Difference between revisions of "Resident Evil 0 - Puzzles"
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This is large magazine of ammunition for a semiautomatic-class machine gun or sub-machinegun. Ammunition quantity is measured in percentages, with each clip supplying 100% ammunition. Only one clip may be carried per item slot. Machinegun ammo appears in various locations throughout the game after the player has obtained the Rank E prize from the bonus Extra Game. | This is large magazine of ammunition for a semiautomatic-class machine gun or sub-machinegun. Ammunition quantity is measured in percentages, with each clip supplying 100% ammunition. Only one clip may be carried per item slot. Machinegun ammo appears in various locations throughout the game after the player has obtained the Rank E prize from the bonus Extra Game. | ||
+ | |||
+ | [[File:Null icon2.png|300px]] | ||
+ | |||
+ | == Recovery Items == | ||
+ | |||
+ | * GREEN HERB | ||
+ | |||
+ | This is green plant native to this region that restores a small amount of health to an injured character. An experienced field medic can grind and combine two or even three green herbs to increase the potency of the dosage. Green Herbs can also be combined with Blue Herbs to form a powerful mixture that restores health and cures poisoning. It can also be combined with the mysterious Red Herb to fully restore a person to health, even from the brink of death. | ||
+ | |||
+ | [[File:Null icon2.png|300px]] | ||
+ | |||
+ | * BLUE HERB | ||
+ | |||
+ | This is blue plant native to this region that can cure poisoning. If it's administered to a poisoned character quickly enough, no damage will result from the toxicity. Blue Herbs can be ground by an accredited field medic and combined with Green Herbs and Red Herbs to form complex curative and restorative compounds. | ||
+ | |||
+ | [[File:Null icon2.png|300px]] | ||
+ | |||
+ | * RED HERB | ||
+ | |||
+ | This is a red plant native to the Raccoon Forest region that has no particular effect its own. However, when ground to powder and combined with other herbs by an experienced field medic, this herb will increase the potency of mixed herb compounds. A Red Herb can be mixed with a Green Herb, or a Green Herb and a Blue Herb. However, a Red Herb combined with a Blue Herb alone won't have any effect. When a Red Herb is used in a mixed compound, the final product restores the user to full health. | ||
+ | |||
+ | [[File:Null icon2.png|300px]] | ||
+ | |||
+ | * FIRST AID SPRAY | ||
+ | |||
+ | This chemical antibacterial spray can restore a person to full health. These items are hard to find and should be conserved for battles against extremely tough boss monsters. | ||
[[File:Null icon2.png|300px]] | [[File:Null icon2.png|300px]] |
Revision as of 22:18, 22 February 2022
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Ecliptic Express
Activating the Emergency Breaks
POSSIBLE COMBINATIONS
- 36 - Enter the number 3 nine times, and then enter 9.
- 67 - Enter the number 7 nine times, and then enter 4.
- 81 - Enter the number 8 nine times, and then enter 9.
- 42 - Enter the number 4 nine times, and then enter 6.
- 53 - Enter the number 5 nine times, and then enter 8.
- 67 - Enter the number 7 nine times, and then enter 4.
Weapons
- KNIFE
This is a standard hunting knife with a serrated edge, such as those issued to most police and military personnel. This light-damage, close-range melee combat weapon is completely ineffective against the victims of the T-virus outbreak in Raccoon City. However, it's still a good self-defense weapon if your ammunition runs out. This weapon can be found on the Train, and Billy is carrying one.
- S.T.A.R.S. HANDGUN
This is a custom handgun modified and engraved for issue to S.T.A.R.S. officers. S.T.A.R.S. commander and gun enthusiast Barry Burton contracted a local gunsmith, Robert Kendo, to create a line of elite handguns for use by the Special Tactics And Rescue Service. The gun has a double safety lock to prevent use by criminals in case of theft. This automatic handgun is also designed with a special sliding bridge, which prevents jamming. Rebecca's weapon is a capable firearm for disposal of T-virus infected zombies, Cerberus dogs, crows, and other minor enemies encountered throughout the game. With each successive shot fired, there's a very slight chance that the handgun will blow off a zombie's head, resulting in a full decapitation and an instant kill.
- MILITARY POLICE ISSUE 9MM HANDGUN
This is a standard-issue Army automatic handgun, which fires 9x19mm parabellum rounds. Billy's acquired pistol is best suited for suppressing zombies, Cerberus dogs, crows, and other minor enemies. The military model has a slight chance of exploding a zombie's or Cerberus dog's head, causing an instant kill. Billy's handgun has a slightly better chance of inflicting an instant kill than Rebecca's S.T.A.R.S. model.
- HANDGUN PARTS
This is a scope and scope mount that can be attached to any automatic sliding-chamber handgun to increase its range, firing speed, and precision. Combine the Handgun Parts item with either handgun to improve a character's ability to kill and decapitate zombies and Cerberus dogs, and to eliminate tougher monsters more effectively. The Handgun Parts are locked inside the Duralumin Case, found in the locker of the combat test area on B3 of the Facility Basement.
- MAGNUM
This is a .50 caliber automatic Desert Eagle brand handgun capable of firing large-millimeter Magnum rounds. The weapon's powerful recoil causes a moment of recovery on the part of the user. The Magnum is without a doubt the most lethal handgun in the game, killing most monsters in one shot. However, due to its effective killing capabilities, the Magnum is best reserved for the more resilient Hunters and the tough boss monsters encountered during key events in the game. The Magnum is located in the cable car, docked in the B2 machine room of the Laboratory.
- MAGNUM REVOLVER
This is a .50 caliber revolver modified by S.T.A.R.S. resident weapons expert Barry Burton, with much greater firepower resulting from an enhanced cylinder and frame. Dubbed the "hand cannon," this Magnum is much more powerful than the Desert Eagle automatic model, and the user gets more bang per bullet. The Magnum revolver is the prize for obtaining a Rank B in the bonus Extra Game. Once you reach this rank, start a new game and enter Cabin 202 on the third car of the Train. The gun is next to the dead man on the bunk.
- HUNTING GUN
This is a Western-style shotgun that can hold only two shots in the barrel before requiring a reload. The Hunting Gun is an older weapon, but it's still compatible with most 12-guage shotgun shells. This is a powerful weapon, with higher damage and range due to its extended barrel. This weapon is good for confrontations against zombies, Hunters, Plague Crawlers, and other tough monsters. However, due to its limited cartridge capacity and the need to reload constantly, this is not a practical weapon for a survival horror situation. While this weapon will be immensely helpful against the enemies you encounter on the Train, the pump-action shotgun is a much better weapon. The Hunting Gun is found in Train Car No.2, inside the 2F First Class Cabin 101.
- SHOTGUN
This is a pump-action shotgun capable of firing 12-gauge shells in a burst pattern, damaging all enemies in a cone shaped radius in front of the shooter. The shotgun can be loaded with up to seven shells at a time, and its greater firepower enables the character to eliminate easy foes such as zombies, flocks of crows and bats, and Plague Crawlers. The shotgun is even an effective weapon against extremely bizarre mutants such as Humanoid Leeches and even Hunters, until better weaponry can be acquired. It's located in the art storeroom in the Training Facility, on 1F in the east wing.
- GRENADE LAUNCHER
This is a hand-held launcher device that can fire a variety of 20mm explosive shells. In spite of its six-shot revolving cylinder, the grenade launcher can be combined with up to 255 grenades of any type and will fire continuously without the need to reload. Normal grenades are highly effective against all normal enemies. Acid grenades are best used against Hunters and Plague Crawlers. Incendiary napalm grenades are most effective against Humanoid Leeches and zombies. The grenade launcher is located in the second-floor studio on the east side of the Training Facility.
- SUB-MACHINEGUN
This portable, snub-nosed weapon uses its own type of ammunition. You obtain the Sub-machinegun by completing the game in a short amount of time and obtaining Rank A or better. When fully loaded, the Sub-machinegun fires a continuous stream of bullets while the Action button is held. During shooting, you can rotate the aim of the Sub-machinegun left or right, up or down in a circle in front of the character. Ammunition is counted as a percentage, with 100% ammunition equaling approximately 300 bullets. Magazines containing additional machinegun ammo can be added to the main game by obtaining Rank E during the bonus Extra Game. You can give the Sub-machinegun unlimited ammo by winning the Rank A prize in the Extra Game. The Sub-machinegun is an effective tool against most types of enemies, but it's not as ineffective against fast-moving mutants such as Plague Crawlers and Hunters.
- ROCKET LAUNCHER
This is a shoulder-mounted projectile weapon that launches long-range missiles at targets. The intense amount of dam age inflicted by this heavy weapon destroys any normal enemy in one hit and allows the user to defeat most boss monsters with four shots or less. The rocket launcher is a two-slot bonus weapon that is acquired by beating the game in less than 3.5 hours with a Rank S. It will appear in Rebecca's inventory in your next game. The ammunition for this weapon is unlimited, and finishing the game again becomes a simple matter.
- MOLOTOV COCKTAIL
Rebecca and Billy can assemble these crude, handmade gasoline firebombs by combining Empty Bottles with Gas Tanks. A gasoline-soaked rag is stuffed into the bottleneck and lit. When a character tosses a Molotov at a target, the glass bottle shatters and the enemy is covered with burning gasoline. (The weapon is named after Vyacheslav Molotov, who was the Foreign Minister and Secretary of War of the Soviet Union during World War II. The soldiers of the Finnish Army successfully used Molotov Cocktails against Soviet tanks during their brief skirmishes against Russia, and the Soviet soldiers coined the term.) As a rule, these weapons should be conserved for use against Humanoid Leeches and Plague Crawlers.
Ammunition
- HANDGUN AMMO
These are 9x19mm Luger high-power parabellum rounds, for use in any automatic handgun. They come in boxes of 15. In rare instances, you may find boxes with 30 bullets.
- SHOTGUN AMMO
These are 12-gauge burst-pattern shotgun shells, for use in any compatible shotgun. They come in steel military-grade shotgun shell boxes, seven to a box.
- MAGNUM AMMO
These are jacketed flat-point magnum rounds for use in high-caliber hand guns to provide greater stopping power. Magnum rounds come in small boxes containing eight bullets.
- GRENADES
These are 20mm explosive-tipped shells filled with standard-grade plastic explosives, designed to fragment on impact. Grenades are packed in steel carrying cases, six each.
- ACID GRENADES
These are 20mm explosive-tipped shells filled with highly concentrated sulfuric acid. On impact, the shell collapses, splattering the target with corrosive materials. Found in quantities of six.
- NAPALM GRENADES
These are 20mm shells with explosive tips filled with a highly flammable liquid. Upon impact, the shell detonates and ignites the fluid, which splatters on the target. The enemy is consumed in flames for several moments, inflicting damage while the flames last. Found in quantities of six.
- EMPTY BOTTLE
This is one of two materials required for crude Molotov Cocktails. Empty Bottles are usually found in quantities of three. Combine with gasoline to produce hand-thrown liquid firebombs.
- GAS TANK
Contains gasoline, one of two materials required to create crude Molotov Cocktails. Gas Tanks may contain enough gasoline to fill anywhere from three to six empty bottles.
- MACHINEGUN AMMO
This is large magazine of ammunition for a semiautomatic-class machine gun or sub-machinegun. Ammunition quantity is measured in percentages, with each clip supplying 100% ammunition. Only one clip may be carried per item slot. Machinegun ammo appears in various locations throughout the game after the player has obtained the Rank E prize from the bonus Extra Game.
Recovery Items
- GREEN HERB
This is green plant native to this region that restores a small amount of health to an injured character. An experienced field medic can grind and combine two or even three green herbs to increase the potency of the dosage. Green Herbs can also be combined with Blue Herbs to form a powerful mixture that restores health and cures poisoning. It can also be combined with the mysterious Red Herb to fully restore a person to health, even from the brink of death.
- BLUE HERB
This is blue plant native to this region that can cure poisoning. If it's administered to a poisoned character quickly enough, no damage will result from the toxicity. Blue Herbs can be ground by an accredited field medic and combined with Green Herbs and Red Herbs to form complex curative and restorative compounds.
- RED HERB
This is a red plant native to the Raccoon Forest region that has no particular effect its own. However, when ground to powder and combined with other herbs by an experienced field medic, this herb will increase the potency of mixed herb compounds. A Red Herb can be mixed with a Green Herb, or a Green Herb and a Blue Herb. However, a Red Herb combined with a Blue Herb alone won't have any effect. When a Red Herb is used in a mixed compound, the final product restores the user to full health.
- FIRST AID SPRAY
This chemical antibacterial spray can restore a person to full health. These items are hard to find and should be conserved for battles against extremely tough boss monsters.
Unlockables
Rank | Time | Unlock |
---|---|---|
S | 3:30 or less | Closet Key, Sub-Machinegun, Rocket Launcher, Leech Hunter |
A | 5:00-3:31 | Closet Key, Sub-Machinegun, Leech Hunter |
B | 7:00-5:01 | Closet Key, Leech Hunter |
C | 9:00-7:01 | Closet Key, Leech Hunter |
D | 9:01+ | Closet Key, Leech Hunter |
Leech Hunter Prizes
Rank | Leeches | Item | Note |
---|---|---|---|
A | 100 | All Weapons | Any Weapon found has unlimited ammo |
B | 99 - 90 | Magnum Revolver | Special weapon found in train room 202 |
C | 89 - 60 | Hunting Gun | Unlimited ammo when found |
D | 59 - 30 | Handgun | Equipped Handguns are unlimited |
E | 29 - 01 | Sub-Machinegun Bullets | Added to Rebecca's items |