Facility. A message blares over an intercom, declaring the company's motto.

" OBEDIENCE BREEDS DISCIPLINE. DISCIPLINE BREEDS UNITY. UNITY BREEDS POWER. POWER IS LIFE. "

This is a very important motto that you should remember, but we will get back to that soon. It is not necessary at this particular moment.

Also, that opera singing, wanna-be Sephiroth? We'll talk about him later, too. ________________________________________________________________________________
Catching Up
Now we are fully immersed into The Training Facility, which is definitely the longest and one of the harder places in the game you find yourself lost in. After the end of the cut scene and doing a little exploring of the main area, this is what you will find upon inspection:

- Upstairs, there is one set of double doors that are unlocked, with the Scales of Justice in front. Two doors on the right side that are locked, but one of the locked doors is white with no keyhole, with a clock engraved above, and a door on the left side that is also unlocked.

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When inspecting the Scales of Justice, there are two empty scales, with a message reading, "When good and evil are brought into balance, a new path will be opened before you."
Ah, don't we all just love Resident Evil puzzles?


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-Downstairs, there are a set of double doors unlocked on the right side, a single door unlocked on the left side, and another set of double doors leading outside that are blocked off by two knights' swords.

There is A LOT to cover, and with no map or real guidance on how to continue, as a new player you may think to yourself "WTF?" While there could be a different way you can begin your adventure here, with this guide I will help ease the frustrations. BUT before you continue, take the time to save at the typewriter (with an ink ribbon next to it, lucky you!).


There will be some handgun ammo here and a green and red herb Rebecca can collect to combine. That hookshot in your inventory should be left here for time being, so go ahead and drop it down.

Starting things off, let's go through the double doors on the right.
Red Motif Door
The action is quick to start with two zombies heading straight towards you and your partner! Feed them some bullets and wait for them to drop and bleed before continuing forward.
Continuing forward, you will come across a red door, which of course is locked. The door is embossed with a fire motif, meaning two things: 1, we don't have the key for said door yet, and 2, the key we are looking for will probably represent fire and be red. We will be on the lookout for that as we continue on through the facility.
Quick tip, if you want, if you run around the dining table, you'll come across some handgun ammo! Feel free to collect it!
Go to the other door that you saw on your left when you first came in. Don't worry about that zombie, he's chill. For now, at least.
First Statue
After going through the door with the chill zombie, you will be coming across a new area, with a left and right side to explore. If you go down the stairs on the left side, you will find that your path is blocked off by steam erupting from the pipe. We won't have to worry about this area until later, so go back up the stairs and to the right side where the other door is. We're about to find our first statue of justice.
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When you first enter the new space, you will be greeted with one zombie walking to you. Swiftly take him out, and be wary of the second zombie around the corner. After dealing with both zombies, you should notice a bright glowing on a stand. Yup, you guessed it - the first statue!
Going around the corner where that second zombie was, you should come across two items - a gas can and another shotgun! Just like the hookshot and the hunting rifle you got from the train, the shotgun will take up two slots, so be wary on who you want to carry what!
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After collecting whatever you need, check out the ladder and go ahead and climb up!


Achievement Intermission
After climbing up the ladder and following along the pathway outside, action strikes yet again - this time with four zombies!
While you're out here, grab that shotgun (if you collected it), aim downwards towards a zombie fast approaching, and shoot. This will trigger the 'Misdirected Hostility' achievement, which is simply destroying a zombie's legs. The zombies will more than likely instantly die, but if one of them is still crawling, one more shot of your handgun should do the trick.

Keep trekking along the path, on the right side you'll come across two green herbs. Feel free to collect if needed. (if not, at least you know where some health is!)
Let's keep moving forward, towards the new door that we've newly unlocked, and let's continue on our journey.




Discovering The Training Room
Now we find ourselves in the training room! The first thing that should catch your eye is another two knights' swords double doors, obviously we cannot go through them yet so ignore and go forward.
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On the right side, we come across an unlocked door, with double doors leading back out in the main hall, where the Scales of Justice lies in the center.

Walking down the center of the desks and mysterious screenings, you should come across a glowing file. When you collect and read, you'll find that those three words I spoke about earlier come across again - Discipline, Obediance, and Unity.
HIGHLIGHTED GREEN WORDS IN FILES ARE IMPORTANT AND YOU SHOULD REMEMBER THEM

If you move forward and go up the mini stairs leading to the stage, you'll find a stand with the Umbrella logo on it. Interacting with it will reveal that the security system is locked, and requires some sort of disk to activate it. Since we do not have said disk or even know where to find such a thing, ignore and keep moving forward to the center double doors to go back to the statue of the woman holding the scales.
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( quick note - if you run past the double doors and follow the pathing all the way on the left side, you'll come across a typewriter, an ink ribbon, and shotgun ammo. Collect and save if need be! )
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Standing in front of the statue, accessing your inventory and clicking use on the black statue will put the object upon one of the scales. Remember, there is no proper inventory system or item box, so leaving puzzle pieces at their locations will better help you in the long run.

Crank Handle
After putting the black statue on the scale, go to the doorway on the left that is unlocked, since we haven't gone that way yet.

When you first enter, two things should pop up to you - the glowing file, and a glowing handle in a drawer. Grab the file first. The file is a staff notice detailing to remember a specific time for an entry code- 8:15. Keep this number in mind for use later. Wonder if this has to do with that locked clock door we saw earlier....

After collecting the file, head over to the glowing handle and collect it. But, be quick with it - as soon as its in your inventory, crows will burst through the windows and begin attacking you! They are really annoying and can be hard to aim at since they fly around. You can choose to dispose of them, or quickly leave the room. You won't be coming back to this room during this walkthrough, so it's completely up to you how you want to handle it.

I personally say to quickly leave the room, the more ammo you have, the better!

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After you leave that room, go back through the double doors to the training room, then go down the right side past the painting to that other door we haven't explored yet.
The Library & Microfilm A
Walking down the hallway, we find ourselves with two more zombies. Take them out with your partner, and in our sight we will have a set of double doors. If you continue forward and turn the small corner, we find another red motif door, which we still don't have the key for, so ignore it and go for the double doors. This is where we find ourselves in the library.


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Two things will stand out when you first enter: the glowing object next to the painting on the left, and a map straight ahead. Grab the map, and go ahead and get a hold of the glowing object, which is labeled Microfilm A.
After grabbing the microfilm, if you attempt to unlock the door, it will say that it's locked. Take a look at the painting.We can make the connection here that we need some sort of candle or light source to light the candle next to the doorway to unlock it.

Billy does have a lighter in his personal inventory, but if you examine it, you find that the lighter has no fluid, essentially making it useless. We will come back to this door and light the path later on.
If you follow the length of the desk towards the desk, you'll find some ink ribbons.

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Coming back to the double doors where we first ended, go to the left until you reach a platform and a crank. Remember that crank handle we collected? Stand in front of the crank, access your inventory, go to the handle, and click on use. It will combine the handle to the crank, now making it usable and allowing access to the platform.
Switch over to 'solo' mode, and have Rebecca stand on the platform. If you try to have Rebecca turn the crank, it won't allow her, so Billy has to be the one turning the crank. Say goodbye to Billy for the time being as you're being escorted up, but don't worry - we'll be back together before we know it.

Have Rebecca equip the hunting rifle - we're gonna need it.
Cockroaches & The Clock
Once you make it up the platform and take your first steps off, we encounter a new enemy - large cockroaches. Two shells from the hunting rifle/shotgun will kill them, but of course you may choose to avoid them if you wish to salvage your ammo.
If you interact with the clock, you will find that the minute hand is missing, which is a part we do not have yet.

Continuing forth, you'll find some handgun ammo on a table. Grab it, and head up the teeny stairway to exit out the doorway.

Fountain Area
You're back outside now, with a fountain of a woman drawing water.
There are ravens outside and they can be annoying and will peck at you if you stand still too long or if they land on you. Again, it's up to you if you wish to ignore, or shoot them down. Exploring around the surrounding area, you'll come across a red herb and green herb.
If you walk forward and look out over the balcony, you'll notice a glowing object atop a pillar - it looks to be some sort of tablet. Obviously it's out of reach, but keep a mental note of it. It is important.

You will also come across some sort of elevator with a box attached to it. This is also something that cannot be tampered with for the time being, so go ahead and go through the door.
Reconnection!
Now you're in another room, a very large one at that. Continuing forward, you find another set of the two knights' swords doors, which are still inaccessible. Turning around will cause the camera angle to move to show stairs you can go down.

Going down the stairs, you will discover two doors, first door on the left and a door on the right at the very end of the hall.
Before going to the door on the left, have Rebecca go to the door on the right to unlock it. This door will lead you to the main hall, the door on the left right before the engraved clock door that we couldn't access before. Now that it is unlocked, switch over to Billy. Let's find our way back to our partner!
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Have Billy leave the library. When you're back in that hallway, there will be a zombie waiting. Easily take him out, and go back through the door leading back to the training room. Go through the double doors leading back to the main hall, and follow the left side to the door that is now newly unlocked. You will meet back up with Rebecca. YAY!
The Second Statue
Billy and Rebecca are a duo once again, awesome! Go ahead and go through that first door on the left. Once you enter, two cockroaches will be there, waiting. Kill them!

After you get rid of them, four things should stand out to you -
  • white statue
  • grenade launcher
  • shotgun shells
  • blue motif door



First things first, if needed, go ahead and stock up on that shotgun ammo for either Rebecca or Billy, if you have them each wielding the shotgun and hunting rifle. Just like the red motif door, we do not have the key for the blue motif door, so ignore it, surely we will come back later on. Grab the white statue, then go back to the door on the right at the end of the hall, finding your way back to the statue with the scales, and place the white statue on the scales. Nothing activates, and at this point you might be confused. There is a small detail with the statues that you may have easily overlooked or not paid attention to.


Notice how the white statue has no wings at all, yet the black statue has one wing. This statue specifically is the Scales of Justice, with the black and white statues representing good and evil. In short, the angel and devil. The angel is missing both of her wings, whilst the devil is missing one. Yup, you guessed it - we've got to finish the puzzle fully, i.e. find the wing(s) for each statue.

A quick little reminder, if you don't have enough inventory space between Rebecca and Billy and you're still holding onto that Microfilm A, drop it here near the statue. You'll be coming back, so at least you'll remember where you last placed it. If you're good on space, ignore this and go back to the room to grab that grenade launcher. The grenade launcher also takes up two slots, and for the time being... you will want Billy to have it. You're about to see why.

Boss Fight & Red Key
Coming back upstairs, go to the machinery and have Billy head over to the middle lever and interact with it. When you have him wind it, a metal crate will be lifted up, revealing something underneath. Instantly switch over to Rebecca, and climb down the ladder to have her grab it. 


It's finally the red motif key that we've been on the look-out for! Be wary, though - as soon as Rebecca gets a hold of it, a cut scene plays of a giant centipede emerging, grabbing her! You will resume with control over Billy after the scene plays, but be quick! The centipede will kill Rebecca if you don't rescue her in time.
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The centipede isn't necessarily difficult, but with Rebecca's life on the line and no real timer to go off of, it can be stressful. The centipede will slither around the space, and if you get too close, it will damage you. Keep as close as you can without taking damage, and use the grenade launcher rounds mixed with some shotgun shells on the boss. Eventually it will collapse and die, releasing Rebecca. Good job on defeating your second boss! Let's go ahead and go unlock those two red doors we found with our new red motif key.

It's finally the red motif key that we've been on the look-out for! Be wary, though - as soon as Rebecca gets a hold of it, a cut scene plays of a giant centipede emerging, grabbing her! You will resume with control over Billy after the scene plays, but be quick! The centipede will kill Rebecca if you don't rescue her in time.
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The centipede isn't necessarily difficult, but with Rebecca's life on the line and no real timer to go off of, it can be stressful. The centipede will slither around the space, and if you get too close, it will damage you. Keep as close as you can without taking damage, and use the grenade launcher rounds mixed with some shotgun shells on the boss. Eventually it will collapse and die, releasing Rebecca. Good job on defeating your second boss! Let's go ahead and go unlock those two red doors we found with our new red motif key.

Lighter Fluid
You're going to back track all the way to the beginning of the facility, where we went through the set of double doors on the right side on the first floor in the main hall. Back in the dining room, there will be two zombies, one behind you and one in front where the other zombie still chilling is. You won't be able to see the zombie behind you but you can hear him. You can auto-aim and shoot the zombie behind you, and also take out the other one you can see. After you do that, go ahead and take that fire motif key and unlock the red door to enter the small kitchen area.
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Entering the kitchen, you'll find a glowing bottle, and a can of lighter fluid. This lighter fluid is what we will need to unlock the door in the library. Once you have the fluid in your inventory for Billy, access your pockets, click on the fluid, click on combine, and hover it over to your lighter and click. Now your lighter has fluid, and is no longer useless. Tadaaaaaa!


Before we go back to the library to use our lighter, heading that same direction anyways, let's find our way back to that second red motif door in the corner next to the double doors of the library.
Minute Hand
Once entering the next red motif door and getting rid of the key, you will find yourself in a small office area. I recommend to go into 'solo' mode, so that either Rebecca or Billy won't get in your way. Coming around the desk, there's a mini little table that you can push and climb over.
If you climb over the table first before pushing it, you will find a orange light switch, and moving forward you'll find a glowing note and shotgun shells.

Grab both, then flip the switch to turn the main light on. Move the little table all the way to where the switch is, climb over it so you will end up behind, then push it until you are right below the moose head hanging on the wall. Climb up the table to be eye level with the moose and see the newly discovered glowing object. It's an easy miss with the lights being off before, but don't forget the handgun ammo on the desk you can see now before you depart!


The glowing object is in fact an iron needle. When you examine it, the question pops up of if it is a decoration, and that it has a small hole in the base. Take yourself back to your first meeting with Rebecca and the cockroaches, and the clock that was missing the minute hand. Mmhmm. You picking up what I'm putting down?

The Book of Good
Now back to the library, head back to the door with the candle painting. Since Billy now has lighter fluid, stand in front of the dull candle, access your inventory, go over to your lighter and click on use. The candle's wick will now burn with flame, and the sound of the door unlocking will play.
Enter through the door, and you'll be greeted with two zombies. Shoot them down, and go into 'solo' mode once more so that your partner won't get in your way. There will be some grenade launcher rounds on the bookshelf, feel free to grab those.
Have one of the duo climb up on the side, and move over to the far right. You'll notice a bookshelf sort of standing out unlike the others. Push it to the side until it reveals an opening holding a white book - specifically, the Book of Good.


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Now that you have the Book of Good in your inventory, go ahead and open up your pockets, hover over to the book, and click on examine. Once doing so, turn the book so that you the edge with the pages are facing you. Once that is in view and you click, it will ask if you want to open the book. Open the book, and voila - white wings! [previewimg=41230004;si
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Now that you have the Book of Good in your inventory, go ahead and open up your pockets, hover over to the book, and click on examine. Once doing so, turn the book so that you the edge with the pages are facing you. Once that is in view and you click, it will ask if you want to open the book. Open the book, and voila - white wings!
Now a part of our statue puzzle is complete. Head back on over to the scales, grab back the white statue, and combine the wings with the statue and put the complete statue on the scale. We still hold the iron needle in our pockets... let's head back to the clock we found earlier.
8:15
We now return back outside with the lady and the fountain, going back through the door where Rebecca had the first encounter with the cockroaches. With the iron needle in your inventory, stand in front of the clock, access your inventory, click the needle, and click on use. You will be prompted with turning the minute and hour hand. If you think back on that file I told you about earlier, the entry code is 8:15. If you can't remember certain parts of information, go back to your inventory, hover over files, click on it and since we are in the training facility, you will look at Files 2. For this specific file, it would be ' NOTICE TO ALL STAFF '.

Hopefully you were taught how to read these types of clocks as a child. Here is what the clock should look like with the correct time.

When the clock tolls, a cut scene of two doors with the engraved clock above them will open, one we've already seen and another in an area we haven't explored yet. Let's head back to the main hall and check out that first clock door we saw in the very beginning first.

Microfilm B
Coming back to the main hall's second floor, we get to finally enter the white door with the clock engraved above. Upon entering, you'll be greeted with a glowing file. Stay on your toes, there are going to be four zombies in this room! Auto-aim is your best friend here. Aim and shoot!


Exploring around, you're going to come across some handy shotgun ammo, and the Microfilm B! Make sure you have Microfilm A with you as well, you're going to use both of these films right away in the next segment.

MO Disk
Exiting out the room prior, go back downstairs and head to the left, to the single door we haven't gone through yet. Once we're in, going down the hallway there will be two doors, a regular brown one and the other engraved white clock door. Let's go through the white clock door and see what's behind there.


Entering inside, we find ourselves in some sort of projector room, with of course, two zombies to boot. Get rid of them, and if you explore the small room a bit, you'll come across some handgun ammo.
Approach the projector machine and interact with it. Access your inventory, hover over both of the microfilms, and click use for both when prompted. After you put both films inside, it will reveal a map of a room with numbers over the seats. Then, it will disappear to pop out an MO disk.
The projection the machine showed in particular was the training room, and this disk must be... you caught it... the security disk we need to unlock the system! Let's go ahead and head back over to the training room.

When you go back out, a Mimicry Marcus will be there. You can either choose to fight it, or leave. If you don't have molotov cocktails on hand or some health... skedaddle.


A quick little note, I didn't add the other door in the same hall because I personally think it's a bit useless to go there. If you enter it, it's a bathroom that has a gas can and one green herb in it. When you try to leave, another Mimicry Marcus will appear inside. You don't need to access this room at all, but if you really need the gas and herb, go for it.



Training Room Puzzle
We're back in the training room, MO disk in hand. Head up to the platform to approach the screen in the stand. Access your inventory, hover over the MO disk, click on use, and you will be prompted with the screen once more. When you are prompted with the screen, it will give you a code to input, but there isn't a device nearby where you can easily input it. Resident Evil puzzle time once again!

note: there can be different valued codes, in this particular run it is 0A

At this point, you can probably get confused again and not sure what to do next. Leave the stand, and then go into 'solo' mode so that you can switch and move Billy and Rebecca separately. Go back into your files, and go to Files 2 to access 'Microfilm Image', and look at the image to see where the numbers and letters are.

Since this code is 0A, have one person stand where 0 is, and the other where A is. This code has to be entered correctly in order.
Here are additional images showing the correct placements Billy and Rebecca should be in for this code:
BILLY IN "0"

REBECCA IN "A"

Have Billy click on the button for his screen, then switch over to Rebecca afterwards and have her do the same. A cut scene of the double knight doors, all three of them, will open! Time to explore even more! Let's start off with the double knight doors in the same training room first.
Green Chemical
Finally going through one of the double knight doors in the training room, we come across a hallway, of course two zombies in your path. Take them out, and you will come across one set of double doors, then a single door at the end of the hallway. Let's check out the single door at the end first.
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Now we find ourselves in some sort of infirmary room, with yet again - two zombies! After getting rid of them, feel free to explore - there's something here you will want to grab now, and not later. Trust me.


You will come across a med spray near the cabinet, and two blue herbs on the very bottom of the shelf - blue herbs are meant specifically to heal poisonous ailments. Besides the blue herbs, is a tall green canister. This green canister holds the 'Green Chemical', which Rebecca has access to place in her mixing set. There is no use for it in the training facility at all, but you will want to grab it now for later. So do not forget this, it will make your playthrough easier.

edit: I forgot to post this when I first published this guide, but if you want the achievement 'Green is the Color', have Rebecca use the green chemical in the mixing kit. It will heal her. But don't forget to grab another set of it after using it!


After grabbing what you need here, let's go ahead and exit to go through the double doors.
Checkmate! The Book of Evil

Entering, we come across the sight of a giant chessboard covering the floorboard. Do NOT touch any of the pieces yet. Grab that handgun ammo on the left side, and if you move over to the right side, you'll come across more ink ribbons and some more rounds for your grenade launcher. Feel free to grab those if necessary.

Go into 'solo' mode, so that one of the duo will stay out of the way. Make your way to the desk in the front of the room, where you will be greeted with the sight of a chessboard. The game has ended in checkmate.
Resident Evil puzzling... time to deduce.... you have a chessboard to look at... the room you're in is a giant replica of that same chessboard with the same pieces...

If you move the wrong chess piece, poison will erupt from underneath and contaminate the entire room. (Remember the blue herbs in the infirmary?) It will not kill you right away, but if you stay poisoned for awhile, eventually your health will decay and you will die, so be careful. First things first -


Get behind the king chess piece, and place it in the white spot as listed in the image above. When you do this, move to the side and push the piece all the way to the right side, where the black spot is.

After doing this, get behind your king piece and push it forward, until it meets with the rook. When you do this, a scene plays of - voilaaaaaa - the Book of Evil, where we will finally have the wing for the black statue!

After the book is in your inventory, examine it, flip it to the edge with the pages, and open to find the black wing. Let's go back to the Scales of Justice and and combine it with the statue. I wonder if something will happen this time...


Spiders & Observation Room

Finally the wings are on the statues, and the giant portrait of James Marcus descends downwards, revealing a set of stairs. Go down those stairs, but be on your toes - there are three giant spiders crawling along the floor and walls. When you rid of them, there are two doors, one on the right that is locked and the one on the end of the hall. Go through the door at the end of the hall to enter the Observation Room.

Once inside the Observation Room, grab the glowing file, and feel free to have Rebecca grab and combine the green and blue herb together if you wish. Over to the right side is a typewriter and ink ribbons nestled. If you haven't already, right here is a good checkpoint to save your game. After doing so, go through the door.
Power Regulator
Now we're in a pretty small space, but a short cut scene of an open vent pops through, insinuating that will be our next way of passage. Approach it, and when you interact with it, it will say that Rebecca will be able to cross through, and that Billy can give her a boost. Do so, and send over Rebecca to the other side. Goodbye Billy, we'll be seeing you again very shortly.

Now Rebecca is over the other side, in what appears to be some sort of cruel torture chamber. When you try to leave the room through the door, the door is locked. Next to the door is a glowing file, grab it. It's actually pretty important.

This note speaks about the power regulator system, and that if you wish to leave, set the power indicator to 70. Head on over to the panel in the back of the room, it's your only way out.

Simple solution for this puzzle is: up, up, down, up, up.






Saving Rebecca
Upon setting the power regulator back to 70, the game reveals that we've unlocked two new paths - the monitor room door we couldn't originally access in the hallway with the spiders, and the steam settling from that pipe that we couldn't walk through earlier in the first floor.

Wanna-be Sephiroth is back, being freaky about his 'territory' and unleashes a new enemy, one that can be very annoying and deadly if not dealt with correctly - the infected monkeys.

One of these monkeys attacks Rebecca, and when she finds her footing again, the floor collapses below her and she is clinging to dear life. Now is the time we switch on over to Billy, with Rebecca crying for help over the radio.
When you go back to the Observation Room, a monkey will pop out but you can run past it and head back to the hallway where the spiders used to be. Ignore the newly unlocked monitor room door, we can go back there later. Follow the pathing to go back upstairs in the main hall on the first floor, then head to the double doors on the right side.
Turn left in the dining room, to that door with the chill zombie. Of course, classic Resident Evil timing, he isn't so chill anymore and he will get up when you move close. But you can just ignore him and go through the doorway.
Now turning left, we can finally go through the path that was originally blocked off by the steam flow (make note of the two green herbs as you pass through). Head down the stairs and through the door.
As soon as you enter this new room, instantly turn right, and run straight, doing your best to avoid the monkeys that will try to jump on you.
Keep going straight until the camera angle changes and shows you a door, but DO NOT GO THROUGH THAT DOOR.
TURN THE CORNER INSTEAD, AND GO THROUGH THE WOODEN DOOR TO SAVE OUR S.T.A.R.S. MEDIC!


YAY, YOU DID IT! Now you get to see Billy and Rebecca share a heartwarming moment together, and we get trauma dumped by Billy. WOOHOO!


Circle of Life
After learning more about what happened with Billy, I recommend grabbing the ink ribbons and saving at the typewriter before heading back out. Those three monkeys will still be out there, deal with them before continuing on to the next puzzle. There's also some handgun ammo on the left side in the corner with the cobwebs.
Approaching a closed off gate with a message engraved in it, saying to rekindle the flames of life from the spirits of the weak! This puzzle catches a lot of people off guard, and makes you overthink such a simple concept and make it more difficult than what it really is. To put it simply, think about the circle of life, going from the 'weakest' animal to the 'strongest'.


Stand in front of each statue, having Billy use his lighter to rekindle the flames of each individual animal. Here is the solution to the puzzle -

Buck
Wolf
Stallion
Lion
Snake
Eagle
Unity Tablet
The gate that was shut will open after completing the animal puzzle, follow the path and you will be met with two doors.
The first door on the right leads to an empty room, with glowing empty bottles on the right side, and moving forward you come across a glowing object in the fireplace - the Unity Tablet. It looks like that tablet you saw earlier when you overlooked the balcony outside...
Grab it, and exit out the room. The last door at the end of the hallway only has two zombies and a file. If you don't care about the file achievement, there is literally no reason to come to this room.
Monitor Room
It's possible in your own personal gameplay choices you may have already come here, or you may just have avoided the room completely. This room isn't necessary for completion, but if you're running low on ammo necessities, I recommend coming here. You can also get a quick achievement here, too. Head all the way back to the main hall, and down the stairs where the portrait used to be, following the hallway where we first saw the spiders.

When you first enter, you'll see a glowing gas can, and three handgun ammo sitting upon the table. There is one zombie lying on the ground, and one moving around. Take out the moving zombie. To achieve the 'Dead, Dead' Deadski' achievement, merely get close to the zombie and allow it to grab you, then an animation will play of whoever you're controlling stomping on its head, killing it. Most of these simple achievements can be completed way earlier than here.

Check out the back corner. There's shotgun shells hiding there.
Also, for the love of God, PLEASE do not go through this door. There is nothing in that room, only three monkeys and they will f*ck you up. If you prefer keeping your sanity and not screeching about how annoying the monkeys are, and you would like to not be stun locked, heed my advice.



Locker Key & Duralumin Case
Backtracking all the way back to the room with the animal statues puzzle, go down the hallway where you first see that door you ignored when you went to rescue Rebecca. Upon entering, you will go downstairs and come across two spiders, take care of them as you please. There will be two doors, a single door on the right and a set of double doors at the end. Go through the single door first, but be ready to shoot - there's two cockroaches you need to get rid of.

As an additional note, this room is completely optional and it isn't necessary to complete the game, but it has something that can be of use to you.



Once you get rid of the cockroaches, there will be a glowing object atop the box - a key, specifically a locker key. You might be wondering what it will be for, which is why you're going to exit and go through the double doors now.


When you go through the double doors, instantly go upstairs to what appears to be an armory. There will be two boxes of handgun ammo, and some shotgun shells you can collect. Grab what you need. It's hard to notice, but that slight glowing in the open cupboard? That's magnum ammo.

Approach the locker near the shotgun shells, and access your inventory to use the locker key on it. When you do, it will reveal a Duralumin Case inside of it. Access your inventory, examine the case, and click yes to turn the dial. The code is 385.
When it unlocks, it will reveal custom handgun parts. It is up to you who you want to give this to, whether it be Billy or Rebecca. The handgun parts increase the pistol's fire rate and power. Combine the handgun parts with a handgun and tada! It is ready.
Blue Motif Key
At this point, you will want to go into 'solo' mode, and have Rebecca stand at the control panel. Switch to Billy, and go downstairs and to the right, following the pathing until you come across a gate blocking your path, where you can find a glowing set of acid rounds for your grenade launcher. To allow Billy to advance, switch to Rebecca and have her click on Left, then Center.

(note: for best rates of success here, only have Billy have his grenade launcher, some grenade rounds, and one health item, and at least one free space)



Keep having Billy advance each time when the gates are lowered. You will want to switch back to Rebecca and click on the center switch one more time, leading Billy to a red button. There is a glowing object hidden behind some bars, so surely we have to click the button... right?

After you click the red button, your only means of escaping is cut off by gates closing off each exiting point, and leaving you with a classic enemy, and two of them at that - Hunters!


You will not be able to leave until you kill them, so do your best to dodge their attacks and defeat them. The gates will finally rise, allowing you freedom to escape. Don't forget the glowing item though, which is the blue motif key! Now that we have that, let's go all the way back to where we originally found the white statue and grenade launcher and unlock the door.




Vise Handle
For this first part, go into 'solo' mode and have Rebecca instantly turn left, to the very first door you see.
When you first step in, you will see a Mimicry Marcus that has yet to transform. You do not have to kill it at all and can ignore it, if you're quick. Run past him, turn right and you will find a glowing object on the shelf behind him - or if he's blocking the view, sort of click around near that area until Rebecca stoops to grab said item, which is a vise handle. Even after he transforms, if you turn back around instantly and run out, you can escape unscathed. YAY!

Virtuoso & The Battery
Go back to collect your partner you left behind, and have both go back through the blue motif door. Have them turn the corner to find yet another untransformed Mimicry Marcus. There will be two doors, one on the left and one down the hall. Quickly avoid the enemy and go to the door on the left.
Now we find ourselves in a room with a bar, and something that's also classic - a piano.
If you are achievement hunting, go ahead and have Rebecca play the piano first, which will unlock the 'Calm the Zombie Nerves' achievement. Rebecca is a cutie and she certainly tries her best, but the tone is definitely harsh.


Have Billy play the piano now, he's got a talent for it surprisingly. A hot and muscular man who plays piano?! Count me in!

After Billy finishes playing, go into 'solo' mode and have Rebecca go into the new opening in the wall. Inside the space will be magnum ammo, glowing bottles and a battery in the wall. Go ahead and grab the battery. When she does so, the wall will close behind her, but just simply have Billy play the piano once more and it will re-open the wall.



Obedience Tablet
Back in the hallway with the newly transformed Mimicry Marcus, go to the other door at the end of the hall we haven't explored yet. Once we enter, there is another hallway we enter, with a door on the left that's rusted, and another door with a tiny window on the other end of the hall. Go through the rusted door on the left. Inside the space there will be two zombies, kill or avoid if you wish. You will find some shotgun shells resting on a shelf.


Turn right to find an opening, where there will be these stone holders which, as you discover in the middle, is where we find our Obedience tablet, which is the second tablet you should have found already in your playthrough. Access your inventory, and use the vise handle to release the tablet. Congratulations! Now there is one more tablet we need to find... and you should already remember where it is.
As for the other door with the mini window, if you go inside you will find some handy items you can grab - a health spray, a green and red herb, handgun ammo, and glowing bottles. Collect what you need here and depart. Be careful when you come back into the hallway, ANOTHER Mimicry Marcus makes its appearance. Run past it, and avoid the other Mimicry Marcus in the other hallway and go back through the blue motif door.

Discipline Tablet

Go all the way back to the main hall, downstairs to the double knight doors leading outside. Move over to the right side, all the way down until you see a lift. The lift appears to be out of power, making it unusable. But that's why you have the battery! Stand in front of the panel, access your inventory, hover to the battery and click on use, making you insert the battery. Then, interact with the panel again to activate the lift, causing that box you first saw back at the fountain area lowly ease down to your level.


When it finally reaches you, have either Billy or Rebecca approach the box, climbing over it and landing behind. Push it to the left, then get behind it and push it forward, until you find yourself nearing the edge of the pillar. Then push it forward until it's next to the pillar, and when close enough, climb atop it to reveal the final tablet - the Discipline Tablet!


Now that you have all the tablets (or should have anyways, if you dropped the tablets anywhere due to lack of space make sure to grab them), go through the door upstairs on the left next to the engraved white clock door, go upstairs back to that expansive space where you fought the centipede. There will be a lot of cockroaches scattering amongst the area, but if you keep moving and make wide turns around them you should be able to get past them. Go through the last set of the double knight doors we haven't gone through yet. We are ALMOST done!

THE END.... FOR NOW

As soon as you enter, bam ; handgun ammo. Grab it if needed.

Follow along until you see a new set of double doors, which are locked but lacking a keyhole. We're about to figure out why.

Go down the ladder, until you face another sort of panel with three empty spaces, each shaped like the tablets you've collected. Stand in front of the panel, hover over to each tablet and click use to insert them into the slots. After you have done so, a new path will open, giving you access to a new part of the story and unlocking the double doors.


CONGRATULATIONS!

You have successfully completed the Training Facility of Resident Evil 0! You are a rockstar! But don't celebrate too early, there's still more horrors to uncover....