Resident evil game cube guide




















Puzzle Solutions by AVVesker v. Final 29KB. Real Survivor Mode Walkthrough by Martacus v. Speed Walkthrough by Quizmaster v. Final 36KB. Guide and Walkthrough Dutch by MastaGus v. Guide and Walkthrough Dutch by rpower v. Guide and Walkthrough French by Tijo v. Guide and Walkthrough Spanish by IlDucci v.

Guide and Walkthrough Spanish by juanca 77KB. Wesker helps out Chris more than Jill, so don't expect much if you're playing with the fiesty female. He'll try to gain radio contact with the team throughout the game, but all the ground team's radios are broken and can only receive incoming signals. Brad helps you out in the end, and perhaps saves your life besides getting you out of there alive. Along the way, you can run from these creatures which may cause problems later.

Or you can stay and fight. Since ammo is scarce, if you fight many zombies, you may want to take the non-gunfight way of defeating most bosses. Zombies are quick easy to avoid due to their slow speed; dogs, hunters, crimson heads, and sharks aren't so easy. When a zombie grabs you, you can use these if you previously picked up one to get them off of you.

Jill and Chris both share the dagger, while the taser is exclusive to Jill and the flash grenade to Chris. Use these wisely, and I recommend leaving them set to Automatic so the computer can use them right away, then set them to Manual later if you want to preserve them a bit. These are vital to fighting crimson heads and sometimes even dogs. This isn't Half-Life You will never find healing items, lots of ammo for every weapon, and defense items in one room at one time in the game.

Even though they're quite scarce in HL, they don't exist in RE. Also, enemies don't drop ammunition, so you'll have to search every nook and cranny of every room to keep yourself equipped. Oh yeah, no secruity guards coughBarneycough to sacrifice either. Crimson Heads Crimson Heads are annother new feature to this version of Resident Evil.

After a certain event, such as getting the Imitation of a Key, or after a certain amount of time, a Crimson head will come back to life once you walk over it. These now have improved speed and power, and will come flying at you. There are two ways to avoid letting a zombie become a Crimson. The first is the harder.

Taking its head off will not allow the head to turn crimson, thus making it a Crimson Head. You can take them off with a gun, pop a grenade in with Chris and shoot it, or step on it in a cutscene with Jill. The second way is to burn the zombie with either fire grenade shells or burning it with kerosene and the lighter. Obviously, you're restricted to using kerosene as Chris since only Jill gets the grenade launcher. Healing Items Stockpile healing items.

The first time through, I had no clue how to open first-aid boxes until I discovered how to at the final boss fight.

When I learned how, I had a collection of 20 healing items, such as mixed herbs and first aid sprays. First Aid Sprays act the same. Bosses Most bosses have more than one way to kill them. Take, for example, the Neptune Shark and Plant You can fry the Neptune Shark by electricuting him through water and a fuse box, or just fire away until he's dead.

Explore different options, and try to conserve ammo as much as possible, such as knifing the spider to death in the Catacombs. Keep in mind though that once you complete the game on Normal with both Chris and Jill One Deadly Zombie mode is activated next time you choose "Once again The only way to avoid this is to choose Real Survival or Invisible mode, so be cautioned.

This will save you ammunition for two zombies, since if you kill it, it would come back later as a Crimson Head, and make you watse more ammo to put it back down. Hunters, dogs, Crimson Heads and Chimeras are a different story, since they are both fast and strong, not to mention hard to outrun without sustaining damage.

Not everything will happen exactly like its written in this guide; for example, if you don't get a headshot or burn a zombie earlier on, when the guide instructs you to head back to, say, the Drug Room, you'll have to dispose of the Crimson Head first. Improvise when necessary, but try to follow the guide as closely as possible if you're truely stuck.

Also, if you use the East Stairs door with the crumbling doorknob too many times, you may have to go around using the hallway where the dogs jump through the windows. Try to meet up at the point we talk about in the guide, even though you had to use a little detour. About This Guide We're dedicated to bring you the most accurate andhelpful guide out there. Therefore, we'll try to explain what to actually do in each room.

If you're not clear on something, please email or IM us and we'll gladly give you the answer. However, please read the guide for your character before emailing. If it's already answered in the guide, you shouldn't expect a reply.

She's better than Chris at puzzles, can mix the chemicals to make V-JOLT, is able to play the piano, and is decent at protecting herself. However, she needs Barry to bail her out quite often, so if you're in trouble First zombie encounter head to Barry and let him handle it. However, don't be too fond of Barry. If you do, you'll find yourself heart-broken later in the game. Chris is missing. You'll end up searching the Dining Room on 1F with Barry. Upon entering, Barry will discover a fresh pool of blood.

As he examines this, you must go about an investigation of your own. Start by entering the door near the fireplace. Once in this corridor, walk to the left near the window.

Upon entering this area, a disgusting zombie eating cut scene pops up on the screen. Don't waste any bullets on this guy. Simply run back to Barry. As you rush back into the Dining Room, Barry will take care of the zombie. He then decides to report this back to Wesker.

After collecting these, exit back into the Main Hall. Wesker is gone. Search the Main Hall for him for a few minutes.

Unfortunately, your results will come back negative. Wesker is missing, and you and Barry must split up to find him. Barry goes back to the Dining Room, while you must search the room opposite the Dining Room door.

Once you enter the double doors, you will notice a glistening object inside the stone statue. Go over to the statue and push it the right just enough so that you can slide into the room behind it. Don't explore this room quite yet. Instead, walk back into the main room, and from your current position you will be able to push the dresser up against the statue. Now hop onto the statue, and grab the object.

You will discover that it is a map of the first floor. Take it. It will be useful. Now go back to the room that the dresser was previously covering. Walk all the way to the back of it, and grab the defense dagger. Once you do this, a zombie will corner you. Try to escape without confronting him, but this may be impossible. If the zombie does try to attack you, simply use your defense dagger on him and run. Don't shoot him. The zombie that you met before will be in the hallway of this room, so avoid that for now.

You will discover the mangled corpse of Kenneth once you're here. Examine his body and take the videotape. Move on to the Raven Room. In this room, there are three objects, but you only need to grab two of them.

Beside the cage on the table is a Handgun Magazine. This is quite useful. Now go beside the stairs to find two Green Herbs. Only take one for now. This is a good time to learn about item management. Jill is able to hold only eight items at a time, so you must be cautious what items you decide to pick up.

That means you can only carry two more items. Throughout the game, you will find Item Chests, which will allow you to store items. These chests are universal; meaning you can put an item in one chest, and take it out in another. In the case we're in right now, we must loose one item before our first item chest so that we can pick up all required items. Lucky for us that we picked up that herb, which will probably be used before the first item chest. Now back to the game. Run up the stairs in the Raven Room, and go into the Upstairs Corridor.

There is one zombie in here, so you must be fast on your feet. You don't want to kill this guy yet because if you do he'll come back as a Crimson Head and eat you alive if you're not ready for him. Once you enter the room, take the first right, and run as fast as you can to the end of the corridor.

There are two items you have to pick up here. The first one, the Arrow, will be glistening, so pick it up. The second one is another Handgun Magazine. Pick it up as well. Lucky for you that the two Handgun Magazines combine, so they only take up one slot. Now access your item screen, and examine the Arrow. You will discover that the head can be removed. So now you have the Arrowhead. Run into the hallway opposite the mirror, and go through the unlocked door.

You are now in the upstairs Dining Room 2F. Investigate the ledge near the door you just came through to find another defense dagger. Run around the opposite side, and you will see a zombie. Kill it. This should take bullets. Do you see that statue? Do you see the hole in the railing? It's time to break stuff. Push the statue in front of the hole in the railing, then push it down to Dining Room 1F. Something falls out. We will collect that later. For now, exit the Dining Room 2F through the double doors.

Now you can finally see the massive upstairs hallway. Too bad every door in this hallway is locked. But we're about to change that.

Run down the first set of stairs, and look closely at the wall. Do you notice an inconsistency? There's a small notch on the wall. That is the entrance to the Graveyard. It's time to go tomb robbing! Once outside, run down the stairs. Then go to the left, and you should find yourself in front of a large tomb. Do you notice the arrowhead-shaped notch? Do you have an arrowhead-shaped item? You better. Use the Arrowhead on the arrowhead-shaped notch, and the tomb will open.

I hope you like stairs because there are a lot of them here. You are now inside the Machine Room. To the left of the entrance are four tombstones.

Examine each one. One doesn't have eyes. One doesn't have a nose. One doesn't have a mouth. Once doesn't have eyes, a nose, or a mouth. Take note of that. Run over to the opposite side of the room, and grab the glistening object. It is the Book of Curse. Take it and examine it. It contains the following text: The four masks, a mask that speaks no evil When all four fall into place, evil will awaken. Examine the back of the book to find the Sword Key. The Book of Curse will be automatically discarded.

Go to the closer door on the left side of the hallway. Use the Sword Key to unlock it. Right now there is nothing important in this hallway that you need. There is the Wooden Mount, but you don't need that quite yet. Run through the U-Shaped corridor and go into the very last door you see.

You need two items in this room: the Handgun Magazine that will be automatically combined with your other bullets , and a dog whistle. Both of these are found just to the left of the door by the chessboard. Once you pick up the whistle, you will discover a note underneath it. Read it. It tells you where 2F Balcony and how blow it to use it. No time for that now, though. Pick up the lighter while you're here. We won't use that right now, but we'll get into it later.

Walk over to the large desk on the other side of the room. Go to the far left-hand part of the desk, and search that area for another file. You will also discover a blank journal on the desk, but that's isn't important.

Now we must find the East Stairs Save Room. Throughout the game, you will grow to love that room. Walk out the opposite door you came in and run. There will be a zombie right by you that's hungry. Run down the stairs. Once on the first floor again, you'll have to prove your agility by avoiding another zombie.

There is not enough room to battle this one, but you will do it a little later. Run to the backside of this small room. If you have already used the Green Herb we picked up earlier, grab the other one across from the door. If you have not used it, then that's good news.

Leave the other Green Herb there. Now enter the door. We're finally here. We're at the East Stairs Save Room. In a minute, we'll find the Medical Room, which will prove to be just as useful as this one, but concentrate on this room for now. Do you see that large bin in the back of the room? Go open it. You will find goodies already in there. Do the following: 1. Deposit the Whistle 2. Deposit the Green Herb only if you didn't use the one from the Raven Room 3.

Deposit the Wooden Emblem 4. Deposit the Survival Knife 5. Now collect the miscellaneous items located throughout the room. Deposit them all. We will eventually use them, but not now. Now do you see that Typewriter? Go over to it and save your game. Then go deposit the Ink Ribbon. Now it's time to go find the other room of salvation in this mansion.

Do you remember where the Dining Room 2F is? Well go back upstairs, into the room where you got the whistle, back into the U-shaped corridor, into the hallway, and through the double doors on the other side of the hallway. Go unlock the furthest door with the Sword Key. Once inside, ignore all doors. Simply find the stairs, and go run down them.

Use a defense item on the zombie if you have to. Once you're downstairs on 1F again, run down the long hallway, and unlock the door at the end of it on the right wall with your lock pick. Once inside, there are two items that you need a Fake Shotgun, and an Ink Ribbon. The Fake Shotgun is on the same wall as the door at the very end. Grab it. The Ink Ribbon is in the desk drawer. Now head back to the stairs, but don't go up them.

Right beside the stairs is the Medical Room. Remember this place. You will need to get here quickly a little while later. Go over to the typewriter and save your game. Then go over to the Item Chest and deposit your Ink Ribbon.

Before leaving this room, you should have the following items: 1. Handgun 2. Handgun Magazine 3. Fake Shotgun 4. And while it may be a worthy weapon, it isn't exactly ideal for getting some of the bigger jobs done in this game.

Next we'll be heading to the Shotgun Room where we will pick up the Shotgun, and hopefully have a good 'ole zombie blastin' time! Thus far in the game, we haven't killed any zombies.

That's because once a zombie is dead it will come back to life Once a zombie arises from the dead, it becomes a Crimson Head, which you will learn more about later in the lab. Crimson Heads are quick zombies who don't go down very easily.

There are only two ways to permanently kill a zombie. Either you need to incinerate it which we'll do most of the time , or you must blow its head off.

Blowing the head off is more of a luck thing, but it can be done, especially with a shotgun. Remember where the East Stairwell is? Head back up the stairs, into Dining Room 2F, into the hallway, into the U-Shaped corridor, and then into the last room in the hallway. Once we're in the Eastern Corridor, go to the end of the hallway, make a right, unlock the door at the end, discard the Sword Key, and head back down to the Save Room. Ah, the Save Room. Doesn't this place feel so relaxing after all of that work avoiding zombies?

Well now the game is going to get that much more fun. Take the Fuel Canteen out of the Item Box, and fill it up with kerosene using the bottle next to the door.

Make sure you have your lighter with you as well. Take out an Ink Ribbon while you're at it. We'll want to save in the Dining Room 1F. You should currently have these items with you: 1. Fuel Canteen 5. Lighter Now head back out to the East Stairs room, and fire your Handgun at the zombie. Keep on firing until he goes down. This is where a healthy thumb comes into good use because you'll have to fire as rapidly as possible. Use a defense item if needed, but it probably isn't needed. After the zombie is dead, go over to the body and use the Fuel Canteen on it.

I bet melting zombie flesh smells very refreshing. Now remember that zombie at the top of the stairs? Go scorch him as well, and make sure you do it with a passion. Now that those two guys are gone for good, head back downstairs and into the East Stairs Save Room. Refill your Fuel Canteen and exit. REmake is known for its near photo-realistic environments all of which were pre-rendered, like the original , impressive three-dimensional graphics, new animations, and noteworthy sound.

On top of this, REmake uses features found in later Resident Evil games, such as the use of body language to indicate damage from Resident Evil 2 and the quick turn used in Resident Evil 3: Nemesis , a long with a new running style the same animations would later be used in Resident Evil Zero and Resident Evil 4.

Several changes have been made to the areas found in the game, such as the extension of the Mansion, and an all-new graveyard and cabin found in the Courtyard. FMV cutscenes in the original have been replaced with CG versions, and new voice actors along with a new script were also used. Was this guide helpful? YES NO. In This Wiki Guide. Turn out the lights. Lock the doors



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