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Resident Evil: Outbreak

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Title Screen

Resident Evil: Outbreak

Also known as: Biohazard: Outbreak (JP)
Developer: Capcom Production Studio 1
Publisher: Capcom
Platform: PlayStation 2
Released in JP: December 11, 2003
Released in US: March 31, 2004
Released in EU: September 17, 2004

CharacterIcon.png This game has unused playable characters.
GraphicsIcon.png This game has unused graphics.
ItemsIcon.png This game has unused items.
MusicIcon.png This game has unused music.
RegionIcon.png This game has regional differences.

To do:
  • Upload the remaining cut music tracks.
  • List the rest of the unused content.

Resident Evil Outbreak is a side-story in the Resident Evil series that takes place during the original trilogy, this time focusing on a different set of survivors facing the T-Virus outbreak in Raccoon City. At the time, games in the main series were exclusive to GameCube, so PlayStation 2 owners received a few spinoffs, this title being one of them.

Outbreak had online multiplayer, a first for the series, where players cooperate to fight zombies and survive the outbreak. Unless you were playing the European version, which lacked online multiplayer, and the only option was unreliable AI-controlled comrades. Also, there’s no voice chat, which was done in order to protect the survival horror immersion from chat that was abusive or screamy.

Originally planned to be a game that would depict a total of 18 chapters, this title featured only five. A later expansion, ’’Resident Evil Outbreak: File #2’’, contained five more, for a grand total of 10 chapters. The remaining eight were never released.

Unused Text

A Day in Raccoon

Subtitles for this scenario can be found in NETBIO00.DAT\[r020.afs]\dm024.bin. For some reason "Training Ground" contain subtitles for all release scenarios and this one.

Scene JP Translation
1 —皆を集めてくれ





















???: Gather everyone.

???: What's the matter!

???: He's gone mad!

???: Look outside!

Mickey: Stay here!

Newspaper: Mysterious incident in Raccoon City. Another strange body has been found, making it the 20th in a short space of time...

Nick: My name is Nick Romaga. I was a scientist at Umbrella. Please understand, I had no choice. I thought once I got here it would all be over.

???: Let's take it one at a time.

Nick: At Umbrella, I was doing research on a certain virus. I had no suspicions, since the company is positioned as a pharmaceutical company. But the virus we were studying was not as simple as it seemed. We were working on something unimaginable. At first we did experiments with a small number of cells, but over time subjects began to participate in the experiments. However, it was too late; we were deeply entangled in it all, and the way back was cut off.

2 T-ウィルス













Nick: T-virus. When it entered the body, the test subjects had an unusual reaction. Eventually they lost their minds, after which the infection reached a terminal stage: hunger took over. The "top" would take the living dead. Under tight control, we continued our research. Every day turned into a nightmare. On one such day, there was an accident in the research center. Because of the unfortunate sanitary conditions, "it" got out. The virus spread throughout the center. At that point, all thoughts were on survival. So taking advantage of the commotion, Hilda and I were able to escape.
3 ヒルダ









Nick: Hilda... The nightmare did not end there. Already here, Hilda began to show symptoms of infection. What would happen to us after that? I think Hilda had realized by then what she'd gotten herself into. As a scientist, I knew exactly what would happen to anyone infected with the virus. That's why we've been working hard to find a cure. It was our professional duty!
4 再び研究の毎日がやってきました











Nick: Day after day, I continued my experiments. However, what's the point of research if no one even knows about it? Shit, that's not what I'm thinking about! I've been thinking about myself. The most important thing right now was finding a cure for Hilda. I had to sacrifice a lot of people in this motel. Getting materials for experiments became too difficult, so I had no choice. Please... forgive me.
5 先日より続いている連続傷害事件は








Reporter: In a series of attacks that have been going on for some time, the injuries are getting more and more serious. These incidents are of great concern to the citizens. Raccoon City, a city where peace once reigned, has become a hostage to fear. The latest news from Raccoon City: groups of rioters have gathered in different neighborhoods. We assume the rioters' goal is to get a response from the government. We are now over the scene. Helicopters have been assigned to us for surveillance.
6 ごらんになれるでしょうかダウンタウン中心で起こっている暴動です







Reporter (female): You've already noticed, right? All the mess that's going on downtown. They're all acting like something has gotten into them. People are very agitated right now and can't do anything. In this situation, we can only watch the situation worsen. Dear viewers, these are real events that are happening right now in the center of our Raccoon City. We still have not been able to determine the cause of the unrest, and the situation is extremely dangerous!

Translated by FAILING FORWARD. English edited by: hill73n.

Unused Music

As a result of levels being scrapped, the music attached to them were cut as well. Aside from a few placeholder tracks, some of these were repurposed in the expansion along with their respective levels.


A few music and ambience tracks are still present in the data.


A number of tracks from the Flashback scenario are on the disc despite being cut. The location itself was reused in File #2.

Abandoned Hospital Theme

This version of the track had its first 36 seconds removed when it was repurposed into the sequel. It's listed as stg_05a in this game's files.

Arklay Forest

This eerie music track plays in the forest where Al Lester leads the survivors to the abandoned hospital. It remains the same in both games. It's labeled as stg09a within Outbreak's files.

Desperate Times

Yet another cut scenario implemented in the second installment that has leftovers in the original game. Both tracks remain unchanged in-between.

RPD Lobby Theme

Present as stg_07 on the disc, this music plays inside the Racoon Police Department's Lobby in File #2.

Zombie Siege Theme

Present amongst the music for boss battles as aseri_0d is the track used in this scenario's last segment, in which the player has to wait for Rita and Harry to arrive with a police van while holding off zombies.

End of the Road

Similar to Underbelly, a few music and ambience tracks are present in the data still.

Unused Cutscene Audio

Earlier versions of certain cutscenes' audio exist in the game files. Outbreak and file #2 store the cutscene audio separately from the video data. The videos use the standard PS2 SFD format while the cutscene audio (along with the music and most sound effects) use the ADX format. Here they are listed by scenario.


Numerous changes were made to a number of cutscenes in the game's first scenario, Outbreak.

J's Bar Starting Sequence

This plays slightly similar to the finalized version but features the newscaster with a different voice talking about an explosion related to "a string of murders" rather than the final's football game and an "unruly fan causing a riot".

There is also a further alternative version of this sequence without background music.

There is also yet another version that has longer character audio and is closer to the finalized version. It seems that the developers went through several versions of this cutscene before deciding on a version they liked.

Dorian Confiscates Your Weapons

It seems that originally, Dorian would confiscate your weapons when you were about to hop into his police van. Once again, Kevin's seems to have been overwritten (or in this case probably used the final version's since after all he was a member of RPD like Dorian).

Alternative Scenario Ending Music

The Scenario has alternative versions of its ending cutscenes (one for each character) with a track of music not used in the final iterations. The audio for everything else is identical to the final's.

Decisions, Decisions

An unused "full version" of Greg's Speech when he's encountered is in the game. In the finalized version, it was split up into three segments, the second segment of which only occurs if Yoko is present.

Online Only Cutscenes

A few cutscenes only played in the online mode. Most of these can still be viewed through the recently made Unofficial Outbreak servers (Japanese version only) but as far as it officially goes, they can't be normally seen.

Decisions, Decisions

Due to the multiple endings and larger scope, this has the most Online only cutscenes.

Intercom Call

Due to the nature of how other players could go anywhere they wanted in online mode without having to rely on their teammates to be with them at all times, the option to use the intercom in the university's lab while making the Daylight serum to call players that hadn't arrived yet was possible. In offline mode, the surviving AI partners will automatically meet up with you at this point, rendering it having no use in offline mode. There's a version for each character.

Pair Endings

During certain circumstances, if a character dies and two are left that have a compatible ending and the player doesn't take the Daylight Serum, they can get this ending. Though only one version of each cutscene is accessible to offline players, there are alternative versions that could only be heard online that involve the other character in said pair speaking in their head.

Unused Player NPCs

In both Outbreak games, The player can unlock and play as NPCs found in scenarios. Each NPC uses a character type of one of the 8 default characters but has unique stats and starting items. Most of the player NPCs not found in the first Outbreak can be obtained and transferred over from File #2 via File #2's Data Convert feature. A large number of them are unused in both Outbreak and Outbreak File #2 however. These characters can typically only be obtained through hacking via cheating device or similar methods.

To do:
  • Get screenshots.
  • Finish listing unused playable NPC characters.
  • Stats have been datamined. Replace the estimated stats with the proper ones.
  • finish the empty sections.

Kevin Types


Billy is a UBCS Mercenary character. It's possible he has some connection to Mac and Matt, though this is unknown for sure. Matt and Billy are actually located close to each other in the data so it's at the very least possible for those two to be connected somehow since a lot of characters from the same scenarios are often grouped together in the data, but this isn't always true. Billy has an average health pool of 2000 ~ 2500, an exceptionally fast movement speed of 3.01, tying him for the fastest character in the game with Kevin (in File #2 him and kevin would be demoted to second fastest since Ms. White has a 3.12 speed but is exclusive to File #2.).He has a rather weak damage multiplier however at 82%, making his damage output suffer compared to kevin and his infection rate is quite average for a Kevin type character, which is 1.43 per minute. He starts with a Recovery pill in his inventory.


Despite him wearing literally the same outfit as David King, Bone is a Kevin type. Although unknown, it's possible Bone and David knew each other due to them both being plumbers or at the very least worked for the same plumbing company anyway. Bone has a rather weak health pool of 1300 ~ 1600 but a very fast movement speed of 2.98 (easily putting him in the top 10 fasters characters in the game.), an average damage multiplier of 100%, and a rather typical infection rate of 1.43 per second.


Conrad is a USS (Umbrella Security Service) member. Not much else is known about him though he doesn't appear to have been used as a template for USS zombies as none of them look like him. He is a Kevin-type character. He starts with an antidote. He has 1300~1600 health (which puts him on par with characters such as Yoko and Cindy), he has a movement speed of 2.96 (which is exactly the same as Al:B and puts Conrad in the top 10 fastest characters in the game), his damage multiplier is an average 100%, and his infection rate is a semi-slow 1.19 per minute.


The legendary USS mercenary HUNK was supposed to make an appearance in the game. However, for whatever reason he wasn't used. This version of him doesn't wear a gasmask helmet. He's a Kevin-type character. This version of him starts with a First Aid Spray. He has a health value 3100 ~ 3500 making him able to take some significant abuse similar to Axeman/Maskman, he has a movement speed of 2.59 making him decently fast (same movement speed as Karl, another actually used playable NPC for comparison), he has a massive damage multiplier of 130% (putting him in the top 10 most powerful characters in terms of damage, along with the Mr. Colors and Axeman which all beat him in terms of power. Since he is a kevin-type, potshots from the .45 handgun hit like a truck.), and a pretty average infection rate of 1.43 per minute.


This is a version of HUNK that wears his signature helmet. He starts with a box of 30 handgun bullets, has an average health pool of 2000 ~ 2500, has a movement speed of 2.98 (easily also putting him in the top 10 fastest characters in the game.), and his Damage multipliers and infection rate are the same as his other version.


Miguel was supposed to be a USS mercenary. Supposedly his story revolved around him being the only other survivor of HUNK's Alpha Team after an attack from William Birkin. As a result he has a bandage around his head. A version of him with a gaping wound on its body exists in the playable character data directly after his. This one lacks stats however. The texture mapping on this second version is broken and he will look weird when loaded ingame. He is a Kevin-type character that starts with 20 handgun bullets. He has an average health pool of 2000~2500, a very fast movement speed of 2.98, an above average damage multiplier of 105%, and the same infection rate as Kevin, which is 1.19 per minute.

Mark Types


Clint is a UBCS mercenary. Unlike other UBCS characters, his uniform is a bit different. featuring a green baseball cap, Khaki pants, and a life vest with Umbrella logos on it. he has above average health of 2600~3000, a decent movement speed of 2.72, a pretty good damage multiplier of 110%, a rather normal infection rate of 1.18 per minute, and he starts with a First Aid Spray.

Jim Types


Derek (USS2)



This unused character was shown a lot in pre-release screenshots. The images he's featured in have to do with perhaps one of the most famous cut Outbreak scenarios. The Scenario doesn't have an official name and is usually referred to as "A Day in Raccoon" after the Motel the scenario is set in. Mickey was the owner of the motel. According to a Famitsu article that featured him and other characters, Micky had a very hostile personality, even toward his Motel guests. As for his actual remnants he has a battle damaged model (probably from being attacked or killed in the scenario) and a playable version which is a Jim-type character that starts with a Hemostat in his inventory. He has a rather low health pool of 1300 ~ 1600 (putting him on par with Cindy and Yoko for comparison), a quite slow movement speed of 2.18 (for comparison, this makes him slower than Mark but faster than some other characters like Harry and Arnold), a below normal damage multiplier of 93%, and a pretty average infection rate of 1.43 per minute. His name is sometimes also spelled "Mickey" though is usually displayed ingame as "Micky".

George Types






In an old Famitsu article, his full name is mentioned as "Mac Dowell" and that he was supposed to be a UBCS (Umbrella Biohazard Countermeasure Service) mercenary that fell in love with a Raccoon citizen named Mary. He is a George-type character. He starts with a Hemostat. He has a movement speed of 2.88 (which is quite fast), 2000~2500 health (putting him on par with Kevin's 2300 health), a damage multiplier of 110% (which is above average), and a quite slow infection rate of 1.04 per minute. Als0 worth noting, empty character slots that are set as playable have duplicates of Mac Dowell in them as a placeholder to prevent crashes when the data is force loaded.


Not to be confused with the Jim Type Matthew. (see above)


David Types



Alyssa Types



Yoko Types

Only one Yoko type in the data goes unused, making the total number of Yoko type NPC characters 3 (4 in file #2 as Ms. Colors are exclusive to that game)


Cindy Types



No Type

The following characters are coded as playable but it appears their coding is incomplete. Of these four, only Lucy Mallet appears in game in file #2 though only as an NPC. These characters have default stats that are all very low as they lack stats of their own. If forced as playable via game enhancer code, they will use the type of whatever character is selected on the character select screen. In other situations, more than likely, they would be forced to be a Kevin type as Kevin's typing is the first in the code and the default. Also worth noting, these characters have no display name in their inventory, so everyone except Lucy has a tentative name.

Lucy Mallet

She's coded in the data as a playable character. However it is not known if she was ever meant to be playable or not. A pre-release screenshot shows her giving Mark an item as if she is playable and she is in a part of the Flashback scenario she normally isn't found in. When hacked into certain scenarios in file #1, she will be gigantic. Also, as mentioned below, she uses her prototype design in File 1.

"Mr. Grey"

It's not known why this character exists, he uses the same model as the Mr. Colors. It's possible he was used as a template for other the Mr. Colors at one point.


This is another UBCS mercenary but he looks different. His appearance is similar to that of Karl and Dustin, but he has a combat helmet on his head in addition to a ski mask like Dustin and Karl have.

"NPC 1F"

Not much is known about this NPC. It wears an outfit similar to Will, the Bartender at J's Bar in the "Outbreak" scenario. His front is completely covered in blood and he has blood coming from his mouth. His eyes are also glazed like he is infected already. It may be possible that this is Jack, the owner of said bar. Due to his injured state, he was either meant to appear as a zombie or was meant to appear as a dying NPC that the player would find and talk to. 1F refers to the hex slot he occupies in the table for playable NPC's


Numerous odd things can be found within the game's data, or in some cases, in actual gameplay.

Model and Character Oddities

Some NPCs not used until File #2 have different models in the original game. Some of these oddities can be seen by unlocking said characters in File #2 and using File #2's Data Convert to unlock them on an Outbreak save file on the same memory card.

  • Al B has no infected patch of skin on his side.
  • Axeman is known as "Maskman" and lacks the muscles he has in File #2. Instead he's scrawny like Al B. Also like Al B, he has no infected patch of skin on his side. Lastly, instead of being a Mark-type character, he is a David-type character instead.
  • Lucy Mallet if hacked in via character modifier GameShark codes, has a blue and pink striped shirt rather than a red shirt with white horizontal lines. This pink and blue shirt is seen in pre-release screenshots featuring her.
  • Linda's display name in File 1 is "Rinda". This translation mistake was fixed in File #2 but isn't corrected in File 1.

Voice Oddities

A few of the voices you can hear in the purchased BGM you get in the collection menu are unusual.

  • The "other" voices actually contain fragmented versions of the prototype title calls for both the US and Japanese names of Outbreak. The original "Network Biohazard" and "Resident Evil Online" title calls are present here but the words have been separated into "Network", "Biohazard", "Resident Evil", and "Online" respectively. The "Network" was repurposed for all versions of Outbreak and plays when the Network option is selected on the title screen (this can be heard even with multiplayer service discontinued).

BGM Oddities

  • The collection menu's theme is actually listed as "Save". Obviously, with its peaceful tone it was meant for the various save rooms the player can visit during scenarios originally. For whatever reason, be it how saving with typewriters is handled in this game, or whatever, it was instead moved to the collection menu.

High Poly Models

To do:
Screenshots and info on them.

Located among the models are high poly models. While the many of the high poly models themselves aren't actually used ingame, it's obvious they were used to record the numerous cutscenes in both Outbreak games. It seems that at one point the cutscenes were all planned to be in real time as opposed to footage that was pre-recorded from the game engine and shoved into video files. A handful of real time cutscenes do exist using these models but they aren't that common and often very short compared to the pre-rendered ones.

Despite this, numerous models didn't get used for recording these cutscenes anyway but still exist in the model data.

Enemy Models

A massive number of enemies and creatures go unused in the data. Like most of the model data, this data is shared between both outbreak games. A few of these enemies would end up getting used in File #2's Elimination subgames (mainly variants of existing enemies, such as Zombie dogs), but a majority would remain unused.

Regional Differences

  • The European version had online capabilities removed due to technical difficulties with having to work with multiple languages and different service providers.
  • The US version has a nasty bug involving Alyssa in the Outbreak Scenario. If Alyssa uses an Ad-lib in the alleys behind the Apartments, the game will freeze. This doesn't happen in the Japanese or European versions strangely enough.
  • As with most Japanese Biohazard/Resident Evil titles up until Revelations, voice acting was exclusively in English with Japanese Subtitles. These subtitles are actually based off of the original script rather than what the voice actors actually say. As a result, some things in the subtitles are very different from how the script was translated for the voice acting studio.
  • Various file and objects found in the game had changes, or translation errors made when translated to English. This is actually a common thing done in the Resident Evil games during localization and results in things ranging from character names getting translated with improper spelling, or in some cases with files, completely new information added.

Revisional Differences

There are actually two versions of the game, a version 1.0 and a version 1.1. They have unspecified differences.