Resident Evil 1 - Puzzles

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Weapons

The wild forest and mountain areas surrounding Raccoon City already provide plenty of natural dangers to hikers and campers. With increasing reports of strange monster sightings and cannibal-style homicides, any smart individual will head over to the local Kendo gun shop and Learn as much as possible about the firepower available in these regions.

Melee Weapons

When the bullets run dry, when there's nowhere left to turn, a true survivalist will still fight for life with a trust blade. Not only can melee weapons save a S.T.A.R.S. member's life, but they also have practical uses.


  • Survival Knife

A standard-issue lightweight, stainless steel, serrated combat knife. When you press the Right Shoulder Button with the survival knife equipped, you're ready to slash away. The survival knife is great to use against crows and not much else. The best use of this weapon is to place it in the Item Box. If enemies have you cornered and you're out of ammunition, this weapon could be helpful. You can also use the survival knife to slice thin materials.

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  • Hunting Knife

Chris Redfield often cuts against the grain, especially with his non-issue 8-inch Bowie hunting knife. The longer blade and Chris's extended reach give him a greater range when he uses this melee weapon. However, this is still not a wise choice to brandish in combat. This item is best tucked away in an Item Box, especially when you consider Chris's compromised inventory situation.

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Firearms

When you're faced with the supernatural, it's best to have guns over melee weapons for self defense. Get to know your weapons well, the timing with which the characters raise them, and the frequency at which you can fire each one. Familiarity with these armaments makes all the difference in a close-quarters skirmish with a maggot-infested flesh-eater that looks a little hungry.


  • Handgun

Confirmed gun fanatic Barry Burton hired local weapons maker Robert Kendo to craft customized Beretta 9mm handguns especially for S.T.A.R.S. teams in the field. These automatic weapons are guaranteed to never jam or kick out extra rounds, and the special hammer fires bullets with greater impact. The handgun is the best weapon against crows, snakes, spiders, and hornets-all the varieties of wildlife in the Raccoon Forest that the S.T.A.R.S. were trained to handle. But this weapon was never intended for use against monsters! Zombies and zombie dogs will continue advancing, even after several pistol shots. Only when you lodge enough bullets in the undead opponent's body will it lose consciousness or bleed to death. There is a very small random chance that the character can decapitate a zombie or zombie dog with the handgun, so don't completely discount this weapon.

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  • Self Defense Gun (Suicide Pistol)

Left behind by a man unwilling to use it on himself, the dual-chamber .22 pistol has already been fired once. Once you fire the remaining bullet, this weapon will be useless. However, for some reason this gun is capable of taking out one zombie in a single shot-without need for cremation! Save this weapon for an area where the undead population is dense, and to help conserve gasoline supplies.

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  • Shotgun Rifle

This is a 12-gauge hunting shotgun with a pump-action that holds six shells. The shotgun scatters a volley of small steel pellets, damaging everything in a cone-shaped field in front of you. As the recommended weapon for use against all enemies, this weapon is great for taking on packs of dogs or crows, as well as multiple zombies. When undead humans approach, wait until they are in close range. Then aim the barrel upward at their heads and fire. With this technique, there is good chance that the shotgun will blast one or more zombies' heads clean off!

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  • Assault Shotgun

This is a custom design steel 12-gauge combat shotgun specially built for S.T.A.R.S. team tactical situations. The pump-action chamber holds 10 shotgun shells. It fires a more concentrated, narrower cone of pellets. However, the focus of the barrel extends this weapon's range and power. Specially made for Richard Aiken, you can obtain this item only if Richard is rescued.

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  • Magnum Revolver

This .357 caliber revolver pistol fires hollow-point magnum rounds. Lightweight and easy to aim, the weapon has an incredibly hard kick. However, this weapon's stopping power compensates for the time required to recover one's aim between shots. The magnum has a high chance of blowing a zombie's or zombie dog's head clean off, and most other monsters will suffer severe trauma from its blasts. However, ammunition for this weapon is scarce and difficult to locate. The magnum is best reserved for encounters with large and unique creatures.

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Projectile Explosives

Only qualified personnel are capable of handling heavy explosives. But when the situation gets rough, it doesn't hurt to pick up a shoulder missile launcher and give it a try!


  • Grenade Launcher

The grenade launcher is a heavy assault weapon usually reserved for battlefields. Under the circumstances, we can all be thankful that Forest Speyer has obtained this weapon somewhere inside the Mansion. The grenade launcher fires a three-inch incendiary, acid, or grenade shell in a long range, low arc pattern. Although the weapon's revolving chamber holds only six shells at a time, you can load all of a certain shell type into the weapon without worrying about reloading. When you initially obtain it, the grenade launcher is packed with grenade shells.

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  • Grenade Shells

Grenade shells are fragmentation projectiles fired from the hand-held grenade launcher. They burst on contact with the target, saturating flesh with metal shards packed inside the shell. Grenade shells work best against chimeras and zombies.

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  • Incendiary Shells

Incendiary shells are fuel-loaded projectiles that engulf the target in flames. They are perfect for use against zombies because the corpse will be immobilized by the blast and consumed by the flames-no need for cremation!

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  • Acid Shells

Acid shells are three-inch projectiles that can be fired from a hand-held grenade launcher. They're loaded with hydrochloric acid that covers the target when the shell bursts on contact. Acid shells are arguably the most powerful type of shells. Consequently, they are the hardest to find. Acid shells are best used against reptilian mutants and large snakes to penetrate the thick scales on their hides.

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  • Rocket Launcher This four-slot shoulder-mounted, handheld surface-to-air missile launcher fires armor-penetrating rockets. It's typically used in combat to immobilize armored tanks. The rocket launcher is best used at medium or long range. The weight and width of the rocket launcher make it some what awkward to lift and fire, but a successful strike on a reinforced target should cripple or disintegrate it.

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Defense Weapons

S.T.A.R.S. members have been trained extensively at hand-to-hand combat in case of riot situations, so these skilled tacticians are familiar with crowd-control devices, such as paralyzing stun guns and blinding flashbang grenades. Barring the availability of either of these, a trained survivalist can turn even a simple letter-opener into a lethal weapon. When you find and equip a defense weapon, you can use it when a monster seizes you. You can choose for your character to use a defense weapon automatically or manually. If you prefer the manual choice, press the Left Shoulder Button rapidly when you're caught in a grab. The use of a defensive item prevents damage every time your character is in an enemy's grasp.


  • Daggers

These small, decorative letter openers were obviously distributed to the administrative and research staff inside the mansion. But given the situation, they can easily double as small daggers. These are the most plentiful defensive weapons in the game, but they are also the weak est. One of their great qualities is their durability. When you use them, your character will stab the enemy in the head or throat. As the enemy staggers backward several steps, you'll have an ample opportunity to flee. The use of a dagger also reduces the number of bullets required to finish off an enemy. If you shoot an enemy that has been stabbed and you manage to decapitate him, then you can reclaim the dagger and use it again!

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  • Stun Gun

Jill Valentine keeps her trusty stun gun handy even when she's off duty. As a small and attractive woman, she never knows when some creep is going to get ideas. In this situation, it seems that a whole house full of men have become extremely frisky! In order to use the stun gun, you must load a compatible battery into the palm-sized device. Each battery is good for one massive charge inflicted on an attacker. After that, its power is drained.

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  • Flash Grenades

Thanks to his. military experience, Chris is trained in using hand-tossed grenades and incendiary devices. Although "flash" grenades are designed to release a white light powerful enough to blind everyone within range, they still fragment and cause damage in a tight area. If they're inserted into a human being's mouth, the results can be quite traumatic! Once Chris uses a flash grenade, he must move a good distance away from the enemy, or he too will receive damage when the item detonates. After feeding a flash grenade to an enemy, the best idea is to move at least ten feet away from the victim. If you use one in a tightly confined space, then leave the area and return. The enemy will be permanently removed.

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Health Items

Health Items When you have sustained heavy damage and you're limping around in very bad shape, you must administer relief. Health items must be present in your inventory in order to use them. First aid comes in various forms, which have varying degrees of restorative effects.


  • First Aid Spray

A chemical aerosol that returns the character to full health, even when in critical “DANGER” status. Mass marketed and produced by Umbrella Incorporated, it is ironic that the company's product can be used to treat wounds inflicted by its own experimental monsters!

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  • Green Herb

A locally grown plant that restores only 25% of health. If used during "DANGER" condition, it will replenish 40%. However, Green Herbs can be combined with other herbs to form stronger medicinal mixtures. Up to three Green Herbs can be combined and consumed at once, restoring most of the character's health.

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  • Red Herb

While it has no effect alone, the Red Herb indigenous to the Raccoon Forest can be combined with one or two Green Herbs to form a strong medicinal powder that will restore all of the character's health.

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  • Blue Herb

A minty, leafy plant that serves as anti-venom in the field, curing poisonings and other infections. Can be mixed with one or two Green Herbs or a Green and Red Herb combination in order to cure poisoning and simultaneously restore health. Cannot be mixed with only a Red Herb.

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  • Serum

A concentrated anti-venom designed to control massive overdoses of poison. One vial provides one injection's worth of cure for one victim. The choice to use this item on the wounded or on yourself is a difficult debate indeed...

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Herb Mixing

Ingredients Health Effects
02 Green Herbs 3:30 or less
03 Green Herbs 5:00 - 3:31
01 Green + 01 Red 7:00 - 5:01
01 Green + 01 Blue 9:00 - 7:01
02 Green + 01 Blue 9:01+
01 Green + 01 Red + 01 Blue 9:01+