Encounters with Terragrigia | Ghosts of Veltro walkthrough.@Shirrako

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Resident Evil: Revelations
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Ghosts of Veltro walkthrough

This episode is set one year before the main story, in the last hour of the Terragrigia Panic of 2004. The FBC has decided to end their three-week war with Veltro in Terragrigia, and use the city's satellite to neutralize the artificial island, exterminating the B.O.W.s. The BSAA, unable to fight without materiel support from the FBC, also evacuates. By the time the level begins, only four FBC members and the BSAA's director remain. Their base has now been compromised by Hunters due to the lack of armed guards.

Parker and Jessica hold of the Hunters while their comrades escape to the helicopter pad. Unable to hold the hunters any longer, the two FBC agents head for the elevator, where they discover that the B.O.W.s are climbing the tower. Unfortunately, the elevator brakes down before they reach the top, forcing them to take the stairs.

Eventually reaching another elevator, the two make it to the heliport just in time to escape. They watch as the city is destroyed by the very thing that gave it life - the sun.

In the modern day, Parker demands from Raymond the reason for the FBC's presence on the ship; he receives no answer. Parker and Jill head out to the emergency communication room to use the spare comm. equipment but are forced to dispatch the mutated comm. officer first in order to receive the key.

Terragrigia

O'Brian and Lansdale will talk for some time. Search the room for any spare handgun ammo. After they and Vester leave, you are to pursue your first objective; kill all enemies in the hallway to aid in your teammates' evacuation. Go through the double doors in the opposite side of the room from where Lansdale and O'Brian were. Go down the left stairs - the right staircase is blocked off.

When you get to the bottom, three Hunters will attack together. When they have been dispatched, more will jump down the stairs and from the area underneath the landing. Continue to defeat them until Jessica says "That takes care of that." Collect any items you can find and then follow her up the staircase opposite to where you descended. Continue up the next staircase, where you can see Hunters climb the tower. The elevator is just down the hall; be careful, as a Hunter is standing inside the elevator already.

The elevator will brake down before reaching the top, and you will be forced to take the stairs. Head through two hallways and into a storage room, where a Hunter will smash through the window. Entering an area of offices, a blocked-off corridor will force you to go through a maze of conference rooms. Another storage room will contain extra ammunition and grenades. Reaching a downed elevator, you will find the Benelli M3 shotgun. Switch to it; it will be useful when the Hunters move in. Continue down the hallway and through the orange door.

In a locker room, now, search it for spare weapons; some grenades can be found. In the next room you will be at a T-junction. The left and forward paths are blocked off, with a Hunter jumping over the forward blockade. When the Hunter is killed, you will be able to jump over the forward blockade to continue your path. Eventually you will make it to the staircase; head upstairs (obviously). The next elevator is on the sixth floor; you are currently on the third. Around level 5, the Hunters will burst in. At the top floor, burst through the door and head right. Before the double doors, turn right again and collect the ammo.

Through the double doors you'll find yourself in a room of computer cubicles. Jump over the barricade and turn left. Watch out for Hunters hunting in the room - they low gait may hide themselves below the walls. Be sure to check the lockers, too. Encircling the room, exit through the orange door. The area to the left is blocked off, so head right down the long hallway where the shutter is. After you make it through the shutter, continue through the hallway to a large room. Loot the room of precious machine gun ammo before hoping aboard the elevator.

With the elevator called, the Hunters will attack. You must hold them off before it arrives. When the elevator arrives, get in right away; the Hunters appear to come in endless waves.

When the elevator stops, simply continue through the hallways and up the stairs to the heliport. This section of the level will end.

Promenade deck and boss

You cannot head into the promenade, proper, through the shutter down the stairs, but you can claim some shotgun shells. Otherwise, simply take the door to the right. Don't forget to take the M40 rifle from next to the shelf at the end of the hallway.

If you do not desire to upgrade or change your weapons with the nearby weapon box, leave into the main promenade. It is advised that you keep hold of the rifle, however. Entering the promenade, a ranged ooze will be on another bridge aiming at you; dispatch it.

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