Behind the Scenes: Camp David

HEY GUYS!

So, while I'm busy working on the next set of chapters, I thought I would give you all a little bit of a "Behind the Scenes" info about some of the locations and characters in my story as it goes along. I'd also like it to go hand in hand with one Mercenary character and map next!

There were also some questions I would like to answer before I "continue" my Fanfiction, but first right off the bat, let me be perfectly clear: RESIDENT EVIL ILLUMINATION IS NOT DONE YET!

Speaking of which, I would also like to do a Q and A of anyone who has or would like to comment... along with my special guest, my story's Leon S. Kennedy!

...What? No, I do not own Leon or Capcom. One cannot own someone! ;)

So, anyway, without further ado, let's take a look into...

Behind the Scenes: Chapter 1 - CAMP DAVID

I really wanted something fancier for the big outbreak that occurs, but at the same time I wanted it to make sense as to why everyone is there. So, when President Adam Benford was basically assassinated in (*OMINOUS VOICE*) Resident Evil 6 (spoiler!?), I thought the vice president would end up taking over. Plus, I figured Capcom wouldn't really touch on this, so it was fair game. I'm sure some other things will overlap with what they have planned for the future. ...at least I kind of hope so. If the new RE Movie does well (the digital one... not that film series that goes by the same name for some reason).

Anyway, since there wouldn't be much of a celebration per-say for the swearing in, I thought it could be an excuse for a fancy party, like the Inaugural Ball on a smaller scale.

So, here we have our reunions!

It's been six months after RE6. Also, I haven't given a set date for Claire's meltdown besided being after Revelations 2 and before this (January 2016.)

First off though, we have Claire and Ashley meet in person for the first time! I figured a lot of them get in and keep in contact once friends of friends get dragged into these biohazards. So, they've probably talked about their experiences as well as just girl stuff to help cope. Lord knows, with all the $#!+ Claire has gone through, as well as the effect it must've had on her with the dark intro I gave her, she could use it.

Slight tangent, since I got asked about it a lot: I wanted to give a bit more expose on my intro to the prequel chapter (chapter 0-0). I wanted a way to set things off and make things grittier for this combination of Code Veronica and RE4. Not only did I not want a complete shootout, but I wanted the story to have real meaning and depth into the horrors. Not just physical but psychological also. (Boy if you knew what I had planned for Claire! MUAHAHAHAHHA!) Anyway, I wanted to remind everyone that this was also about Claire, so she became my victim.

Truth be told, there is plenty of things that have happened in the stories to cause her some emotional trauma besides just the horror movie survival. She's been essentially a wanted fugitive to Umbrella, imprisoned, forced into twisted games (lol, double meaning), has no family besides her brother, her brother had his own issues presented in 6, he has completely vanished or been absent for most of the time we hear about them both, he could be killed at any moment, she could even be killed at any moment with her past, and to top it all off, the group TerraSave she helped to build as her own coping mechanism and way to help fight back, was completely sabotaged and destroyed with the members all killed!

...really puts things in perspective, doesn't it?

Oh, but there are three more points of trauma that are forced into her desperate hopes for love and happiness. Besides Moira almost being murdered and all her other friends and colleagues killed in the most horrific ways possible, she has had three potential love interests.

Neil was a fellow supervisor of TerraSave that seemed to get along with Claire well. After everything else that has happened, this may have been a ray of hopeful sunshine as a possible "happily ever after."

Neil sold Terra-Save out and mutated into a monster trying to kill her. Despite seeming to have some feelings for her, he was delusional in his methods to try and end bioterrorism and sacrificed everything he knew and loved (if he even loved them).

BTW! I have read the comments and have begun to make my responces for the next BEHIND THE SCENED chapter where I shall adress and reply to them publically.

First and foremost of which... I UPPDATED THE VERY FIRST CHAPTER!

While much of it is the same, you should really REALLY read it if you liked the first one's dark tone but didn't understand why things were so bad.

For those of you interested, I shall include the shorter original version here:

Sirens pierce the air on a misty rainy night. Red and blue lights flash around a set of apartments. Police men surround the premises, unarmed at the moment, but not at ease in the slightest.

A screeching car can be heard in the background. After the door opens and closes, a hulk of a man in green army-like attire trots great with authority. A cop turns around to stop him, but he flashes an I.D. at the man. The officer is suddenly embarrassed and salutes the man with a combination of respect and fear evident in his face.

This badass walking pace continues partway up the stairs outside to the second floor of rooms, but quickly evokes breakneck as the sounds of a woman sobbing and the breaking of glass pierces the night.

The man is suddenly knocking vigorously at the door with arms that suggest he could push boulders with them, let alone break down a door.

"Claire!" The man yells panicked. "Claire, open the goddamn door!"

Inside on a couch near a broken lamp, a panicked redhead sprints up with athleticism and grabs a gun. She reaches over her arm and goes for a knife, knocking over a bottle of whiskey in the process.

"GO! AWAY!" She yells back. "I'm not coming out, and you have NO right to enter here!"

"Claire, don't make me break this door down!"

"Ha!" The girl slurs "maybe a few years ago you could!"

The man bites his tongue. She was definitely drunk, and for a girl like his sister, that meant a TON of alcohol, much more than anyone else. The fear of poisoning crept into the back of his mind.

"Awe, what's wrong Chris!" The female taunts. "Too old to play mommy and daddy anymore, big brother?" She backed away into the bathroom, holding her pistol and blade firm, a special insignia on its' hilt of both.

She quickly falls backwards and lands in the water, hitting her head on the spout.

"CLAIRE!" The man yells. A team of policemen stand near him ready to breach. The man, Chris, holds his arm out to stop one with a battering ram, but nods meekly.

Softly, this Claire reaches behind her head and feels the blood in her hair...

She breaks into giggles...

...and slowly begins laughing like a mad woman...

Chris counts down to three with his fingers and kicks at the door. Swearing the first attempt, he has the threshold down in two more tries.

Chris motions for the team at the door to stay back. Arms drawn in all directions, they slowly begin to hear maniac laughter turn to sobs.

Softly, the gentle giant nears the door of the bathroom, locked on the other side now.

"Claire..." He pleads softly "please...just come on out."

"WHY SHOULD I!?" The shriek startles the guards.

On the other end, a familiar noise rings in Chris' ear... the sound of a gun cocking. It wasn't his own life he was afraid of though. No, this life was far more precious to him.

"Come on..." his sister whispers softly at first. Chris lowers his head solemnly against the door...

"COME ON!" She challenges her older brother with authority, all the demeanor of a life with nothing left to loose...

She holds the firearm against the side of her face, short cut red locks of hair flowing against it in the shadows as the outline of a face and teardrops run against her skin.

In her other hand now rest a bottle of booze connected to her lips.

"Give me a reason to live..."

With a few deep breaths, Claire begins to chug and goes to pull the trigger, a bottle against her lips and a barrel against her head...

"...We found him..."

Clare's eyes go wide and she drops the glass agains the side of the tub, fragments going in all directions against her now pantless legs, eliciting cuts but leaving the woman unphased, by simply through the alcohol but through a tough-as nails past.

"Wh-what...?" Claire holds herself against her black top, her jean jacket against the toilet.

"We found him." Chris repeats in confidence. "Just please open the door and we can talk about it.

Thoughts and voices flood the depressed mind of Claire Redfield.

"Your night in shining... It's more reliable than any person... He may even be able to be revived... I ... I'm glad I met you... I.. I love you... Claire..."

An ear-shattering scream drowns out the multiple shots of her brother's old Samurai Edge. A burst of three shots hit the ceiling as Claire drops her brother's gun in the water and flails around hysteric, ripping her top of and leaving her in nothing but a black bra and underware.

A burst of adrenaline fills "big brother's" bicepts and with his shoulder crashing down into the door he breaks the lock somehow, whether by fate or a miracle.

He beholds his sister, Claire... Once a proud strong Redfield able to survive anything, but after all of this wear and tear a shell of her former self, makeup running down her damp body into the lukewarm and slight red water below.

"Ch-Chris?"

"It's ok Claire... We found him."

Slowly Chris lowers himself towards her and she wraps her arms around him, the closest thing to a father she has had most of her life.

"It's alright now Claire... It's okay...

...we found him.

We found Steve."

Now that we have all that out of the way, let's talk about the layout of Camp David in my story and how it would function in game as part of story mode... as well as in Mercenaries!

Similar to other maps and areas, it has a start and end point (each would be possible spawn points in Mercenaries.) First off is the main living room. While the most spacious area of the place, it does have several chairs, long couches and a glass table that can be used to help or hurt you. It can be very easy to be cornered in such a place, as well as be forced into these breakable sections, causing extra damage. That being said, the same can be done by you to other enemies! Performing special moves near these areas can instantly kill normal enemy zombies with a nice squish to the head! Also, in traditional random video game fashion, items may very well appear in the rubble of these different articles of furniture. (Because of course their would be a grenade hidden in the couch at Camp David! I thought all couches had those!)

The back section from the sealed metal entrance and living room is the kitchen, featuring an island and counter-tops to melee kill as was intended! Behind the double-doors is the kitchen, with plenty of stoves and things to go boom, as well as extra knives and such laid out to be used in emergencies of killing moves! Just remember that some people may have had the same idea just before they turned and could still be holding them! To the left of that is the freezer where you meet Pierre. If you don't like French chefs, then you will hate his large butcher knife zombie form... and you will LOATHE his mutated form! It is the boss of the first Chapter and the recurring big bad guy in Mercenaries, featuring a powered-up form if you can manage to beat all of the other enemies! Anyway, be sure to check all of the boxes and such for random items. Note that Pierre or Super Pierre cannot follow you up the stairs, but he can reach up and grab you with his intestines to pull you towards him, and that does not stop other enemies from appearing behind you! He also regenerates health quickly and has a instant-kill with no counter if you stay to close for too long! Don't get trapped in a corner or between a rock and a hard place in a hallway or stairwell! His weakpoints are his exposed intestines, extra mouth on his stomach, and the boil on his head. These also spew acid when shot however and can be damaging.

There are 3 Pierre's total in Mercenaries. The first is in the freezer where you find him in the story before he mutates. The second is actually in the security room blocking your access to the items whithin. You still need the two keycards to get in. The final is a Super-Pierre that can only be unlocked if you can beat all enemies in the time limit.

Back from the kitchen to the left of the entrance is a much longer dining table with random things and bodies laid upon it. Similar to the couches and chairs, some of these unfortunate guests will randomly revive as C-Hunters! These creatures are nearly blind in front, but will slowly begin to see you with their snake tongues, and literally have eyes in the back of their head via their cobra hoods! Unfortunately, you won't know which corpse will mutate until they do, and it can be rather infective to waste your time and ammo defeating them before they turn, but it is possible. Be careful not to run or move on noisy surfaces unless you have to!

Under the stairs is a hallway that leads to the glass sliding doors used to get to the pool and escape in story mode. Unfortunately, these are also sealed my large metal doors, but the glass is actually on the inside and can still make noise as well as be used for special kills! To the left is a theatre room what can only be moved into if a charging enemy happens to break through or if you destroy all of the stuff in your way with an explosive. To the right is a seemingly-normal downward stairway to the basement, filled with tables, more storage, and a completely-normal large metal door that had nothing to do with a future plot point whatsoever! This is also where the chicken with the golden egg drop will appear at the start just like in Resident Evil 5. This counts as an active enemy that must be killed! They are very elusive and sensitive to what is going on around them, so even though it starts downstairs, it could end up anywhere based on what is going on around or on the floor above it!

The stairs Leon, Ashley and the survivors run up at the start of the action makes an L-shape and arcs into a rectangular hallway. This hall has several rooms in the center and around it. Some are stuck from one side and even have holes blown in, linking them to other rooms! This is where you encounter the C-Hunters for the first time! The largest room is the control room above the entrance where you can start. It still requires two keycards to get into, but contains items and perks as well as the active security system to help narrow down where remaining enemies are on the monitors. One keycard drops when the first Pierre is killed (just like in the story.) The second is hidden randomly in one of the rooms on the second floor. Also, the section of floor linking the short way to the stairs is partially fallen through, and the rest can break at any moment, causing damage and more floor hazards that may alert enemies... as well as a floorboard or two begging to be used in combat on a zombie. You can always jump down rather than over afterwards though. Just be aware of how many enemies are below or around you. If there is only one, you can stun it by landing on top. Just don't end up getting swarmed where you jump.

Also remember that zombies can fall down and C-Hunters can always leap across the gap! Mind it!

Finally, if you go up another final set of stairs, you will come to a U-shaped hallway that leads to the decontamination chamber and safe room atop the security room below and main entrance lower still. This is where the classic item box and computer similar to the like of the old typewriters can be found. It is also the second possible starting point in Mercenaries.

Remember, zombies are always active and responding to sound. Running around corners is the easiest way to get damaged or killed. Don't be afraid to use Quickdraw to see enemies classic RE style, or even crouch and peak around corners to avoid C-Hunter spit or Pierre's reach (as fast) and shoot!

All mercenary maps have crystals that extend the remaining time by 30, 60, or 90 seconds. The 90 second crystal is in the theatre room trapped behind the rows of seats and TV. You can leap over the chairs, but the television must be destroyed to access it. The first 60 second crystal is in the basement at the intersection of the four tables. The second is hidden in the center rooms on the third floor. The remaining crystals are randomly placed in the remaining rooms on the second floor. Also, there are two combo crystals that extend combos that net you more points and time on the clock. This one requires you to stand in the hallway below the gap on the second floor and aim carefully above the chandelier.

This will also cause it to fall and crush anything or anyone below it, so use it wisely!

There are 70 normal zombies that start in or will eventually appear throughout the entire home. The 70 more aggressive Violet Heads will mutate either from fallen zombies or appear randomly. Seven C-Hunters will appear as you kill enough zombies. Finally, there are two Pierre's and one chicken hidden in their said special locations, and if you can defeat all 150 of these, a final Super-Pierre will appear.

Anyway, I hope you guys all enjoyed this different sort of take on the story based around the video game. I've found that doing these help me to picture what all should be in this fanfiction to make is seem as close to the game as possible. Obviously at the same time, I am trying to paint a picture of the setting, so I figure this helps to explain my vision better without having to break it down too obviously in the chapters while I am trying to work on things like character development and all that garbage! ;)

REMEMBER TO COMMENT YOUR QUESTIONS for me or Leon to be answered next time before we dive into Chapter 2!