Resident Evil Speed Guide


 
 QUICK Run-Through FAQ
 --How to get the Rocket Launcher--
 RESIDENT EVIL
 
 By--Tu T. Dang
 
 Introduction:  
 
         Capcom has surely outdone themselves by making the game, Resident 
 Evil.  The game, while filled with great graphics, puzzles and music, is  
 awesome in animation and storyline development.  Plus, blowing away a few 
 zombies here and there doesn't hurt either.  The possible different 
 storylines depending on the character, plus different little sub-plots 
 depending on what you do and don't do make this game even more in depth 
 and interesting.  Kudos to Capcom for such a great game.
         The following is a basic walk through on how to get the rocket launcher 
 with Jill. To get the rocket launcher, you need to win the game in under 
 three hours.  If done correctly, you will restart the game with Jill and 
 a rocket launcher with unlimited ammo.  Let's just say that this thing 
 rocks!  It totally nukes anyone and everything and makes the game 
 better.  Although the game is way too easy with it, but it does add for 
 variation and a definite plus on the fun factor.  
 *NOTE:  This walk through should make more sense if you've already won 
 the game once.  There are spoiler notes so be warned....  It's also 
 helpful if you know the floor plan of the mansion and other areas 
 beforehand.  Many steps will leave out how to exactly get to the next 
 room.  I'll be assuming you'll know the most direct route to the next 
 room I indicate.
 
 Walk-through:
 
 *NOTE:  It's up to you if you want to just run past the zombies (or go 
 ahead and kill them.)  A good way to kill them is by one shot of the 
 shotgun.  Wait until they're up close to you and fire.  The zombie's 
 heads will literally explode.
 
 1-      Start the Jill storyline and with Barry run into the dining room.  
 Get the emblem and go into the next room.  Kill the zombie and get ammo.
 2-      Return to Barry and the to the main hall.  Get lock-pick and head off 
 to the right room.  Don't bother with map and ink ribbon. 
 3-      Enter hell hound room (where 2 hell hounds leap out of the window at 
 you.)  Either  a-)kill them or  b-)run past them and quickly grab the 
 clip by moving the second cabinet.  
 4-      Go through the door at the end of the hound room and pick up the 
 plant.  Go into the shotgun room and take it.  Leave and the ceiling 
 should come down on you.  Barry will come and save you in the nick of time.
 5-      Go into the next hallway (door across the shotgun door) and run into 
 the picture room (the room with the crows/ravens and paintings.)  Flip 
 the switches in order from new born baby, infant, young boy, young man, 
 middle aged man to bold old looking man. Flip the last switch to get the 
 medallion.
 6-      Leave room and run to the storage room.  Pick up plant chemicals.  
 Exchange items--take only shotgun, beretta, and clips (herbs if you 
 think you'll need them).  
 7-      Leave storage area and go up stairs.  Kill the right zombie.  Run 
 down the hall and through door.  Run down hall into the main 
 hall-upstairs.  Barry will be there to give you acid rounds for the 
 bazooka.  Run over to the patio room to see dead Forest.  Get bazooka.
 8-      Return to main hall upstairs.  Go across to next room and enter 
 upstairs dining room.  Kill left zombie and push statue down.  Exit 
 through back door.
 9-      Kill zombies and go down stairs and go into second storage room.  
 Feel free to save your game with the ink ribbon on the bed.  Exchange 
 items--take chemicals, wooden emblem and weapons you feel good with.
 10-     Run to nursery and poison the plant.  Get key.  While there, pick up 
 red and green chemicals.  Mix them to save room and have good healing 
 items.  SAVE atleast three spaces in inventory.
 11-     Go down hall into the caretaker's room.  Pick up clip and go to 
 desk.  Kill zombie from closet (one good quick shotgun blast to head) 
 and pick up ammo (don't need to pick up diary.  Waste of time...) for 
 the shotgun.  MAKE SURE you still have atleast two spaces still.
 12-     Exit room and turn right, down to the door.  Unlock door and you 
 should be in the hallway where Kenneth's body is.  Turn left into the 
 Bar/Piano room.  Get sheet music and play piano.  Go in the secret room 
 and exchange emblems.
 13-     Return to dining room.  Place gold emblem over fireplace and get 
 armor key.  Run around table and pick up blue gem.  (Inventory should be 
 about full)
 14-     Return to hall (where Kenneth's body is) and turn right and take 
 first door on left.  This will take you back to the hall with the 
 nursery and tiger statue.  Go to tiger statue room and exchange blue gem 
 for the medallion.
 15-     Go to the back door (the hall with the ammo room and storage) and 
 enter the ammo room.  (The room with the broken shotgun.)  Pick up clip 
 and shotgun ammo.  Should be able to carry these because hopefully you 
 already have these in inventory.
 16-     Return to storage room down the hall.  Exchange items--take armor 
 key, ammunition for beretta and shotgun.  Run back to dining room 
 (lower-level.  NOT UPPER level.)  Run into the main hall way (LOWER LEVEL).
 17-     Go across into the second door (the locked one that requires the 
 armor key.  Unlock and go in.  Get clip on the desk and kill zombie.  
 Get shotgun ammo in locked desk.  Leave into main hall.  Go up the main 
 hall stairs and go right into the hallway.  Run to the suit of armor room 
 and get medallion.  (Don't forget to move the statues over the poison 
 gas holes.)  
 18-     Leave and run to the attic door.  Unlock and enter and see Richard 
 (if you have space, pick up the green plants).  Talk to him and run back 
 to storage room and get serum.  May want to save game here just in 
 case.  Exchange items--stock up on healing products, shotgun and ammo 
 (hopefully, your shotgun and ammo will be enough.  If you're not that 
 good at killing the snake, then take bazooka too.)  TAKE SHIELD KEY also 
 (the one behind the clock) with you.  Don't need the armor key anymore.  
 Run back to Richard.  
 19-     Get the radio (who cares...) and enter the attic.  If you want to, 
 you can run next door to the candle room and get a clip.  You won't be 
 able to the shotgun shells because you don't have your lighter yet.
 20-     Kill the snake.  Remember to heal yourself occasionally.  Pick up 
 medallion and shotgun shells.
 21-     Leave and assuming you've been poisoned, Barry will save you.  If 
 not, go to the next step (22).  Wake up in bed, and run to storage box.  
 Exchange items--take all four medallions and weapons.  Run across to the 
 dining room, out into the main hall.
 22-      Exit out the back door and go to the mantle/medallion placement 
 door.  (The place where you put the medallions.)
 23-     Place medallions and enter the garden room.  Push the stairway and 
 climb.  Get the crank.  Leave into courtyard.  Pick up plants and mix 
 red and green together.  Kill hounds FIRST.  Pick up blue ones on other 
 side and mix also.  Run across to opposite gate and use crank to open 
 flood gate/dam.  Go down ladder and up to other side.  Run to the 
 elevator.  Here the radio will go off.  Just ignore it because it takes 
 up time and is not necessary for the story.  Every minute counts.... 
 24-     Either kill or run past hounds below.  Cross over to the opposite 
 gate.  Pick up and mix plants.  Kill hounds.  (Not necessarily in that 
 order.)
 25-     Enter dormitory.  Push statue over the hole (the one where the plant 
 grabs you.)  Enter storage area.  Pick up ammo and health spray.  Save 
 game.  
 *NOTE:  If you feel like saving the game more often, that's fine too.  
 Just do it whenever you make a trip to the storage room.
 26-     Exchange items--Just take weapons and ammo.
 27-     Cross over to next dormitory room (001).  Kill zombies and get Red 
 book.  Enter bathroom.  Drain tub and get C-Room Key.
 28-     Cross over to the other hallway (past the statue over the plant 
 hole) and enter the room with the key pad and wasp/hornet nest.  Run 
 past nest and get dorm key (002).  Return into the previous hall and run 
 to the end room using the dorm key.  Discard key.  Go into room and push 
 bookcases away to reveal ladder down.  (Don't pick up item on bed, just 
 waste of time.  Plus, if you feel like you need ammo, run into the 
 bathroom, kill zombie and pick up clip in sink.)
 29-     Go down ladder and push crates over the water space.  Run down into 
 the water and enter the shark room.  Run directly to the Control Room 
 and use the key.  Discard key and enter room (before the shark has a 
 chance to get to you.)  Push lever and remove water from lower level.  
 Push button to open next door.  
 30-     Enter next door.  Pick up two clips and two boxes of shotgun ammo.  
 Pick up dorm room key (003) also.  Run out and back up ladder to dorm 
 room 002.  If you have space along the way, pick up plants and fill 
 inventory.
 31-     Run back to storage and stock up on weapons and healing medicines, 
 take dorm key (003) and red book with you.  Save game would be advised.
 32-     Run to dorm room 003 (the room next to the wasp nests and key pad.)  
 Enter the room and go into the bathroom, killing zombie and picking up 
 the flame rounds.  Exchange books with the red book, revealing secret door.
 33-     Enter secret door and kill big plant.  It will wither, but not be 
 dead.  It will then pick you up and then Barry will come and save you.  
 Run to the fireplace and get key.  Go to step 34.  If you feel that you 
 can't kill the plant the first time you'll need to return to step 31 and 
 now follow along these ideas.
 31a-    If you don't think you can take on the plant, you'll need to make 
 v-jolt.  Exchange items--make sure you have four empty spaces!  Take the 
 red book and dorm room key 003.  Pick up the flame rounds in the 
 bathroom and exchange books.  Walk through the door and exit the other 
 door before you have to seriously fight the plant.  Run to the chemical 
 room and on the key pad punch in 3-4-5.  This will unlock the door.  
 Pick up empty bottles and mix together v-jolt.  
 32a-    Run down to dorm room 002 and return into the shark room.  Enter 
 the room with the roots and put v-jolt on the roots.  Return up to the 
 storage room and stock up on weapons and medicine.
 33a-    Return to the plant via the double doors (not dorm room 003) and 
 kill plant.  Get key in fireplace.
 34-     Return to mansion.  Kill the hunter that follows you after entering 
 the mansion.  Go into the room on the left and get doom book 1.  (No 
 need to get ammo for the Colt Python.)  
 35-     Go next door into the storage room and stock up on new ammo and 
 items. Exchange items--take weapons and healing and helmet key.  Going 
 to fight the snake next, so may be wise to save your game.
 36-     Go upstairs and left to the fireplace room (the room where you used 
 the lighter to get the map.)  Go through the door to the right and go to 
 the piano.  Click on it and the snake will come out.  Kill snake and 
 look at hole while it's dying.  Barry will come in and help you.  Fall 
 in and push switch on grave.  Wait for Barry to return before going 
 down.  Get pass code then go back down hole.  MAKE SURE YOU'LL HAVE ROOM 
 FOR THE ELEVATOR BATTERY AND EXPLOSIVE ROUNDS.  IF NOT, RETURN TO THE 
 STORAGE ROOM B EFORE GOING DOWN.  Go down the ladder under the grave.
 37-     Kill zombies and get shotgun ammo to the left.  Run down hall to the 
 door.  Go down next hall and skip the zombies eating the person.  
 They'll leave you pretty much alone.
 38-     Enter kitchen and go right to the elevator. Kill the zombie on the 
 ground.  Hopefully, you have two spaces still.  Go up the elevator and 
 kill zombie.  Go into the closet  and get the battery for the elevator 
 and some explosive rounds.
 39-     Back track exactly the way you came from and return to the ladder 
 and hole (the place where you killed the snake).  Return to the storage 
 room downstairs and exchange items--take battery, crank, and weapons, 
 especially the bazooka (healing also would be nice since the spider's 
 next.  Have about two empty slots).  And if you have an ink ribbon with 
 one slot, go ahead and take it.  Make sure there's one slot so it'll 
 disappear when you use it.
 40-     Go out into the garden and cross over to the elevator on the other 
 side of the pond.  Go down elevator.  Go to other elevator, install 
 battery.  Go up and over to the flood gate/dam.  Use crank closing the 
 gate and return to the newly powered elevator.  Go down and enter the 
 ladder down (the one behind the waterfall.)  
 41-     Go into the door on the right and see Barry.  When he asks to go 
 with you, say yes, but have him lead.  Follow him and enter.   He'll 
 kill a hunter guy and then follow you.  Run into the back room and pick 
 up ammo and health spray.  MAKE SURE YOU HAVE ATLEAST ONE SPACE FOR THE 
 HEXAGONAL CRANK.  Go into the room where Enrico is and follow 
 storyline.   If you have room for a clip, pick up clip on Enrico's body, 
 but MAKE SURE YOU HAVE ONE SPACE FOR THE HEXAGONAL CRANK.  Run and pick 
 up crank and run out.
   Just run past the new hunters, or kill them, but running past would be 
 advised to save time and ammo.  
 42-     Go to first hall way and run over to typewriter.  Save game if you 
 have a ribbon.  Use crank on hole and turn hallway.  Go down hall and 
 past door.  Turn right and run to the boulder.  Then start running 
 back.  The boulder will follow, run to safety.  Then run and get flame 
 rounds.  If you've been killing the hunters, then one won't open the 
 door and follow you.  But there will be one next to the crashed 
 boulder.  If you ran past them, one will open the door as you get to the 
 flame round and attack you.  Kill him or run past him to the door beyond 
 the smashed wall boulder.  There won't be a hunter in there.
 43-     Go beyond the door and kill the spider.  It is possible to kill it 
 with two blasts of the flame round as long as they hit it's body and not 
 the legs.  Pick up knife if you don't have one in inventory and swipe 
 open the door.  Hopefully you'll have a space for the knife in inventory 
 (you probably used an herb fighting the spider.)  If you don't have room 
 for the knife, just get bitten a few times by the baby spiders that pour 
 out and then use an herb.  Go to the left and enter storage.  Pick up 
 healing products and save game or don't.   Exchange items--take doom 
 book 1 (eagle medallion if you already opened it), weapons and hexagonal 
 crank.  Run down hall and enter the second boulder stretch.  You don't 
 need to run from the boulder, just use the crank three times and enter 
 the room where the second doom book is.
 44-     Get second doom book and open.  Get medallion.  Go up the elevator 
 into the garden where the fountain is.  Place medallions accordingly and 
 pick up herbs.  Go down fountain and enter elevator.  Go further down 
 the ladder and enter the room with the storage box.  Exchange items, or 
 don't.  Run across into the room.  Kill zombies and go downstairs.  Go 
 to the left into the computer room and login.  Use JOHN for login and 
 ADA for password.  Unlock door on B2 with password MOLE.  Return 
 upstairs to the now unlocked room.
 45-     Run over to the panel and open it.  Push the button and then get the 
 Lab key.  Run back down into the lab and go to the door to use the lab 
 key on.  Run across to the storage room and stock up on healing and save 
 the game.  Exchange items--weapons and healing.  Run out door and down to 
 the left to give power to the elevator.
 46-     Enter room.  You don't have to kill the ceiling creatures.  Just run 
 to the right and use the terminal there to give power to the elevator.  
 Run to the back of the boiler room and open door.  Go down the corridor 
 to the right and enter the room with the triggering computer and the 
 circuit computer.  Activate the elevator and run out of the boiler room.
 47-     Run over to the now operational elevator.  Barry will join you and 
 follow story line.  Kill Tyrant.  It's easy if you just shoot and run.  
 Shoot and run.  You'll probably never get hit, but try to kill him quick.
 48-     Barry and you will escape.  After the elevator ride run to the 
 emergency elevator, All you should have to kill along the way are two 
 ceiling monsters and three zombies.  Feel free to use bazooka and 
 whatnot to kill them quickly.  Run out the emergency door.  Barry will be 
 waiting for you.   On your way you'll cross the storage box.  Exchange 
 items-- all you need now is healing.  MAKE SURE YOU HAVE ONE SPACE EMPTY 
 FOR THE SECOND ELEVATOR BATTERY.
 49-     Run over the battery (the radio will go off automatically and you'll 
 have to listen to it.)  Pick up battery and place in elevator.  Go up 
 elevator.  Leave elevator and pick up flare.  Use flare. (You don't have 
 to walk out a ways or anything.  Just use it right away if you want.)  
 Tyrant will come out, just avoid him and run around till the helicopter 
 drops the rocket launcher.  Kill Tyrant. 
 50-     The End.  Hopefully, this will take you less than three hours. (I 
 did it with 2:09:10 and 11 saves.)  Restart game with Rocket Launcher.  
 Blow thy enemies to little pieces.  Smile with a big grin......
 
 That's about it.  Please make any necessary adjustments and such 
 according to your style of play.  If you feel you need to carry more 
 weapons than healing that's fine, or vice versa.  But it's definitely 
 worth it to run around with the Rocket Launcher.  It's kind of funny 
 when you play it again with a Huge Rocket Launcher in your arms and when 
 Barry gives you the acid rounds, you ask him what about him, and he 
 says, "I have this!"  and you're carrying this huge weapon 'o 
 destruction.  Or if/when you meet him on the balcony to see Forest and he 
 says to you, "Take this (bazooka).  You don't have a weapon Jill."  And 
 there you are carrying a Rocket Launcher in your arms.  Anyways, good 
 luck to everybody and enjoy.....
 
 
 
 
 
 Thanks to Revolution reader Tu T. Dang!
 
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