Resident Evil Zero Walkthrough :
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Walkthrough - FAQ/Walkthrough"This document Copyright 2003 Nathan Norris"
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Resident Evil 0: Gamecube Version
FAQ/Walkthrough - Version 1.5
Last Updated - 4/8/03
Written By - Minesweeper (Nathan Norris)
Email - minesweeper2[at]hotmail[dot]com
(PLEASE READ "CONTACT POLICY" BEFORE EMAILING)
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-Table of Contents-
1: Introduction
2: Revision History
3: Game Basics
4: Main Game Walkthrough
5: Leech Hunter Walkthrough
6: Weapons Section
7: Enemies Section
8: File Transcripts
9: Secrets
10: Thanks
11: E-mail Policy
12: Copyright
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1: INTRODUCTION
Welcome to my Resident Evil 0 guide! Resident Evil 0 was delayed for a very
long time. Originally it was intended for the Nintendo 64 when it was
announced in 1999. Later, it was going to come out on Gamecube, and now
finally, in 2002, this magnificent game has finally arrived! It was well
worth the wait, and the transition from Nintendo 64 to the Gamecube has been
a great move. Now though, you actually have to beat the game... That's
where this walkthrough comes in. Hopefully, it'll be able to get you
through any difficulties you experience while you play this game. I hope my
guide can make Resident Evil 0 a more enjoyable experience than it was
before!
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2: REVISION HISTORY
VERSION 1.0 - 3/18/03 - 140 KB
First Edition. Walkthrough, Game Basics, Weapons Section, Enemies Section,
and Secrets all added on and completed. I still need to recheck the bottom
half of the walkthrough though...
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VERSION 1.5 - 4/8/03 - 177 KB
The first version of this guide was rushed, and I believe it showed.
Hopefully, now that I've rechecked it, it will be mostly free of the errors
that were in it. Also, I have added on and completed the File Transcripts
section.
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3: GAME BASICS
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BASIC MOVEMENTS
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BUTTON FUNCTIONS
================
CONTROL STICK, CONTROL PAD - move character
C STICK - move partner character
A BUTTON - confirm selection
examine surroundings
action
use weapon when R BUTTON is depressed
X BUTTON - change characters
Y BUTTON - display inventory screen
Z BUTTON - display map
R BUTTON - ready weapon
B BUTTON - cancel selection
- run while moving character
START BUTTON - switch trace mode on/off
L BUTTON - change targets while holding R BUTTON
MOVING ABOUT
============
This is the most basic of all controls. If you're a newbie to Resident
Evil, then you'll need to spend about an hour or so before you can get used
to the odd way your characters walk around. Pressing up on your control
stick does NOT move them up, it moves them in the direction they are facing.
This can be very disorienting at first. To turn, you have to push left or
right on the stick to rotate your character. They move like remote control
cars almost. You WILL get used to it eventually, so don't get discouraged
when you get killed the first few times because you got stuck turning a
corner.
FIRING A WEAPON
===============
This is another control function that gets a lot of newbies confused at the
start. To fire a weapon, you must hold down the R BUTTON to make your
character ready the weapon. You can't shoot unless you're holding the R
BUTTON. Next, to fire your weapon, press the A BUTTON. When you're firing
a weapon you have to stand still, so make sure you have enough distance
between you and your enemies. Also, this game has auto aim, which means
you'll automatically turn to face the closest enemy when you ready your
weapon. If there's a zombie behind you, press R and you'll instantly turn
to face it. Note that you can also change targets while aiming by pressing
the L BUTTON.
180 SPIN
========
This move was newly introduced in Resident Evil 3 for Playstation. By
tapping down twice on the Control Stick or pressing Control Pad + B Button,
you can instantly turn around 180 degrees. It's helpful because if an
enemy's getting too close for comfort and you're facing the wrong way, you
can quickly spin around and start running. It's helpful when you need to
back up from enemies while you're shooting at them.
CHARACTER SWITCHING
===================
Whenever you press the X button, you'll be able to switch back and forth
between controlling Rebecca and Billy. However, you can also control the
character you're not playing as by using the C STICK, if they're in the same
room as the one you're controlling. You can only make them walk or run,
depending upon how hard you press down on the stick. You can't make them
fire their weapon or anything.
TRACE MODE
==========
Pressing the START BUTTON toggles the Trace Mode. When Trace Mode is
active, the partner character will follow your character around. You can
also tell them in your inventory screen whether to attack enemies with you
or not attack at all. If you do order them to attack, they usually will
shoot at whatever you're shooting at or being attacked by.
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HEALTH
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ELECTROCARDIOGRAM
=================
In your inventory, you check your health on this. As you take damage, the
meter will decrease to mirror your health. There are several statuses you
can be in.
FINE - Everything's A'OK. You've taken little damage and you have no need
of using healing items.
YELLOW CAUTION - You've taken some damage from the enemies. One GREEN HERB
will usually fix you right up. If not, then two will definitely take care
of it.
ORANGE CAUTION - You've sustained quite a few hits and your character will
start to move about more slowly as he or she clutches at her stomach. You
should heal immediately, because you've lost over 2/3 of your health. Two
GREEN HERBS or a FULL HEALING ITEM ought to be used if you're in this
status.
DANGER - You're about to die! You'll also be moving a little more
slowly because your character is clutching at his or her wounds. Find
medical supplies IMMEDIATELY!!! You'll need a FULL HEALING ITEM to take you
back up to FINE status.
POISON - If you're hit with an attack that can poison you, you could enter
this status. You'll move as if in ORANGE CAUTION or in DANGER status. Find
a BLUE HERB quickly because you're gradually losing health as time passes.
It's also hard to tell what your health is when you're in this status, since
your electrocardiogram simply reads POISON.
HEALING ITEMS
=============
If you're a newcomer to the Resident Evil universe, you're probably a little
confused about how to use the Red Herbs, Blue Herbs, and Green Herbs you
find around the place. This is what each healing item does:
GREEN HERB - heals 1/3 of your health.
BLUE HERB - cures poison.
RED HERB - has no effect by itself, but if you mix it with a GREEN HERB the
mixture will be able to heal you completely.
FIRST AID SPRAY - heals you completely.
GREEN CHEMICAL (from green storage tanks) - cures poison.
This is a chart on what kind of mixes you can do and what their effects will
be:
GREEN = 1/3 health
GREEN + GREEN = 2/3 health
GREEN + GREEN + GREEN = full health
BLUE = cures poison
GREEN + BLUE = 1/3 health and cures poison
GREEN + GREEN + BLUE = 2/3 health and cures poison
RED = nothing
RED + GREEN = full health
RED + GREEN + BLUE = full health and cures poison
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ITEMS, DOCUMENTS, AND MAPS
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INVENTORY SCREEN
================
This is what you will use to manage all three of the things in the heading
above. From here you can access your weapons and defense items, reread
files you've found about the mansion, and check maps you've either made
yourself or found lying about the mansion.
ITEM LIST -
On the right side of your screen is all the items you have in
your possession at the current time. The left side of the screen shows your
partner character's inventory. Make sure both of your characters have at
least one weapon and ammo for it in your inventory at ALL TIMES. Also, make
sure one of your characters has at least one healing item with him or her at
ALL TIMES. You can't ward off the undead if you don't have guns, and you
can't do anything to heal damage unless you're carrying about some medical
supplies. Be sure to train your eyes and look about carefully for small
glimmers and sparkles, which indicate items.
Both characters are only given six item slots, so you must manage your
inventory carefully. Avoid carrying around large weapons like the Shotgun,
unless you need them for tough enemies. Large weapons take up two item
slots. For the most part, you should stick to carrying around only your
Handguns, since they're small, and you can find lots of ammo for them.
NEW ITEM MANAGEMENT FEATURES -
There aren't any item boxes to leave all your stuff in like in the other
Resident Evils. In its place, we have the LEAVE feature. When you use this
feature, you can drop items on the floor. Finally the Resident Evil
characters have some common sense! However, you can only leave a limited
amount of items laying about in one room. There are also a few places you
can't leave items at all, like on the roof of the train. I advise you keep
all your stuff in a central location, like the Main Hall of the mansion, so
that the items are easily accessible. We now also have the EXCHANGE
feature, where characters can give and take items from each other. You'll
probably be using this feature a lot during the game. You must be near your
partner character to exchange items.
CHARACTER ITEMS -
Next to your characters' inventories is one slot for their special items.
These character-exclusive items take up no room in the regular inventories.
Rebecca has a Mixing Set that allows her to mix herbs as well as other
chemicals. Billy has a Lighter to light things with, but he can't use it at
first because the Lighter is empty. You'll have to find Lighter Fluid
somewhere in the game before you can use it.
KEYS
====
These are VERY important to getting around. If you try doors
that are locked, you might get a clue as to what key is needed to unlock the
door. For example, a door that has a "fire motif" needs the Fire Key. Keep
keys on you as much as possible. As soon as you have unlocked all doors
that need the key, you'll be asked if you want to discard the key. Do so,
because there aren't any more doors that will open for your key. This also
opens up some inventory room.
FILES
=====
You'll be finding many documents throughout your travels, which will provide
useful clues for proceeding through the game. Make sure you pick up files
you find whenever you can. They'll allow you to get through the game
a lot quicker, plus they don't absorb any inventory space. I'll tell you
where to find them during the game because they will be useful to beginners.
MAPS
====
These will be your best friends in the game before you get to learn the
layout of the game. As you move around the game, your characters will draw
their own map. However, you can get the whole map if you find it hidden
somewhere in the area you are exploring.
The colored dots on your map indicate items your character has found and
left on the floor. If you press the A BUTTON, a list will pop up showing
what items the dots represent. Press left and right on the CONTROL STICK to
see what you left where.
The arrows are your characters. Yellow doors are doors that are unlocked,
or doors that you have the key to. Red doors are doors that are locked, and
ones that you can't unlock right now. Gray areas are rooms you haven't
visited yet, dark green areas are rooms you have visited, and the blue area
is the room you're currently in.
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CHARACTER MANAGEMENT
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CHARACTERS
==========
BILLY COEN
Advantages
- greater physical strength
- more stamina
- greater accuracy
Disadvantages
- large character
- can't mix herbs
Billy is the best character for fighting, since he can suffer more hits than
Rebecca. Also, since he has greater accuracy, he has a bigger chance of
getting headshots than Rebecca. His physical strength will also make him
important for solving some puzzles. Unfortunately, since he has a large
physical figure, it's difficult for him to slip around enemies. He is also
the very first Resident Evil character ever who can't mix herbs. Make sure
you have Rebecca close by to heal him with herbs whenever he gets hurt.
REBECCA CHAMBERS
Advantages
- can mix herbs and other chemicals
- small character
Disadvantages
- low physical strength
- low stamina
- lower accuracy
Rebecca is the best character for doing "behind the scenes" stuff. While
Billy is fighting off the enemies, she can make herbs to heal herself and
him as well. Also, while she's not too good at fighting, she makes a great
character for solving puzzles with.
INVENTORY MANAGEMENT
====================
You should let Billy carry around the large weapons like the Shotgun, while
making Rebecca carry around the healing items and the puzzle items. Billy
is stronger than Rebecca and has greater accuracy, so he's the best for
carrying around the guns. Since Rebecca's weak, but knows how to mix
things, she should keep the medical supplies and use them when needed to
heal the two characters up. Never carry around Ink Ribbons, and just leave
them next to Typewriters. You'll almost always find three Ink Ribbons next
to each Typewriter, so carrying Ink Ribbons around is usually a waste of
inventory space. The only time you should carry Ink Ribbons is to replenish
a save room when you run out of Ink Ribbons for that room.
PARTNER COMMANDS
================
There are several things you can do to interact with the characters. You
can press the X BUTTON to instantly change characters, and (if both
characters are in the same room) you can also press the START BUTTON to
switch on and off Trace mode. Also, you can order your character to attack
or not to attack when enemies are around. Note that all of these features
can be done through the inventory screen.
You should always have Trace mode on, unless it's absolutely necessary that
you switch it off. These times when you need to switch it off are when the
game forces the characters to separate, or when you need to solve a puzzle.
Also, always make your partner character attack enemies. While you're doing
that, you should only let your partner character use a Handgun unless you're
fighting tough enemies. Your partner character has a tendency to waste ammo
when he or she attacks. For example, he or she might try blasting harmless
leeches with the Shotgun.
When you have Trace mode on, the partner character can also follow you from
room to room. As long as the partner isn't attacking or being attacked by
an enemy, they will always be with you in the next room, no matter how far
behind they area. When you want to retreat, make sure your partner isn't
fighting when you hit the door to the next room. He or she might get left
behind.
Make sure your partner character is in a safe place when you leave him or
her behind. Your partner character can be attacked by enemies and killed
when you're not watching. If this happens, he or she will call you on the
radio for help. You should immediately change characters if this happens so
you can take care of the problem.
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COMBAT TACTICS
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STICK TOGETHER!
===============
Always keep your two characters together, unless it's absolutely necessary
you must separate them because of ingame events. It's much easier to take
on enemies if you have somebody covering your back. When you're caught in a
enemy's grasp, your partner could shoot at it to make it let you go.
LET THE MAN HANDLE THIS
=======================
Billy is much stronger than Rebecca. He can take a lot more punishment from
enemies before biting it. Also, he has greater accuracy than Rebecca.
Therefore, he's best for leading the way into a fight. Give him the big
weapons whenever you use them.
MEDIC!
======
Rebecca is a weak character, so she's not too good for taking on enemies.
However, she is the only character that knows how to mix herbs, so she's
vital for keeping your two charaters healed up. Let Rebecca carry around
the medical supplies and the puzzle items, since she's not too good at
fighting. Rebecca's the medic after all, so she should have the healing
items.
OPEN YOUR EARS!
===============
The first thing to do upon entering a new room is to listen for sounds that
indicate monsters are in the area. Stand still for a few moments and listen
for sounds like groaning, shuffling footsteps, barking, screeching, etc.
It'll keep you from accidentally running into a potential ambush.
WONDER WHAT'S AROUND THE CORNER...
==================================
There are a few ways to see if there are enemies hiding offscreen, just
waiting to pop up and surprises you. The easiest way is to make use of auto
aim. Edge past a corner you can't see around, and press R. If your
character autoaims something, there's a monster or two back there.
Also, you can use the mirrors hanging on the wall. They're usually nothing
but a cool detail, but you can also use them to see enemies that are behind
corners. Look for shadows on the walls and floors too. If you can see a
moving shadow that's not your own, then most likely it belongs to an enemy
creature.
FIGHTING
========
In general, the closer you are to the enemy, the more damage your shots will
inflict. This is especially true with the Shotgun. However, it's usually
not safe to stand next to an enemy. If you're using a weak weapon, like the
HANDGUN, fire from a distance. If you want to use the Knife, then I suggest
you trap an enemy behind an object (like a box) and hack away. There's also
a way to kill zombies in one hit with the Shotgun. Stand right next to them
and fire up at their heads. This kills them in one hit.
FINISH HIM!
===========
Most people like to use the same gun througout fighting with the enemies.
While this does get the job done in killing the enemies, there's a more
efficient way to do the job. Try firing one or two shots from a powerful
weapon to knock down a strong enemy, like a hunter. While the hunter's
climbing to his feet, take out your Handgun and shoot him a few times to
finish him off. This can often save you a lot of more powerful ammunition.
It's more efficient to kill a hunter with one Napalm Grenade and one Handgun
Bullet than two Napalm Grenades. However, you might want to make sure the
enemy you're trying to kill is alone before you do this, since another one
could come in and screw things up.
IS IT DEAD?
===========
You've busted five caps into that zombie's arse and now it's lying flat on
the floor. It ought to be okay to go on right? Not necessarily. The enemy
might just be pretending to be dead, so that when you walk past it'll get up
again and surprise you. There are three ways to tell if a monster is really
dead for good. If you see a blood pool spreading around the corpse, then
the enemy is dead. Try turning away from the enemy then pressing R. If the
enemy isn't dead, then your character will autoaim it. The last way is if
there is threatening music playing. When all enemies in the area are
killed, the music will stop.
YOU CAN'T CATCH ME SLOWPOKE!
============================
In this game, you don't have much ammo to use. You simply can't kill
everything that gets in your way or you'll be out of bullets in no time. If
you can evade an enemy and not fight, DO IT! You can fake out enemies by
going to one side of the hall, then zipping past on the other side when the
enemy gets close to the wall on one side. This is especially important to
avoiding leech zombies.
I'M OUTTA BULLETS!
==================
Keep a careful count on how many shots you have left in your clip. When you
run out of bullets, your character will automatically reload. This will
leave him or her wide open to attack for a second or two. Always reload via
the inventory screen when you can. It's frustrating and deadly when you try
to shoot at an oncoming enemy, and then your character starts fumbling for
the next clip instead of firing.
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PUZZLES
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In between the action sequences, you'll have to solve some puzzles to gain
items necessary to move on. There are a few general tips that can be used
to solve most of the puzzles.
EXAMINE THE AREA CAREFULLY
==========================
Usually, you'll get all the clues you need to solve the puzzles in the rooms
you find them in. Check your surroundings and see what your character says
about them. Look for strange holes and other things that seem to be out of
place. You'd be amazed how much easier the puzzles become simply by
examining something in the room.
EXAMINE ITEMS CAREFULLY
=======================
Use the CHECK feature in your inventory screen to check items. Rotate them
and look at all sides of them. You may find an essential item you're
looking for just by flipping an item over and looking at it from a different
angle. It's especially important that you open up any books you find. You
do this by looking at the pages of the book opposite the spine, like you'd
open an ordinary book.
SPLIT UP
========
Some puzzles require your characters to split up to solve them. If
nothing's working, try making your characters part company for a little
while and then try messing with the puzzle again.
LISTEN TO CLUES AND DIALOGUES
=============================
If you listen to what your fellow comrades tell you, read any papers you
come across, and read the descriptions you get by checking surroundings,
some of these puzzles will be a heck of a lot easier to solve.
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SAVING
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To save your game, you'll need to find a Typewriters, and have at least one
Ink Ribbons in your possession. These Ink Ribbons can usually be found near
Typewriters, so looking for them isn't that big a pain. However, I'll tell
you where they are for the newbies' sakes. I usually won't tell you when to
save, but feel free to save as often as you'd like. However, I will warn
you when there's a sticky situation coming up and I'll advise you to save
then. The rooms that contain these Typewriters are usually safe havens, so
go to a save room whenever you start getting put down by the monsters.
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4: WALKTHROUGH
THIS WALKTHROUGH IS FOR NORMAL MODE. There will be more items on Easy, and
the game in general won't be as hard as Normal. There will be fewer items
on Hard, and the game in general will be harder than Normal.
At the start of the game, we hear the narrator speak about all the events
that have occured in the other Resident Evils. He says that in order to
understand questions about the future games, we must look at the events
before the first game. We now see a train speeding through Raccoon Forest.
A man in a robe is standing on a cliff as he watches the train go by.
Suddenly, the train is attacked by a swarm of leeches and everyone on board
is killed by them. The train continues to speed on through the night as the
robe guy surveys all of this.
Two hours later, the S.T.A.R.S. Bravo team flies over Raccoon Forest to
investigate the murders that have been occuring in the area. Rebecca says
via voiceover that her team was never prepared for what they were going to
face. Suddenly, the helicopter's engine erupts into flames, and Edward
Dewey makes an emergency landing in the forest. Everybody jumps out, excpet
for Kevin who is to watch the helicopter.
Rebecca then sees a wrecked military police van in the distance, with
several dead soldiers around it. Rebecca then finds a file in a nearby box
explaining that the van was transporting a criminal named Billy Coen. He
was to be excecuted at his destination for his crimes. The other team
members believe he is the one responsible for making the van crash, since
his body isn't among the others. Enrico orders his team to search the area
for Coen.
Rebecca walks through the forest, and then she sees the same train that was
attacked in the opening. It's idle on the tracks and not moving though. As
she approaches it, rain begins to thunder down from above. Rebecca jumps
inside the train. Little does she know what jumping on that train is going
to result in for her...
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| ___| | _ | | _ / | | | | - THE TRAIN
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PASSENGER CAR 2
The Dining Car door to the east is locked right now, so you should take the
door to the west. If you're new to Resident Evil though, you might want to
practice running back and forth down the aisle a few times to get used to
the controls. Also, make sure you read PLAYER'S MANUAL 1 in your inventory
screen too.
PASSENGER CAR 1
Rebecca hears a voice, and she asks if someone's there. She then notices a
rotting corpse sitting in the seat, with a switched-on pocket radio nearby.
She switches off the radio, but suddenly the corpse rises up to attack her!
Before she can run away, two more zombies appear in the aisle behind her!
After the cutscene is over, only shoot the lone zombie that's blocking the
aisle to the west. More zombies will respawn here the next time you come
through this passage anyway. Take the door the zombie was blocking.
***NOTE***
If you do decide to kill all the zombies, you'll get a special cutscene. In
the scene, Rebecca will wonder how the people were still alive when they
looked so dead.
***NOTE***
SLEEPING CORRIDOR 2
Go down the corridor a little, and take the first door on the right.
ROOM 202
Get the HANDGUN AMMO near the bunkbeds, and get the PASSENGER'S DIARY from
the desk's chair. Hmm, it seems this passenger wasn't off on a casual
vacation getaway... Leave the the room.
SLEEPING CORRIDOR 2
Take the door next to Room 202.
ROOM 201
This is the only save room on the entire train, so you can expect you'll be
coming here a few times if this is your first time through the game. Get
the GREEN HERB near the bed, and then get the INVESTIGATION ORDERS from the
bed. They're stained with blood though, so you can't read everything on the
message. However, it's quite obvious from this file this passenger also
isn't on vacation like the person who owned that diary. You should leave
the INK RIBBONS where they are, since there aren't any other typewriters on
this train to save at. Leave the room.
SLEEPING CORRIDOR 2
Head west to the end of the hall. The door to the next car is locked, but
the corpse near the door is holding something. Take the TRAIN KEY from its
grasp. Rebecca hears footsteps behind her, and discovers it's Billy Coen.
Looks like Rebecca just might become his next victim... However, Billy
decides to just forget talking and walks away. Rebecca yells he's under
arrest, but Billy shows he's already got handcuffs on as he strolls off.
Suddenly, a person crashes through the window. It turns out to be Edward
Dewey from Rebecca's team! Edward warns that the forest is full of zombies
and monsters before he passes away. Suddenly, a zombie dog crashes through
the window after Edward!
Start shooting at the dog as soon as the scene is over. After you kill it,
start going east back towards the cars you came from. Another dog jumps
through the window. Shoot this one down as well. Once the threatening
music ends, take the HANDGUN AMMO from Edward's corpse, and check the Train
Key's tag to make it the Dining Car Key. Leave through the door at the east
end of the hall.
PASSENGER CAR 1
Gun down the new zombies, and walk up the stairs at the east end of the
aisle.
SLEEPING CORRIDOR 1
In here, you'll find a GREEN HERB and three billion strange eggs...I really
don't wanna be around when those eggs start hatching... Go back downstairs
since the eggs are blocking the corridor.
PASSENGER CAR 1
Take the door to your left.
PASSENGER CAR 2
You'll get a radio message from Enrico. Enrico says he found a document
that says Billy was accused of killing 23 people. He says that Rebecca
should watch her back around him since Billy probably won't think twice
about killing her. Go towards the east end of the car. As you do that, new
zombie will appear in this room. Kill it, and use the Dining Car Key to
unlock the eastern door. Throw away the key and go through that door.
DINING CAR KITCHEN
Billy appears here and says that they should cooperate because of all the
monsters on this train. Rebecca refuses his help though, since she doesn't
trust him. She says she can handle herself. Billy says that he'll just
wait here while she tries to fix the situation. Get the NOTICE TO
SUPERVISORS on the table near the stairs. It says the power switch to the
dead automatic door nearby is on the roof of this car. Maybe you should go
up on the roof and see if you can fix it. Head up the stairs.
RESTAURANT
Start walking east. Rebecca sees a man sitting at a table at the end of the
car. But, like an idiot, Rebecca decides to go look a little closer. Rule
#1 of horror stories: never talk to people who look alive but are sitting
still quietly. Anyways, as Rebecca tries to talk to the man, the body tears
itself apart and dissolves into small leeches. The leeches then form
together into a "leech zombie." This leech zombie has the face of the man
it once appeared to be! Anyways, just run away from the leech zombie and
head for the stairs. It's not worth wasting your ammo on this creature.
As Rebecca is getting down the stairs, the leech zombie bursts apart and all
the leeches zip towards Rebecca. She screams as they cover her whole body.
Suddenly, there are gunshots and the leeches blast apart. All of the
leeches fall off of Rebecca in a pile at her feet, while Billy comes closer.
Suddenly, a few of the leeches spring towards Billy, but he shoots them down
with some skillful marksmanship. Rebecca thanks Billy with a thumbs up.
Suddenly, they hear somebody singing outside the car. The two see a strange
man standing outside the train, who looks like he just stepped out of a
Final Fantasy game or something. Anyways, the leeches are crawling towards
his feet as he sings in the rain. Rebecca and Billy wonder who he is.
Suddenly, the train starts up! Billy says that they have to cooperate if
they want to escape alive. Rebecca finally agrees to take Billy's help, but
she says she will shoot him if he tries anything suspicious. Billy agrees,
and even tosses Rebecca some extra HANDGUN AMMO! He says that they can
contact each other at any time they wish since they both have radios.
Anyway, once the scene is over, you'll get the PLAYER'S MANUAL 2. Make sure
you read it so you can learn about the character's characteristics and how
to control them so they work together. Head to the window at the western
end of the car and use the ladder there to get onto the train's roof.
DINING CAR ROOF
I would really hate to be up here! Cold rain and wind, a slippery roof
where a misstep could send you tumbling to a nasty fall on the ground
below...yeeesh... Anyway, walk along the roof of the train and go towards
the sparking device at the other end of the car.
***"LET'S SPLIT UP!"***
Whoever repairs the broken switch to the automatic door will be attacked by
a slime creature. The character will then fall into the the PANTRY below,
and the other character will have to rescue him/her somehow. I would have
Rebecca stay trapped in the Pantry while Billy tries to get her out, since
the first boss fight's coming up in a little bit.
***"LET'S SPLIT UP!"***
Anyway, repair the switch and let that character have a nice fall into the
Pantry.
PANTRY
(TRAPPED CHARACTER)
Get the HANDGUN AMMO and the GREEN HERB on the counter, and then get the
TRAIN KEY from the counter near the jammed door. Examine the tag on the key
to make it the CONDUCTOR'S KEY. Place the Conductor's Key in the dumbwaiter
and send it to the first floor. Switch to the second character.
***NOTE***
You might also want to send down your Handgun Ammo and healing items next to
the free character, since the trapped character's not going to do anyting
except stand around in the Pantry and stare at the wall.
***NOTE***
DINING CAR ROOF
(FREE CHARACTER)
Go back inside via the ladder.
RESTAURANT
Walk through the restaurant to the stairs again.
DINING CAR KITCHEN
Go through the automatic door you activated, and get the Conductor's Key
from the dumbwaiter since you put it in there as the trapped character. Go
west to Passenger Car 2.
PASSENGER CAR 2
Run west through the cabin to the door to Passenger Car 1. Kill the new
zombie if you want to.
PASSENGER CAR 1
Go west again to the far door.
SLEEPING CORRIDOR 2
Run to the next to last door at the end of the hall and use the Conductor's
Key to unlock that door.
CONDUCTOR'S OFFICE
If you're Rebecca, take the RED HERB and the GREEN HERB in this room. Use
it to make a RED-GREEN MIXTURE. Look in the cabinet next to the desk to
find a BRIEFCASE. You can't open it though, because it's locked. There's
two round holes in the front too. It looks like they'd fit something. If
you look at the papers in front of the desk, you can get the NOTE FROM
CONDUCTOR. The conductor says he needs somebody's key to open his briefcase
so he can get the Driver's Compartment key card. He says it's different
from a normal key too. You had better keep an eye out for that special key.
Take the TRAIN MAP posted on the bulletin board to the left of the door, and
also press the shiny red button. A hatch will open in the ceiling, and a
ladder will extend down. Climb up the ladder.
"ECLIPTIC SALON"
As you run through this room, you'll hear a screech and some rumbling on the
roof... If you're still up to it though, keep heading down the car to the
next door.
SLEEPING CORRIDOR 1
Take the sparkling ICE PICK from the cart nearby, and take the first door
you come to. The rest of the corridor's blocked by leech eggs.
ROOM 101
I wonder if this is Barry Burton's brother's cabin, judging from all the
artillery in it. You'll find a FIRST AID SPRAY, HANDGUN AMMO, SHOTGUN AMMO,
the HUNTING GUN, and INK RIBBONS. It's a good thing this stuff's here,
because your first boss fight's just around the corner. Organize your
inventory:
- Handgun
- Handgun Ammo
- First Aid Spray
- Knife (if Billy)
Drop the Ice Pick and the Briefcase temporarily, so you'll have more room to
store medical supplies and ammo in. You might want to leave the Hunting Gun
here for now, since it takes up a lot of room in your inventory. Take it if
you want to though, if only just for the fight in the next room.
SLEEPING CORRIDOR 1
Walk back into the "Ecliptic Salon."
"ECLIPTIC SALON"
As you walk down the passageway, a giant scorpion crashes through the
ceiling! If you want to get out of here, you'll have to kill that monster.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
BOSS FIGHT 1 - GIANT SCORPION
The scorpion will attempt to push you against the door you came through by
charging down the narrow passageway. He'll try to make you back up by
hitting you with his stinger and his claws. Also, sometimes the scorpion
will wave his claws around in pain when you hit him. This animation can
hurt you.
This scorpion has a severe weakness though. A gunshot from any gun or a
stab from the Knife will make the scorpion recoil in pain, if you aim down
at its body. Shots to the stinger won't affect the monster at all. This
animation also cancels the scorpion's attacks, unless he puts his claws in
front of his face.
For the whole battle, aim downwards with the Hunting gun or the Handgun, and
shoot the scorpion whenever he gets next to you. That'll make him back off.
He'll then stupidly walk forward to get hit again. Keep repeating this
pattern over and over till the scorpion dies. I heard on the
www.gamefaqs.com Resident Evil 0 messageboard that you can use the knife
here if you want to save ammo. Watch out if you do use the knife though,
because sometimes the scorpion will attack outside of the knife's damage
range. Stand back after you kill the scorpion, because his waving claws can
hurt you.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
If you dropped the Ice Pick earlier to save inventory room, go back and pick
it up now. Leave the Briefcase where it is though, because you won't need
it until you find two other items anyway. You might want to drop the Knife
while you're at it. Get the PANEL OPENER near the gaping hole in the
ceiling, and climb down the ladder.
CONDUCTOR'S OFFICE
Go out into the hall.
SLEEPING CORRIDOR 2
Head east to Passenger Car 1.
PASSENGER CAR 1
Head east to Passenger Car 2.
PASSENGER CAR 2
Head east to the Dining Car Kitchen.
DINING CAR KITCHEN
Walk into the kitchen through the automatic door, and use the dumbwaiter to
send the Ice Pick to the trapped character. Switch characters.
PANTRY
(TRAPPED CHARACTER)
Get the Ice Pick from the dumbwaiter, and use it to pick out what's blocking
the keyhole of the door. Go through the door.
RESTAURANT
Run downstairs before you get attacked by the flaming zombies.
DINING CAR KITCHEN
("LET'S REGROUP!")
Use the Panel Opener on the hatch next to the refrigerator to open it.
Crawl through the crawlspace.
FREIGHT CAR
As you enter, two zombie dogs will break out of animal cages. Shoot them
down. Be sure you relish this moment, because believe it or not this is the
last time you'll see the zombie dogs in this game. Gather up the SHOTGUN
SHELLS, the FIRST AID SPRAY, and the GAS TANK from the nearby shelf. Also,
get the GOLD RING from the right dog cage. Take the door on the east end of
the car.
REAR DECK
On the wall, you can see a HOOKSHOT, but you can't take it because it's
secured by bars. Throwing the nearby switch on the railing makes the bars
retract, but they go back down as soon as you let go of the lever. Make
your characters go into solo mode in this room. Have one character throw
the switch and hold it. Then, switch to the other character and take the
HOOKSHOT from the wall mount. You'll also get the HOOKSHOT OPERATOR'S
MANUAL. It explains that only one person can use the Hookshot at a time, so
that means whenever you use it you'll have to split up. Be sure you read
the note about the window in the third car. Go back inside the train.
FREIGHT CAR
Unlock the kitchen's door and head inside. Shut the door after you!
DINING CAR KITCHEN
Blow away the zombie that pops out of the refrigerator, and take the EMPTY
BOTTLE. Combine the Empty Bottle with the Gas Tank to make a batch of
MOLOTOV COCKTAILS. Head west to Passenger Car 2.
PASSENGER CAR 2
Head west to Passenger Car 1. Just run away from the new zombies, because
more zombies will respawn the next time you need to come through here.
PASSENGER CAR 1
***"LET'S SPLIT UP!"***
You'll have to temporarily part because only one of you can use the HOOKSHOT
to get up on the roof. It's no biggie though, because you'll only be apart
for a couple of minutes.
***"LET'S SPLIT UP!"***
Have one character use the Hookshot at the window to the left of the door.
PASSENGER CAR 1 ROOF
(HOOKSHOT CHARACTER)
Walk along the roof and jump down through the hole you come to.
ROOM 102
Kill the zombie that confronts you in this room. Drop the Hookshot, because
you won't need it for awhile. Take the JEWELRY BOX in the closet, and open
it to get the SILVER RING. You can also get another KNIFE here if you want
it. Change characters.
PASSENGER CAR 1
(NON-HOOKSHOT CHARACTER)
Go upstairs.
SLEEPING CORRIDOR 1
Change characters.
ROOM 102
(HOOKSHOT CHARACTER)
As you try to open the door out of here, the baby leeches in the corridor
start busting out of thier eggs... Go through the door anyway though, since
it's the only exit from this room.
SLEEPING CORRIDOR 1
("LET'S REGROUP!")
Eeww, lots of slime and leeches everywhere... Leeches are no big deal
though, because they're more disgusting than dangerous. Go into Room 101.
ROOM 101
Get the BRIEFCASE again, and use the Gold Ring and the Silver Ring on it.
This will unlock the case. When you open the case you find a BLUE KEYCARD.
Grab the Hunting Gun here as well. Organize your inventory.
REBECCA
- Handgun
- Handgun
- Handgun Ammo
- Full Healing Item
- Blue Keycard
BILLY
- Hunting Gun
- Shotgun Ammo
- Molotov Cocktails
Head down the stairs to Passenger Car 1.
PASSENGER CAR 1
Go into Sleeping Corridor 2.
SLEEPING CORRIDOR 2
Go into Room 201.
ROOM 201
You might want to save your game, and gather up all your weapons, healing
items and stuff on the train. Something important is about to happen.
SLEEPING CORRIDOR 2
Use the Blue Keycard on the door at the east end of the hall, and then
discard it. You now have access to the engine car! Before you walk out
there though, a cutscene interupts.
A man in green combat gear is standing on the engine car's walkway, and he's
saying into a radio that the train has been secured. On the other end of
the transmission, we see Albert Wesker and William Birkin receiving the
message. Birkin is wondering how in the world both the mansion and the
train could have been infected with the T-Virus even though they're more
than three miles away.
Wesker says that's irrevelant, and he says that the train must be destroyed.
While the soldier on the train talks to Wesker, he's attacked by leeches.
His partner in the cockpit runs out to help him, but he's also swarmed over
by the leeches. They're both killed very quickly. Anyway, don't let that
scare you off! Run through the door you just unlocked.
ENGINE CAR WALKWAY
The gunfire from the dying soldiers has damaged the engine. Now the train's
picking up speed! If this keeps up it will crash! Run inside the engine
car and see if you can do something to stop the train.
COCKPIT
Billy says that the train's going to derail, and that they have to stop the
train fast. You'll find a BRAKE OPERATION MANUAL after the cutscene. It
explains how to operate the brakes on the train.
***"LET'S SPLIT UP!"***
Once you've read that file, you'll be asked who's going to stay behind in
the car while the other one goes to hit the switch at the end of the train.
On the way to the back of the train though, you'll encounter a new wave of
zombies. Billy's the best choice for running to the end of the train, since
he has more strength. The only benefit for Rebecca is that you'll get to
see a special cutscene if you pick her.
***"LET'S SPLIT UP!"***
(RUNNING CHARACTER)
Once you've made your choice, you have three and a half minutes to stop the
train. Take the two boxes of HANDGUN AMMO and give them to the staying
character. Organize your inventory:
RUNNING CHARACTER
- Hunting Gun
- Shotgun Ammo
- Magnetic Card
- Healing Item
Take the MAGNETIC CARD on the counter in front of the windshield. Head out
through the door.
ENGINE CAR WALKWAY
Run east to Sleeping Corridor 2. If you keep running the freshly-zombified
soldiers won't have enough time to get up and attack.
SLEEPING CORRIDOR 2
As you run down the hallway, notice that Edward's corpse and the corpse that
you got the first Train Key from are both gone... The key corpse has now
become a zombie, and he's waiting for you near the east exit of the car.
However, you don't have to go that way. The way the zombie's blocking leads
to a zombie gauntlet anyway. Take the alternate path by going into the
Conductor's Office.
CONDUCTOR'S OFFICE
Climb up the ladder.
"ECLIPTIC SALON"
Run to the door at the east end of the room.
SLEEPING CORRIDOR 1
Hit the stairs at the east end of the hall, while avoiding the leeches.
PASSENGER CAR 1
Take the door to your left.
PASSENGER CAR 2
If you're playing as Rebecca, you'll get a special scene in this room.
You'll see the now-undead Edward Dewey feasting on another corpse. He then
turns around and walks towards Rebecca. Rebecca asks Edward to stop, but
it's no use. If you're playing as Billy, this scene won't occur since Billy
doesn't know Edward. Anyway, just shoot Edward and run to the next door
before the other zombie can attack.
DINING CAR KITCHEN
Run through the kitchen and into the Freight Car. Shut the door after you!
FREIGHT CAR
Run to the door at the other end of the room.
REAR DECK
Use the Magnetic Card on the console to the right of the door. It's now
time for a little arithmetic... You will be shown the number 36, 67, or 81
on the display. What you must do is press the buttons on the keypad ten
times so that the numbers add up to what number is being displayed. Here
are some easy solutions:
36 - 3, 3, 3, 3, 3, 3, 3, 3, 3, 9
67 - 7, 7, 7, 7, 7, 7, 7, 7, 7, 4
81 - 8, 8, 8, 8, 8, 8, 8, 8, 8, 9
COCKPIT
(STAYING CHARACTER)
Once you've solved that puzzle, you'll have to do the same puzzle at the
front of the train with the other character. The only difference is that
you can't see the number as you're adding it up. That shouldn't be any big
deal though, since the solutions are above.
The brakes are pulled, but the train won't stop! It thunders down a
junction and nearly flies off the track as it goes around a corner. The
train finally stops after it crashes through a barricade and rolls over in a
tunnel.
-----------------------------------------------------------------------
______ _____ _____ _____ ____
| _ | | _ | | _ | |_ _| /__ \
| |_| | | |_| | | |_| | | | / /
| ___| | _ | | _ / | | / / - THE TRAINING FACILITY
| | | | | | | | \ \ | | / /__
|_| |_| |_| |_| \_\ |_| |_____|
-----------------------------------------------------------------------
TRAIN TUNNEL
The two characters climb out of the wreckage and meet up together again.
Billy says they need to find a way out of this place. All the items that
weren't in your inventory (if you found them before) when the train crashed
will be scattered across the floor here. However, there's also several
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