Lurker > Dark Silvergun

LurkerFAQs, Active DB, DB1, DB2, DB3, DB4, DB5, DB6, Database 7 ( 07.18.2020-02.18.2021 ), DB8, DB9, DB10, DB11, DB12, Clear
Board List
Page List: 1
TopicYou know what irks me about modern gaming?
Dark Silvergun
11/16/20 7:34:01 PM
#16
Other than that, the Souls series still maintains a level of interest. [Even if the release of Demon's Souls Remake is ignored, the series still holds it's place.]

---
Warning, the self-destruct system has been activated, all personnel should evacuate immediately, 5 minutes to detonation.
TopicYou pick up a permanent stat boost item in an RPG
Dark Silvergun
11/10/20 11:25:59 AM
#38
Depends on the game I suppose, and how the item is termed.

I remember in Star Ocean 3, there were two items that increased either Health Points or Technique Points, and the effect was designed so it only affected the current stats, and the gain was a percentage based increase. The maximum benefit came from using them only when a character reached the max level, so I actually waited till, I think it was Level 255 or something like that?

But anyways, the HP/TP total for the main character became 90000+/13000+ after using the few stat boast items available.

---
Warning, the self-destruct system has been activated, all personnel should evacuate immediately, 5 minutes to detonation.
TopicTHE Snake Ranks Anything Horror Related (Vol. 5) *5th Anniversary* *RANKINGS*
Dark Silvergun
10/25/20 12:15:28 PM
#269
In regards to Mr. X in RE2, as much as it is normal that most people dislike Resident Evil Survivor, it does come with some very unique yet disturbing files in the mid-late portion of the game about the very unsettling procedure to extract a necessary ingredient from the brain of a human to mass produce the Mr. X tyrants.

---
Warning, the self-destruct system has been activated, all personnel should evacuate immediately, 5 minutes to detonation.
TopicDark Silvergun's Horror Gaming Topic
Dark Silvergun
10/16/20 7:52:11 PM
#27
Resident Evil Zero Disc 2 [Part 4]

The Prototype Tyrant makes it's return, and this time, the battle is largely the same, but with the room layout, that creates its own issues. For instance, when he jumps, you need to be prepared to run away, and, when reaching one side of the room, quickly run past him, otherwise, the Tyrant will attempt to do a quick slash to deal some damage. Health wise, the Tyrant can take just around the same punishment, before dropping to the ground once more. [No dramatic rocket launcher death like other RE's. You simply drop him, and move on, which leaves me to believe the Tyrant lives to fight another day somewhere else.]

I died several times before taking the Tyrant down. Speaking of dying, for some reason or another, the room above it gave me all sorts of problems. 3 zombies giving me the run around, it was kind of embarrassing to be honest, but, it just turned out to be a mess on a few attempts.

Anyways, after all of that, defeating the Tyrant allows access to the upper room to acquire the Motherboard. Activating the Gondola let Rebecca reach the Sluice Gate Control so the outside bridge can be safely crossed without the current flowing overhead. Also, there's a mini lab here, with a Plague Crawler plus various test tubes with small and large versions of the enemy. The room was large enough to easily kill the Plague Crawler without difficulty.

The upstairs level is quite important, as it houses a Blue Chemical canister, and a small container of purified water. A file from all the way back in the infirmary states that the Blue Chemical and Red Chemical combines to Sulfuric Acid solution. Adding the purified water allows the Sulfuric Acid to be subtle Battery Acid. As for a battery? There is one downstairs, but, Rebecca can't reach it from her position.

However, with the bridge now accessible, Billy can be moved over to her location. With this bridge, this is one of the locations where the Lurker frog can possibly appear based on RNG. With that in mind, it's best to never cross both characters through at the same time, otherwise, if the Lurker grabs hold of either character, it has the ability to eat that character, leading to a game over. While the RNG has a slim chance, the threat is always there to ruin your day. [Also, the bridge after the Water Purification Room has this random chance for a Lurker too.]

When Billy & Rebecca are reunited once more, it's time to get that battery, and that's when the two Plague Crawlers bust out of the large test tubes in an attempt to attack you. There is a strange oddity with these two though, as being near the stairs is an invisible wall they cannot cross, so by standing back at that position, they cannot hit you at all. So, there is free reign to target and kill them with ease.

With the battery in your possession, adding the battery acid makes it usable, making your next destination the fork lift, to collect the Incinerator Keycard. Now, one of the endgame doorways can be accessed. [And in that next room, is the final box of Magnum Ammo!]

At this point, there were a few final zombies in my way, so, I made use of any remaining Molotov Cocktails [these worked great on those two Plague Crawlers that couldn't do a thing to me earlier!] plus the Handgun, and began preparing for the final consolidation of all remaining items in the game, which required a bit good old bactracking action. Here's the final inventory prior to the final boss sequence. [Removing Rebecca's Handgun, Hunting Gun & Molotov Cocktails, since all of those have 0 ammo]:

Ammo Reserves:
Custom Handgun[Billy]: 6+45
Shotgun: 7+63
Grenade Launcher: Explosive=12, Acid=12, Flame=12
Magnum: 8+25

Health Reserves:
Green Herb: 1
Red+Green Herb: 6
First Aid Spray: 6

Before going into the final room, I armed Billy with the Shotgun, and Rebecca with the Magnum. Once Billy & Rebecca find themselves face to face with Dr. Marcus, it's story time, followed by Dr. Marcus losing control of his body to the Queen Leech, and he himself becomes mutated into one hideous creature.

There's no point in trying to avoid any of the Queen Leech's attacks, so, set the AI partner to attack, and fire like crazy. Chances are, you'll put the Queen Leech down before either character can drop below Fine Green status. Sure, I burned through a lot of ammo, but this fight will do that.

Once it's down, it drops the two final key items to unlock the last door. Now it was preparation time for the final stretch. I had Rebecca drop the Magnum, due to low remaining ammo, for all of the Grenade Launcher supplies [plus, there is one extra canister of 6 Explosive Rounds in the final room], and had Billy keep the Shotgun. Any remaining inventory spaces were loaded down with healing items.

With everything ready, it was go time, taking the lift to the point of no return, straight up to the last room on the map, the First Floor Treatment Plant.

And wouldn't you know it? The Queen Leech wants revenge for the beating you imposed on it, and, *someone* also activated the Self Destruct System for the entire complex. Once arriving at the top of the lift, with five minutes to go, it was round 2 of more Queen Leech pounding.

The further mutated Leech Queen is now a truly sizable monster, but, it still doesn't like weapon fire all that much. I took some damage during this phase, but wasn't truly overwhelmed. Sure, I had to heal Rebecca once, as her health drops pretty fast when getting body slammed by the Queen Leech.

The final portion is merely distraction, after it's discovered the Queen Leech is unable to handle sunlight. So, while Rebecca unlocks the 4 locks on the large enclosure above, your job is to deal just enough damage, so the Leech Queen turns it's attention back to Billy.

Each time, the required damage resets with each lock released. Unfortunately, that means Billy would periodically get pounded by the Queen Leech, and that meant using a decent amount of health items in this final stretch. Also, to maximize damage, I switched all of the Grenade Launch supplies back over to Billy. Needless to say, I was down to my last 5 Acid Rounds by the time the last lock was released.

After that, you get treated to the classic one liner moment as Rebecca tosses over a powerful Magnum Revolver to Billy to finish the Queen Leech, and send it to a fiery death straight into the now detonating facility. Billy & Rebecca survive, as the Training Facility ruptures apart in a satisfying explosion!

Final Clear Time: 8:29:39

---
Warning, the self-destruct system has been activated, all personnel should evacuate immediately, 5 minutes to detonation.
TopicDark Silvergun's Horror Gaming Topic
Dark Silvergun
10/14/20 10:55:17 PM
#26
Resident Evil Zero Disc 2 [Part 3]

Entering the Treatment Plant, you're greeted with a few cutscenes, then discover the power is down, as the lift is not operable. Inside the security office is a power distribution grid requiring the player to select three points that will restore power to the whole plant. A fairly easy puzzle.

Next up was heading down the lift, leading to 3 zombies, standard stuff by this point. Following that was the final Leech Zombie in the game. I almost got it without taking damage, but after 3 Molotov Cocktail strikes, it grabbed Rebecca before I could burn it completely.

After that, a solitary zombie stood in my way in the bar, easy. Also, in here, and two rooms previous, the last 2 sets of bottles could be found, along with a Gas Tank found upstairs creates the final 6 Molotov Cocktails. The next couple of rooms were empty, which led straight to where Billy was located.

Now that Rebecca & Billy are reunited, it was time to take on the water tank puzzle in a room that was bypassed minutes ago.

If it wasn't for the metal crate, Rebecca could of potentially completed this puzzle herself. Once it's pushed out of the way by Billy, the mechanical gate is rotatable. It's not a hard puzzle, but it does take a bit of time. The first wooden crate on the opposite side is easy, but perhaps the problem one is the second wooden crate. it needs to be positioned at a half way point of the space in the wall, so the mechanical gate can swing freely, and Billy can also push it starting from that space against the first wooden crate. The last crate can go straight over after the mechanical gate is swung back.

Now with that out of the way, I had Rebecca fill the water tank to claim the Valve Handle on the other side. This time though, the Valve Handle only has one use, allowing access through a door in the same room that the Leech Zombie was fought. Without the Leech Zombie alive, the game places 3 zombies additionally in this room. The handgun is once again plenty.

Through the Valve Handle door however, the game throws a lot of zombies at the player. Now that Leech Zombies are a thing of the past, I made use of both the Handgun and the Molotov Cocktails to dispatch them all. Normally, I find myself having problems with this room, but not this time, as it went completely smooth. Nice!

The upper room had a single zombie, and due to the layout, I completely ignored it, and went after the Red Chemical canister and the items, then left easily. The following room leads to the final dual Hunter encounter. I was fortunate to take a minimal number of hits as I gunned them down with the handgun.

With the next room on the map being a save room, I stopped there for the time being. [Also, Flame Rounds can be found here!]

Ammo Reserves:
Handgun[Rebecca]: 0
Custom Handgun[Billy]: 15+90
Hunting Gun: 0
Shotgun: 7+49
Grenade Launcher: Explosive=12, Acid=6, Flame=12
Magnum: 8+17
Molotov Cocktail: 10

---
Warning, the self-destruct system has been activated, all personnel should evacuate immediately, 5 minutes to detonation.
TopicDark Silvergun's Horror Gaming Topic
Dark Silvergun
10/14/20 4:30:05 PM
#25
Resident Evil Zero Disc 2 [Part 2]

Up next was the Factory, the shortest area in the game.

3 Enemies, 2 Key Items and 1 Boss. [There's other items as well, but who's counting, right?]

Coming off the Cable Car, and going up the stairs brings the player to the Marshaling Yard of Resident Evil 2. The passageways from the control room are sealed, so, there's only one option left: The lift to the walkway.

This walkway connects to yet another familiar location, and the only item of note is a Factory Key/Up Key. But when exiting, 2 Hunters appear. The first one growls at the player, making it easy to run past, and the other can be avoided too. It's a small margin of error when getting it right versus being slashed once though.

Back in the control room, the Up Key brings the Turn Table to your current floor. Going down connects directly to William Birken's Laboratory, but the only thing you can really do here is collect an Elevator Key, everything else is off limits except the elevator switch. And that brings forth a run in with a Prototype Tyrant.

No Resident Evil is complete without a Tyrant type battle, right? The key here is to run to right of the Tyrant when it swings it's massive claw, then fire a few times, and repeat. Careful you don't trap yourself anytime the Tyrant lunges at you. [Which I unfortunately did once, ouch!] This boss is easily dispatched with the handgun, although it does take 40+ rounds before the Tyrant falls to the ground. And, in true gameplay fashion, the Elevator arrives just at the moment the Tyrant is defeated.

Heading on up to the higher floor pits Rebecca against one lone Hunter. Even though I took a hit by the Hunter, I still managed to collect all of the items in the room [More Magnum Ammo!], and everything else remaining in the Factory without dying.

That Elevator is special, as it connects the Training Facility [LV1] to the upper [LV2] and the lower [LV3] floors of the Factory, along with the final area, [LV4], the Treatment Plant.

But before advancing any further, it was time to consolidate all of my items. I moved everything necessary to the derailed train area and the Elevator, and all other leftover items to the second floor conference room.

Also, I healed up Rebecca to full HP too. When I consolidated everything, I ended up with 2 Green Herbs, 5 Green+Red Herbs & 4 First Aid Sprays.

Ammo Reserves:
Handgun[Rebecca]: 0
Custom Handgun[Billy]: 3+75
Hunting Gun: 0
Shotgun: 7+42
Grenade Launcher: Explosive=12, Acid=6, Flame=6
Magnum: 8+17
Molotov Cocktail: 14

---
Warning, the self-destruct system has been activated, all personnel should evacuate immediately, 5 minutes to detonation.
TopicDark Silvergun's Horror Gaming Topic
Dark Silvergun
10/14/20 11:34:26 AM
#24
Resident Evil Zero Disc 2 [Part 1]

Welcome to the Laboratory! Okay, first is the above ground church, with plenty of Bats flying about. The church itself has a locked door, with a floor panel switch in the tower to the right. Once entering and exiting the save room in the church, a Giant Bat greets the player, and it's Boss time.

The Giant Bat is the first boss in the game to actually pose a legitimate challenge. Also, to complicate things further, smaller bats start flooding the room as more time passes, making it difficult to target the Giant Bat. Even with the shotgun, you can just flat out miss, when clearly a shot should of landed. The handgun is much harder to land a hit, as there are times where rounds will hit the smaller bats instead, causing you to burn through ammo faster than you would like.

Sometimes, it's best to just try again for a better outcome, especially when ammo is quite tight in this game. [Lower difficulties, not so much however]. And then there's the Giant Bat's air grab, that one throws you off quite a bit. Also, I did straight up die the first time, from too many grabs. Painful way to go!

If things go well, when starting at full HP, you're looking at Orange Caution, or if a bit more lucky, Yellow Caution, by the time you put this creature down.

The rest of the Church requires the Hookshot to continue. [And for reasons unknown, the doorlock on the church entrance is just all of a sudden disabled.] There isn't much to say, other than flipping a switch, and collecting a red herb at the back. Here, I returned back to the Training Facility Foyer, mixed the red herb with a green one, and dropped the shotgun, since I wouldn't be needing it for some time.

Now, it was time to venture into the Laboratory proper, by taking the elevator down. Here, it was a major contrast to the Training Facility, with a much more compact location to explore. Initially, there's nowhere else to go, other than the save room, and, unless the Hookshot didn't exist, there's only one route left: using it again to reach the second floor. I sent Billy, and here, there's a Leech Zombie for you to deal with.

My first move was to leave the area without alerting the Leech Zombie, then cleared out item space to collect the Leech Sample and a Bottle. There is also a Gas Tank here too, but, there's no reason to get it. The reason why? This Gas Tank has 6 units of fuel for the Bottles to make Molotov Cocktails. However, in the game on Hard Mode, there's 36 total units of fuel, and only 30 Bottles, so this one is not necessary to collect, otherwise, you'll be simply stuck with it, and that's why I didn't bother to collect this one.

Anyways, back to the game, and the big one for this area is the wall switch in the corridor, which grants access to more of the lower floor, and a Leech Zombie too. This one is, from my opinion, a recommended kill, so, ready that Molotov Cocktail attack plan with Rebecca. This went a bit better than expected, since I generally have a hard time avoiding Leech Zombie attacks, so one hit suffered was fine by me.

With that out of the way, a large chunk of the Laboratory becomes an item fetch quest, with many rooms requiring key item after key item. The most notable one was the Leech Sample. Remember how I made a point to acquire the Green Chemical way back in Disc 1? By itself, it acts as a blue herb effect, however, when combined with the Red Chemical canister from the hallway, Rebecca is able to make a stripping agent for the Leech Sample. The dumbwaiter concept from the train is back, so, with all of that added together, it equals a Leech Statue, unlocking the door at the end of the hallway.

While there is another Leech Statue in the following room for Billy's use, the main oddity is the photograph dated 1939. Remember the timeline of RE Zero puts us in 1998, creating a 59 year gap on Dr. Marcus? Crazy indeed.

Sending the Leech Statue back to Billy opens up a morgue, with a gas canister for a poison filled chamber to decontaminate it, and finally the Breeding Room Key. [Additionally, once the zombie on the floor near the Leech Growth Record file is killed by Billy, another will rise up in the save room shortly after. Unless you switch, Billy's radio will be beeping shortly afterward signaling Rebecca being attacked by it. I learned that the hard way playing the game the first time. Ouch!]

The Breeding Room Key leads to an all important door lock item for Rebecca. But there is a problem: a second encounter with a pair of Hunters. I decided to weave my way through them, and it worked alright, dropping from Fine Green to Yellow Caution. While I would of liked no damage, I was still fairly happy with the result.

Finally, sending the unlocking mechanism item to Rebecca officially connected the two floors, and the Leech Growth Record file helps to decode the password: 4863

Getting the Cable Car running causes a few things to happen, and leaves Rebecca to fend for herself against a Leech Zombie. [I made sure to hand over the Custom Handgun to Rebecca first.] This is also the last time the Hookshot is required in the game, and one thing I learned, is lure the Leech Zombie back over to the lower opening, leading up to the Cable Car control room, and then use the Hookshot again. Now you can drop it officially, and pick up what you left behind [while reconnecting the Cable Car finally to escape], and move on. Also, if the Leech Zombie was lured over, the Leech Zombie will be placed at that location, far removed from Rebecca's location when descending the ladder down.

Inside the Cable Car is the biggest find yet, the Magnum itself!

Ammo Reserves:
Handgun[Rebecca]: 0
Custom Handgun[Billy]: 14+60
Hunting Gun: 0
Shotgun: 7+42
Grenade Launcher: Explosive=12, Acid=6, Flame=6
Magnum: 8+9
Molotov Cocktail: 14

---
Warning, the self-destruct system has been activated, all personnel should evacuate immediately, 5 minutes to detonation.
TopicDark Silvergun's Horror Gaming Topic
Dark Silvergun
10/13/20 3:24:26 PM
#23
Resident Evil Zero Disc 1 [Part 4]

I may have collected the items in the final room of B3, but it was time to complete the storyline chunk, and that involves the game's first encounter with the all too familiar Hunters. Yeah, this took a few tries to get this one right. [Plenty of YOU DIED moments!] As RE gamers already know, Hunters can very well be one of the *top of the list* most dangerous enemies in the entire series. Hunter encounters in RE Zero are actually rather rare though, there's only a handful of rooms where they make any sort of appearance, mostly in pairs of 2, just like this encounter.

After eventually prevailing, the Facility Key/Water Key is ready for the taking, allowing access to the second floor eastern wing. Here, there's 3 different rooms with Leech Zombie encounters. Due to the area layout, the 1 Leech Zombie in the corridor is the largest threat, and should be dealt with. It took 4 Molotov Cocktails to kill. Typically, it's usually either 3 or 4 hits in Hard Mode. The third Leech Zombie only appears after exiting the optional room with all of the lab equipment. Make that your last stop with an empty inventory to collect everything on a first pass.

Apparently, Billy's got piano playing skills. Where that comes from is a mystery, but, that's all you need to know to complete the piano/wine cellar puzzle to collect the battery, and acquire a second Stone Tablet outside the front entrance. [Don't miss that full box of Magnum ammo!]

The last one requires a vise handle from the monitor room used in the machine shop room, which is opposite the lab equipment room. Even though there's two zombies there, knocking down one of the zombies should afford enough time to use the vise handle, then grab both the Stone Tablet and shotgun ammo.

Now, with all three Tablets in my possession, it was time to activate the device in the Telescope room on the third floor, and wouldn't you know it? A Plague Crawler decided to get lucky and kill me right there.

So, I had to repeat the entirety of the east wing once more, and it turned out almost exactly the same, with the exception of using 2 less rounds against a zombie in the machine shop.

After all of that, I successfully reached the end of Disc 1. Also, one last room to clear was the wrecked train room from the very beginning. There are 4 zombies here, but with the Custom Handgun, all 4 of them took 17 rounds of ammo. I needed to backtrack here anyway, as the Hookshot would be required very soon. Everyone's *favorite* key item makes it's return once more.

Once my inventory was set with the proper equipment to move on, I made that all important save to officially lock in Disc 2.

Ammo Reserves:
Handgun[Rebecca]: 0
Custom Handgun[Billy]: 11+85
Hunting Gun: 0
Shotgun: 7+35
Grenade Launcher: Explosive=12, Acid=6, Flame=6
Magnum[No Weapon Yet]: 0+9
Molotov Cocktail: 14

---
Warning, the self-destruct system has been activated, all personnel should evacuate immediately, 5 minutes to detonation.
TopicTHE Snake Ranks Anything Horror Related (Vol. 5) *5th Anniversary* *RANKINGS*
Dark Silvergun
10/13/20 12:39:19 PM
#166
Snake, that was truly one entertaining writeup for Sonic.exe! Woah!

---
Warning, the self-destruct system has been activated, all personnel should evacuate immediately, 5 minutes to detonation.
TopicDark Silvergun's Horror Gaming Topic
Dark Silvergun
10/13/20 12:14:54 AM
#22
Yeah, it is an interesting puzzle, especially for the first time through the game. You really have to read the descriptions attributed to each animal to piece together the correct order.

---
Warning, the self-destruct system has been activated, all personnel should evacuate immediately, 5 minutes to detonation.
TopicDark Silvergun's Horror Gaming Topic
Dark Silvergun
10/12/20 11:56:19 PM
#20
Resident Evil Zero Disc 1 [Part 3]

Here is where things got ugly for me, between the spiders, bad mistakes and so forth, plus just all around awful luck, this took multiple attempts, and I eventually came up with some progress.

Because I'm stingy on health, I finally decided to use one of the few available red+green herbs on Billy, and left Rebecca at Red Danger. One thing I screwed up on the first time, was not getting the Green Chemical in Rebecca's mixing set[Necessary for creating a stripping agent in Disc 2], because the infirmary room adds Eliminators to the hallway after the *save Rebecca* event. So, going there first saves a lot of unnecessary ammo expense.

Going down the basement stairs throws 3 spiders at the player. It's best to send a single character at a time through to make it easier to weave around them [and even then, I'm still unfortunate enough to take some silly hits, bleh!] And, I eventually got it mostly right, but not perfect. At the end of the path is a ventilation shaft, and only Rebecca can advance through it. My method is to not complete the power regulator puzzle until after exiting B1 completely, which avoids a run in with an Eliminator in the save room.

Yeah, let's talk Eliminators for a second. These small monkeys with deadly claws are a pain to deal with. Sure, the shotgun works great on them, but, the handgun is a challenge to use. With the handgun, you can't simply fire away at them from a distance, as each round fired will completely miss, unless they jump at you, then that's ideal, because it knocks them back in the air. Shooting down close at them is quite dangerous too. Eliminators have the speed to quickly slash and rack up damage. A very unpleasant enemy that is best avoided if possible.

But enough about the Eliminators, it was time to appropriately arm Billy with the shotgun and handgun, and head on over to the leaking furnace at the end of the first floor east wing. Now, setting the Power Regulator is the only way to advance.

The game stops for a set of cutscenes, and then it's time to move forward and save Rebecca. And that's where a trio of Eliminators make their first real appearance, right at the start of the B2 basement level.

If you're lucky, all three of them might be lined up, and every round of shotgun ammo pounds all three of them. But the problem here, is their unpredictable nature. On the run I later died on before saving, I killed all three of them with only 4 shots, but the successful run required additional handgun rounds to put them all down.

Saving Rebecca means even more cutscenes, and some insight on Billy's botched mission he had to unfortunately partake in.

After that, there were two more Eliminators on the back balcony overlooking the lake that needed to be dispatched. Once again, switching between the shotgun & handgun proved effective, and then, this makes a direct connection to the second floor conference room.

At this point, it was yet again another collection fest. Lots of Herbs, extra handgun ammo and shotgun ammo [in both the optional B1 room and the lower B3 room], and even 1 solitary round of Magnum ammo, along with Acid Rounds for the Grenade Launcher. Perhaps the biggest find of all is the optional room for the locker key[watch out for those 2 Plague Crawlers!], to get the custom parts for the handgun, a must have before advancing too much farther. [The 2 spiders down here are much easier to avoid.]

The last task I had time for involved what I would call the *Food Chain* Puzzle on B2. Using your lighter, the torch order is: deer, wolf, horse, tiger, snake, eagle. As far as RE Zero goes, this is probably the most challenging puzzle in the game.

The next task is to clean out the two rooms behind the gate. The back room has not much else other than a file, and then the side room has the first of three Stone Tablets.

Ammo Reserves:
Handgun[Rebecca]: 0
Custom Handgun[Billy]: 12+95
Hunting Gun: 0
Shotgun: 7+28
Grenade Launcher: Explosive=12, Acid=6, Flame=6
Magnum[No Weapon Yet]: 0+1
Molotov Cocktail: 12

---
Warning, the self-destruct system has been activated, all personnel should evacuate immediately, 5 minutes to detonation.
TopicDark Silvergun's Horror Gaming Topic
Dark Silvergun
10/12/20 11:54:52 AM
#19
Resident Evil Zero Disc 1 [Part 2]

Resident Evil's sure love their training facilities with tons of art everywhere, and this one is no exception. Advancing forward through this Training Facility begins a laundry list of key items at just about every turn. It makes sense, given this is the largest area in the game. So big in fact, the Basement gets it's own separate map. [It could of been combined into one, but even so, it's really in effect the same area anyway.]

In the early stretch, Crows make their first appearance inside the small study on the second floor after acquiring the Crank Handle. It's best to get the file on the table first, since that isn't a trigger for the Crow event.

With this in hand, the next stop is the southern west wing of the second floor, connecting to a library, complete with a lift to the second floor. Going up the lift introduces a new monster type known as the Plague Crawler. These creatures can be a bit frustrating to deal with at times. Most of the time, you can run right by them, but there are a few rooms where it is to your benefit to kill them.

And with the next room, there's more Crows to deal with, and like the dogs before them, I'm pretty sure this is also their last room appearance, so, here's their special mention as the second of the game's early monster casualties! [Although technically, this room will be revisited again a bit later.]

So, as for the point of going this way, it takes you through a huge open room, followed by a stairway that directly connects back to the east side of the second floor foyer.

Now that both Billy & Rebecca are able to reunite, it's time return to the third floor. The main goal here is to collect the Facility Key/Fire Key, but after completing a simple puzzle, the second boss appears: The Centurion. This giant centipede is quite a joke if you have the ammo to take it on. The strategy is as simple as it gets: stand near the stairway, and fire at it, while adjusting Billy's aim frequently, as the boss never targets Billy, as it follows a set path.

The boss will chew through a lot of ammo though, it's somewhere around 50 handgun rounds before dispatching it. Even though the first and second boss are really not that far apart in terms of progression through the game, this concludes all of the Disc 1 bosses.

The boss was the easy part, but, now it came time to collect the Angel and Devil statues for the balance scale on the second floor foyer. This did not go smoothly at all, I died a bunch of times completing all of this. So, what does the player need? Welcome to a key item extravaganza.

First, with the Fire Key now in my possession, two new rooms could be accessed: the door at end of the second floor southern west wing, and the kitchen on the first floor. My primary concern was the former option, so I went there, and collected the clock minute hand. Now came time to head all the way back to the lift room, and there, I took a bunch of needless hits from the two Plague Crawlers, but survived the clock puzzle, opening up two more rooms: second floor east foyer, and the door at the end of the first floor west wing.

There's no point in going to the first floor room until grabbing the key item in the other. Now, this room, despite being infested with zombies, I did okay here. Now, for the entirety of the first floor west wing, it's best to have an empty inventory with only the microfilm A & B in your possession. And if you complete it in this order: projector room at the end, followed by the bathroom, the two leech zombies are easily avoidable, and, all of the items can be collected without running out of item space.

Well, there was one issue though. That was the two zombies in the projector room. I decided to forgo healing on Rebecca, and I thought I should of died on Danger Red health when a zombie grabbed her, but she for some reason or another, survived the attack. This is Hard Mode, I couldn't believe she could survive with practically no health left. But anyways, I wasn't going to complain, as I was able to collect everything, including exchanging the microfilms for the MO Disk, and got out of there.

Next part was easy, using the MO Disk and completing the mini door lock puzzle in the upstairs conference room, to open up the three Sword Knight doors. Out of all three of them, the only point of interest currently was the northern second floor west wing.

Now came the hard part, collecting all 4 of the statue pieces. With plenty of zombies to deal with, things were rather unsuccessful, as the deaths piled up! Ugh!

Zombies, and Plague Crawlers, what a combination of frights to deal with. Because many of the rooms didn't give much space to meneuver, I used a combination of the Hunting Gun and the Handgun. Unlike many of the other Resident Evil's, a shotgun blast headshot is not a guaranteed decapitation, so, relying on that method was out of the question.

One room still required it's own special *candle lock*, so, Billy's empty lighter needed a fuel source, so I acquired the bottle of lighter fluid in the kitchen, using up the Fire Key. Also, it's always a relief to finally acquire the actual shotgun in the back room as well. The Hunting Gun is okay, but, the 2 round limit between reloads does leave a bit to be desired in terms of versatility.

On top of that, the Grenade Launcher makes it's appearance too. Sadly, quantity wise, ammo is quite scarce for the Grenade Launcher in Hard Mode, so, be very sure of yourself when using it. My own personal opinion on the weapon, is leaving it untouched until the end of the game. However, Flame Rounds are extremely effective on Leech Zombies, but, the Molotov Cocktails get the job done too.

Anyway, I eventually procured all of the statue pieces, which in turn, unlocks a passage to the basement levels of the Training Facility.

Ammo Reserves:
Handgun[Rebecca]: 0
Handgun[Billy]: 9+65
Hunting Gun: 0
Shotgun: 7+20
Grenade Launcher: Explosive=12, Flame=6
Molotov Cocktail: 9

---
Warning, the self-destruct system has been activated, all personnel should evacuate immediately, 5 minutes to detonation.
TopicDark Silvergun's Horror Gaming Topic
Dark Silvergun
10/10/20 7:26:08 PM
#18
Ah yes, anyone that's played RE Zero doesn't forget that line Snake!

Resident Evil Zero Disc 1 [Part 1]

After a whole bunch of beginning cutscenes, the game begins on the very atmospheric train. Welcome to the Ecliptic Express, where the service may very well eat you alive! What an assurance that you've chose the best form of hospitality!

But jokes aside, you find yourself in the end passenger car, where the dining car is locked up, and since the train itself is such a linear area, the only other option is to explore the opposite side.

Advancing through leads to a cutscene, where the conductor of the train greets Rebecca with a *special* meal plan, where Rebecca is the menu. But, I wasn't messing with that, so, I took out the zombie in front of me [2 shots? Super low health zombie], and I advanced forward. Here, we get a run in with the other main supporting protagonist, Billy Coen, after collecting the Train Key/Dining Car Key, and then, the short lived Edward, a member of the same team Rebecca is on. So, without further ado, two zombie dogs show up.

These two dogs didn't go down without about two bites on Rebecca. This being set to Hard Mode [CODE: Veronica in contrast has no difficulty setting option], those two bites put Rebecca down to Yellow Caution. But here's the difference. in CODE: Veronica, Yellow Caution makes a character run in an injured state, and Red Danger puts the character in a slower limp. In Zero, normal movement is Green Fine & Yellow Caution, and the injured state movement is both Orange Caution & Red Danger.

Moving past the two passenger cars, to reach the Dining Car is fairly easy the first go around. What follows is a pretty strange scene involving what looks like a human body falling apart into leeches, only to come back together again as one. One would think to shoot the leech creature, but that's a waste of ammo. By fleeing the area, a cutscene will play the same regardless, and then Rebecca & Billy get a look at the main antagonist, not much later to be revealed as Dr. Marcus.

Despite differences of opinion, Rebecca decides to trust Billy for now, in an effort to survive the train. Here, the player gets the option of who to send to the top of the train. Whoever is chosen will be unavailable for a good chunk of the train. So, I sent Rebecca to take that top route, and after reconnecting the power to dining car kitchen, Rebecca has only one option, send the Train Key/Conductor's Key to Billy via the dumbwaiter lift.

After sending the key over to Billy, things took a turn for the worse, as avoiding the zombies between the passenger cars lead to a lot of damage, I did horrible, losing enough health to drop all the way to Orange Caution. I rolled with it though [I could of completely restarted from scratch, but I decided not to]. Reaching the Conductor's Office, all of the items in there were not necessary at this point, so I moved on, making sure to, at the very minimum, tag the items in passenger car room, especially the Hunting Gun and Shotgun Ammo. [With no item boxes, any items, even if you can't carry them, they will be added to the game's map, as long as you attempt to pick them up.]

Of course, the main point of interest was the Ice Pick on the meal cart in the corridor. Returning back put me in contact with the game's first boss, the Scorpion. This boss has the weakest attacks of anything in the game, I dare say it's less lethal than even the standalone leeches in the game. So what does one do to dispatch this monstrosity? Stab it with the knife repeatedly, by standing in the corner, and continue until it's dead. Occasionally, it will attempt to slap Billy with it's claws, but this attack is pathetic as far as damage goes.

With the newly acquired tool behind the boss in hand, it's time to reach Rebecca, and free her from the room she's cooped up in. With Billy's low health, this is where I died a quite a lot, until I conceded, and used a bit more ammo than I wanted to, finally reaching my goal of freeing Rebecca.

The back room beyond the kitchen had two more zombie dogs [and for the record, I believe zombie dogs are barely in the game after this point?], with Billy's near rock bottom health, I had to switch on over to Rebecca to put them down. I took one hit in the process, so health for both characters was pushing near fatal by that point. But anyways, here, in the back of the train, is the most evil of all key items, the Hookshot. It's only used shortly after acquiring it[outside a window in a passenger car], and much much later in Disc 2, and it uses two item slots as well. Seriously, why 2 item slots? Kind of ridiculous, but, this the hand the game deals to the player.

Anyways, I send Billy to that location, and Rebecca upstairs. After the completing the event, leeches are all over the corridor outside. So, I had to quickly switch to Rebecca, and get her out of there. Now it was time to move to the front of the train, by taking the various key items to get the keycard to access the front of the train. The final sequence, surviving the *stop the train* segment is actually relatively easy. In order to fight the least number of enemies, it's best to take a detour through the Conductor's Office, and with that choice, there's only one zombie that will be in the way [and you don't even have to kill it, just knock it down to save ammo, and sprint on by], and then it's completing the brake system math puzzles to stop the train.

From there, I stopped after reaching the first save room of the Training Facility.

So, I'd say I did fair enough to continue forth.

So, without further ado, it's time for a round of Ammo Reserves:
Handgun[Rebecca]: 15
Handgun[Billy]: 15+95
Hunting Gun: 2+14
Molotov Bottle: 3

---
Warning, the self-destruct system has been activated, all personnel should evacuate immediately, 5 minutes to detonation.
TopicDark Silvergun's Horror Gaming Topic
Dark Silvergun
10/10/20 2:06:14 PM
#16
Thanks! I'm looking at Resident Evil Zero for Gamecube as my next choice.

---
Warning, the self-destruct system has been activated, all personnel should evacuate immediately, 5 minutes to detonation.
TopicDark Silvergun's Horror Gaming Topic
Dark Silvergun
10/09/20 11:33:28 PM
#14
Resident Evil CODE: Veronica Disc 2 Continued...[2/2, FINAL]

With nothing else to do, the next destination is the elevator to floor B5. With the Valve Handle in hand, the power can be restored on this floor. The lower half of the facility throws lots of zombies at the player, especially the freezer room, I think the there's at least 7 or 8 zombies in that room alone. And now, it's time to explore a recreated mini segment mirroring the Spencer Mansion from RE1.

At the end of the hallway is the Tiger Statue, using the blue and red eyes to complete it's matching resemblance to the original. Anyways, taking out the eyes gives the player one of the only two magnum ammo pick ups, and a socket to complete the final version of the Valve Handle.

With that Valve Handle, it was time to return all the way back to the B1 floor to collect the Crane Key, deal with another Sweeper, and use that key in the Sorting Room. The result? Alexia's back, taunting Chris, a giant spider breaks through the ice, and an all important key item is dropped off of Alexander's body. As for the giant spider itself, there's no point in fighting it. I tried fighting it the first time, but I actually died instead. So the second attempt, I choose to simply ignore the fight, grab the Alexander's Earring/Green Jewel, and escape.

Back down in B5 next to the Tiger Statue is the elevator to B6 [The only other item I needed to take with me was the Paper Weight]. Here is a look at a large scale ant colony, complete with biting ants. Honestly, I don't think there's any real way to avoid the constant hits while reaching the two connecting rooms down here [Don't miss the first Wing Object of 4]. The room to the right is purely optional, and I guess the only point of interest is the file on the desk, a couple of items, and, you can light the oil lamp to illuminate the room too. The other room nets Alfred's Ring/Blue Jewel, after completing a short puzzle and depositing the Paper Weight in the slot.

After exhausting pretty much everything else, it was time to collect what was left in the front of the Mansion Entrance, most notably the next two Wing Objects, followed by shutting the power off.

In the Mansion Foyer, grab the knife, save Claire in the back of the room, and then, I had to go all the way back to the Weapon Storage to find the serum, followed by bringing it all the way back. Sound familiar? Hm, no "big snake" coming to eat either Claire or Chris this time however.

The following area played as Claire after the next Alexia encounter was fairly straight forward. Lots of items to collect, the shotgun gets to used as a key item once more [another nod to the mansion], and taking care of that Duraluminum case for the final Magnum ammo piece.

And yes, after acquiring the keycard via the ceiling crushing puzzle, I got rid of everything in Claire's inventory except for full HP, a Red+Green Herb, and the keycard itself. The sequence with the T-Veronica Steve can be survived by immediately turning around and running away, then heal with the Red+Green Herb after taking the first hit. After that, keep running, then a second hit will come, and before long, the required clear distance will occur before taking a third hit.

And your reward following all of that? A quick battle between Wesker and Alexia that leaves Wesker fleeing, and Chris to deal with Alexia. All I had to do was keep my distance, watch for the lines of fire, and blast away with the handgun. Pretty simple. After that, comes the final jewel, the Alexia Choker/Red Jewel. With all three, it was time to move into the final areas.

And what do we get? A repeat of the Private Residence, with a few extra rooms as well. Other than getting the Biohazard Key to collect the two gems from the Tiger Statue [since the power is off, it can't turn anymore], the only other piece left was collecting the final Wing Object in the small lab room. Then it was time to complete the music box puzzle once more, and collect the dragonfly object on B3, the same room shown in the projector film from Disc 1. It all comes together!

So, here's a look at what my inventory looked like just before taking on the final rooms of the game:

Ammo Reserves
MP-100: 100%
Sub Machine Gun: 100%
Assault Rifle: 100%+50%
Handgun[Claire]: 20
Handgun[Chris]: 18+345
Shotgun: 7+70
Bow Gun: 129+50 Explosive
Grenade Launcher: Explosive=48, Acid=24, Flame=12, BOW Gas=3
Magnum: 6+12

As for the final sequence, you make use of the game's title [Veronica, how convenient!] to enter the final passcode in the game, and with the Self-Destruct timer counting down, Alexia stands before you and victory. I took the easy route: Used the Bow Gun with the Explosive Bolts as my primary choice.

For Alexia Form 1, all it takes in one shot from just about anything to advance to the next phase. [Otherwise, Claire becomes flame broiled, very bad indeed.]

For Alexia Form 2, this becomes super easy, as all you need to do is shoot the Bow Gun as fast as possible, and this form is literally over in 10 seconds.

For Alexia Form 3, go for that final shot with the Linear Launcher, and enjoy the ending. Although, it took me several shots to land it.

For the final time: 8 Hours, 29 Minutes, 37 Seconds

---
Warning, the self-destruct system has been activated, all personnel should evacuate immediately, 5 minutes to detonation.
TopicDark Silvergun's Horror Gaming Topic
Dark Silvergun
10/09/20 11:28:48 PM
#13
Resident Evil CODE: Veronica Disc 2 Continued...[1/2]

Using the Chemical Compound with the Eagle Plate nets the final key item of the Training Facility, a Golden Halberd. And just like Alfred before him, Chris takes one of the Ashford Family's private jets for a spin, heading on over to the Antarctic Transport Facility in style, with dramatic music to fit the occasion.

Once arrival is complete, it's back to business as usual. I chose the Enhanced Handgun to enter the facility, and the very first thing to impede progress are a pair of tentacles sticking out of the wall in the next room. These ammo eating tentacles have to defeated to advance, but if fired at from a distance, they are relatively harmless.

Heading down the stairs to the save room, the B2 floor map gets heavily updated. The only other room left is the weapon storage area on the left. So, the only thing left to do here, is to use the Golden Halberd one more time and grab the Paper Weight, File and ink ribbon.

Now, I turned my attention to the optional room on the first floor. Zombies, handgun ammo, the final box of Bow Gun Powder, and even Grenade Launcher ammo. Interestingly enough, I believe this Grenade Launcher ammo is not accessible during Claire's earlier runthrough.

And then, the Fire Extinguisher that has been sitting idle in the Item Box since the beginning of the game FINALLY has a use! But more on that later, because, first there was other items on the list to take care of first. First and foremost, the first floor gets a big adjustment as well, as the now frozen up sorting room gives the player access to one more door, and the mining room now connects player directly back to every Resident Evil's favorite key item, the Valve Handle. So don't say goodbye to this key item yet!

One thing you don't want to miss, is the Duraluminum Case in the Machine Shop, and even though Chris has no way to open this, someone else does...

Guess who's back too? Wesker, as he set up more of his Hunter traps for you to deal with, when entering the only unexplored door remaining, that makes you feel so good, right, RIGHT? [Yeah, I wasn't really looking for an answer to that question, but you get the idea.]

Going off to connecting room in the corridor, the big find here is a place to refill the Fire Extinguisher, and then down the lift, a fire to put out. This will net a bunch of goodies: the Magnum, the Assualt Rifle I didn't collect earlier, and the storage cabinet with 3 boxes of Handgun Ammo, providing the detonator was set and the lighter is in your possession to use on it.

---
Warning, the self-destruct system has been activated, all personnel should evacuate immediately, 5 minutes to detonation.
TopicSony removing PS3/PSP/Vita games from their webstore.
Dark Silvergun
10/09/20 3:08:21 PM
#28
That might be a warning to download a copy of the PS3 Firmware file in case you need it later, Sony may in the future drop access to that on their website before you know it.

Just something to think about. Without the firmware file, replacing an old dead harddrive with a new one requires a firmware file for the PS3 to interface with a freshly installed blank harddrive. I know this, because I dealt with replacing a dying harddrive of 10 years in my PS3 Slim a few months ago.

---
Warning, the self-destruct system has been activated, all personnel should evacuate immediately, 5 minutes to detonation.
TopicDark Silvergun's Horror Gaming Topic
Dark Silvergun
10/08/20 12:16:14 AM
#12
Resident Evil CODE: Veronica Disc 2 Continued...

Taking over as Chris Redfield back at the Training Facility [you thought you were done with this place, right? Nope!] We meet Rodrigo once more, who, unfortunately doesn't get to relax period, as a giant Gulp Worm devours him, and it's up to Chris to save him.

The fight with the Gulp Worm is fairly basic, as avoiding the worms attacks is not too difficult. Every now and then, it does collide it's head with the ceiling, causing rocks to fall on Chris's head, but, that's about the only surprise the worm has in it's bag of tricks. The Bow Gun easily dispatches the worm in about 30 or so bolts fired.

Rodrigo gets spit up by the collapsing worm, and he briefly survives long enough to hand you Claire's Lighter before expiring himself. Painful way to go.

With the Lighter in hand, a contraption can be activated in the save room to net a pair of Sub Machine Guns, the same type used by Steve earlier.

As for the rest of the Training Facility, the majority of it is retreading the same locations as before, but with paths blocked off, while some new ones are opened up as well, with plenty of key items to find as you progress forward.

Perhaps the most important event of all, happens in the same lab that the Tyrant is released from in Disc 1. Out of all of the explosions to rock the island, this lab is one room to be spared without damage? Also, interestingly enough, it's the only time Chris will encounter a Bandersnatch, as it escapes it's cold storage sleep when Wesker makes his triumphant return to the series, and throws Chris at the test tube it's in, allowing the creature to break free. [And I died to this enemy as well, go me? Ouch!]

Perhaps the greatest difficulty stems from the return of the infamous Hunter enemy, found in many of the previous Resident Evil titles before it. Yeah, these creatures handed me several deaths through the process of clearing the Training Facility, and I even had one unfortunate death in the Airport too. And then there's the enhanced version of the Hunter, the Sweeper. I feel these hit a bit harder than the standard Hunter, or maybe it's because of their poison ability? Either way, both the Hunter and Sweeper are truly lethal foes.

If there's one thing that was missing all of this time, was the appearance of the Shotgun. I can't think of a Resident Evil where the weapon shows up this late in the game. [Although, to be fair, Claire didn't have access to the Shotgun in RE2, so I guess it fits her character not to have the weapon during the entirety of Disc 1?] But, the developers decided that it should not only appear here, but also be a puzzle element too. So, as the player, you have to balance not taking the Shotgun versus not being able to ascend and descend the flight of stairs in the room.

When completing the run, probably the most notable items to check off your list are: Collecting a box of Bow Gun Powder, and upgrading Chris's Handgun as well. Also, the Enhanced Handgun recovers it's ammo completely when upgraded too, a nice little bonus. Also, there's a magazine of ammo for the Assault Rifle, a weapon I forgot to collect earlier, but, I will get a second chance to collect later on.

The boss at the end, the Albinoid, is not worth fighting in my opinion. It's best to just have full HP, run right in, grab the Eagle Plate, and get out. Sure, this runs the risk of being electrocuted, but taking those few hits will not be enough to die from, and the boss has no attacks when Chris is out of the water.

And, obviously, don't leave the Training Facility without grabbing that Shotgun on your way out to the final location of the game!

Ammo Reserves
MP-100: 100%
Sub Machine Gun: 100%
Assault Rifle: 0%+50%
Handgun[Claire]: 20+310
Handgun[Chris]: 18+135
Shotgun: 4+42
Bow Gun: 49+40 Explosive
Grenade Launcher: Explosive=30, Acid=24, Flame=6, BOW Gas=3

---
Warning, the self-destruct system has been activated, all personnel should evacuate immediately, 5 minutes to detonation.
TopicDark Silvergun's Horror Gaming Topic
Dark Silvergun
10/06/20 11:39:22 PM
#11
The only weapon I took was the Handgun+Ammo that Claire had. Everything else sits in the Item Box: MP-100, Shotgun Ammo, Bow Gun and Grenade Launcher.

Also, the optional room right at the beginning of the Antarctic Transport Facility just before going down the stairs, is a room I didn't enter yet, so all of it's items are intact at this time.

---
Warning, the self-destruct system has been activated, all personnel should evacuate immediately, 5 minutes to detonation.
TopicDark Silvergun's Horror Gaming Topic
Dark Silvergun
10/06/20 9:54:44 PM
#9
Resident Evil CODE: Veronica Disc 2 Starting

Save the game, swap the disc in the drive, and begin with a locational shift.

Off the island, and on the cold frozen Antarctic inside one of Umbrella's larger and much more isolated facilities, the Antarctic Transport Facility.

As expected, zombies litter certain rooms of the two accessible floors of the facility. A run in with zombie dogs in the power generator room, spiders make an appearance in the game, and the giant moths outside of the save room.

The giant moths are probably the single most frustrating enemy here. Once they get close enough to you, it's pretty much guaranteed they will lay an egg larva on Claire's back, and the majority of the time, it hatches and inflicts poison status. Lovely.

The power generator room has a lot of green herbs to collect, but even if you don't fight the dogs, their damage dealing capability isn't all that dramatic. I spent the whole time collecting everything while constantly getting hit, and Claire's HP stayed at yellow caution for a lot of hits, and it just dropped to orange caution just before leaving the room.

To save time, it's best to inspect the Toxic Gas Pipe in the mining room to lock in the correct shape for the Red Valve Handle. [And on that note, what Resident Evil doesn't like to include this key item at some point? Exactly!]

Getting through the room with all the spiders and collecting everything in the BOW room was fairly easy. The spiders couldn't hit me once, despite their speed and poison spray.

As far as miscellaneous stuff, if you take the Detonator item as Claire, make absolutely sure you attach it on the locked cabinet before leaving the room. Secondly, don't miss out on the locked cabinet in the Sorting Machine room, as it houses a box of Shotgun Ammo.

Upon re-entering the Mining Room with the correctly shaped Valve Handle, after visiting the machine shop first, it was time to shut off the leaking gas.

Alfred's appearance actually helps here, because you get his Bolt Action Sniper Rifle with 7 rounds after the cutscene plays out. Nice!

After more cutscenes, it's boss time! Outside the facility, on the 1 room first floor area, Nosferatu faces off against Claire! Okay, storyline wise, it's Alfred & Alexia's father, Alexander, but the game uses Nosferatu for the boss itself.

Anyways, onto the fight itself. Keeping distance between Claire and Nosferatu is important, as the giant tentacle like appendage can knock Claire over, or potentially off the area for an instant game over. Once that is observed, the difficulty here is avoiding all of the poison he throws all over the place. If Claire only gets hit by it a few times, it may not actually poison her, but, after enough times, it will be successful.

If you can hit Nosferatu 3 successful times in the heart with the Sniper Rifle, the battle will be over in a bit of a dramatic fashion, with a satisfying heart implosion on impact. Otherwise, other weapons will be needed to finish the job. Sadly, I landed two of the hits, and not the third, so, I had complete the task with Claire's handgun. Oh, and I ended up with the poison status too.

And then you get quite a cutscene finale for Claire's and Steve's attempt to escape...

Ammo Reserves
MP-100: 100%
Handgun: 20+310
Shotgun: 0+7
Bow Gun: 78+30 Explosive
Grenade Launcher: Explosive=24, Acid=12, Flame=6, BOW Gas=3

---
Warning, the self-destruct system has been activated, all personnel should evacuate immediately, 5 minutes to detonation.
TopicDark Silvergun's Horror Gaming Topic
Dark Silvergun
10/05/20 10:45:10 PM
#8
Resident Evil CODE: Veronica Disc 1 continued...

Unlike the first visit to the Private Residence, zombies are out in full force, including the bridge crossing, exiting from the Palace. With the all of the extra Bow Gun Bolts acquired from the Training Facility, I was able to negotiate my way through, but heavily depleted that ammo reserve upon finishing the area.

For some reason, the developers wanted the 2 Bandersnatches to reappear in the area, by climbing up and in from the outside of the map area, buying the player plenty of time to avoid them.

The upper levels of the building comes down to collecting what's left, and taking the idea of the previously viewed film literally involving the ants and the dragonfly. Yeah, a bit of a disturbing moment worked into a mandatory puzzle. The game really didn't want you, the player, to forget that moment.

And of course, there's the big reveal regarding the Alfred & Alexia connection in the following cutscenes. Freaky stuff!

From a progression standpoint, almost everything the island offers, from Claire's perspective, is finished. With the three metal object Military Proofs in hand, there's really nothing left to find.

[Although technically, I waited on the first Proof just outside of the Palace. Having all three of these acts as the game's *Event Flag* to trigger the Self-Destruct cutscene. Not picking this one up, allows the player to return all the way back to the Palace, and not be forced into the game's final events of Disc 1.]

Moving on through the final sequence of events, when cycling between the:

Palace -> Airport -> Transport Plane -> Airport -> Training Facility -> Passage

With a few key items to reach that point, story elements to watch and etc., comes the main obstacle, an encounter with a Tyrant.

To be honest, this fight seems kind of odd, as victory is dropping him with as much fire power as you can muster, or he knocks Claire into the fire behind her for an instant game over. My method of choice was unloading the Handgun on him as fast as I could shoot. About 70+ rounds later, he went down. The Tyrant truly is a damage sponge!

Getting back to the Transport Plane brings on Round 2 with the Tyrant.

This time, it's an actual battle. And, I decided on the handgun once more. The first run got me killed. But somehow, I managed to pour enough damage and weakened him enough to take him out with the catapult, barely surviving on Danger[Red] health. Needless to say, the amount of ammo unloaded on him was another significant total.

[Alternatively, if I really wanted to, using the 3 BOW Gas Rounds, and a few more Grenade Rounds puts the Tyrant into low enough health to not survive the catapult.]

And with that, Disc 1 comes to a close!

Ammo Reserve:
MP-100: 100%
Handgun: 14+265
Bow Gun: 18+30 Explosive
Grenade Launcher: Explosive=24, Acid=12, Flame=6, BOW Gas=3

---
Warning, the self-destruct system has been activated, all personnel should evacuate immediately, 5 minutes to detonation.
TopicTHE Snake Ranks Anything Horror Related (Vol. 5) *5th Anniversary* *RANKINGS*
Dark Silvergun
10/04/20 9:47:45 PM
#72
One down and four left, let's see how the rest of my nominations stack up. Looking forward to the rest of the write-ups to come! Well done so far Snake.

Vendetta does have some rather over the top action scenes, but some of them are so crazy, they keep you entertained throughout the movie's runtime.

---
Warning, the self-destruct system has been activated, all personnel should evacuate immediately, 5 minutes to detonation.
TopicDark Silvergun's Horror Gaming Topic
Dark Silvergun
10/04/20 7:08:40 PM
#7
The main thing that I almost forgot to take with me, was the Biohazard Card to unlock the doors leading back to the save room in the Training Facility. Fortunately, I had the opportunity to backtrack to the Prison's sole Item Box to retrieve it.

Previously, the path leading to the Training Facility save room is the part of the game where you're pitted against a Bandersnatch that is a required fight [that one gave me some issues. The Bandersnatch is easily the hardest normal enemy of Disc 1], and a collection of zombies in the basement. Alfred's *special playground* as he so dubs it, isn't exactly difficult once the zombie segments are reached, as it's all guns blazing, as you mow down zombies with Steve's dual submachine guns. Kind of satisfying to get a *kill all enemies* segment in a Resident Evil game!

Anyways, back to the actual point in the game I'm at, going through the required sections of the facility. The only complication to arise was a stray Albinoid that got lucky enough to shock Claire once on the way out of the lab. [Don't miss the Acid Rounds on the right side of the room before picking up the portrait key item!]

I had more trouble procuring the Key with Tag/Storage Key[name changes when examined] in order to snag the gun powder box for the Bow Gun Bolts.

This area houses plenty of powerful items, including the Grenade Launcher itself, Grenade Rounds, Acid Rounds and a few left over boxes of handgun ammo too.

Plus, searching around reveals three lock pick accessible goodies: Acid Rounds, Handgun Rounds and a First Aid Spray.

For some reason when returning to the Palace, it's much easier to get by the 2 Bandersnatches than it is coming from the location. Oh well, maybe it has to do with the placement of the two enemies I suppose?

Anyways, the rest of the Palace is very straight forward, except maybe for the painting room puzzle, that one always trips me up a bit, but eventually, I got the switch order right. It's mostly a collection affair, burning through the major key items [Silver Key, Gold Key & Piano Roll], and picking up the 2 gun powder boxes, definitely can't forget those.

And with that, the next major location is now the return to the Private Residence.

Ammo Reserve:
MP-100: 100%
Handgun: 20+415
Bow Gun: 110+30 Explosive
Grenade Launcher: Explosive=18, Acid=12, Flame=6, BOW Gas=3

---
Warning, the self-destruct system has been activated, all personnel should evacuate immediately, 5 minutes to detonation.
TopicDark Silvergun's Horror Gaming Topic
Dark Silvergun
10/03/20 11:54:57 PM
#6
And to reach his underground quarters, you need his glass eye, and unlike a lot of other zombies, he rushes at Claire in an attempt to keep his secret from being revealed, even in his undead state.

[And that's why the Customized Handgun comes in real handy to take him down, so don't miss out on that lock pick.]

Also, the last room, a poison chamber complete with an iron maiden and a rusty sword, throwing its *think fast* mini challenge at the player!

---
Warning, the self-destruct system has been activated, all personnel should evacuate immediately, 5 minutes to detonation.
TopicDark Silvergun's Horror Gaming Topic
Dark Silvergun
10/03/20 9:51:17 PM
#3
Thanks Snake!

I had a bit of extra time to tackle one more portion of the game, so, I decided on completing all remaining areas in the Prison.

Of course, getting back there meant I had to deal with the two Bandersnatches just outside of the palace, and these two enemies were not cooperating at first, and then a few attempts later, I found a path that got me past both of them without taking a single hit.

The Prison went a lot smoother. From reaching Rodrigo to acquire the lock pick, to the part dealing with the "good doctor" and the remains of his underground torture chamber, complete with the unspeakable contraptions inside. Quite a chilling section of the game for sure.

Also, I made sure to acquire all of the rest of the important goodies: the enhancement parts for the handgun, which was instrumental in dealing with the "good doctor", the Piano Roll, something I'll need for later, and, I had to make a stop to the barracks to pick up the all important MP-100 too.

And yes, I didn't forget to grab the left over items in the other security box, because I don't want to miss the special ammo for the Grenade Launcher, the three BOW Gas Rounds.

All told, my ammo reserve is now:
MP-100=100%
Handgun=20+325
Bow Gun=20
Grenade Launcher: Flame=6, BOW Gas=3

---
Warning, the self-destruct system has been activated, all personnel should evacuate immediately, 5 minutes to detonation.
TopicDark Silvergun's Horror Gaming Topic
Dark Silvergun
10/03/20 5:35:01 PM
#1
It's been almost forever since I've last created a topic, but let's do this!

So, I'm rolling out first with a Resident Evil CODE: Veronica run. This will be on the Sega Dreamcast.

Today, I reached the point in the game and acquired the first Eagle Emblem in the Palace. Despite a host of deaths here and there [mostly by the Bandersnatch enemy], things have gone rather smoothly. Ammo wise, I've used minimal amounts of handgun ammo, leaving me with about 250+ rounds at this point, and, my go to weapon up until now, has been the Bow Gun. I'm right around 100+ bolts remaining.

I don't have any other weapons at this time, other than the knife of course. Unless you count the Lighter, because it actually can serve a purpose, as Bats will not attack you if the Lighter is equipped as a weapon.

Bow Gun Bolts are the weakest ammo available, and it's something you definitely don't want to be stuck with at the end of the game. But, for the early game enemies, they work great on zombies, providing there is enough room between you and the zombie, as a single zombie can eat about 10 or so bolts before being put down for good.

[With an obvious exception to the Explosive version of the Bow Gun Bolts that can be made. If memory serves me right, you can make up to 50 of these throughout the entire game. I have none yet though.]

---
Warning, the self-destruct system has been activated, all personnel should evacuate immediately, 5 minutes to detonation.
TopicWhat series in Smash have you never played?
Dark Silvergun
10/02/20 3:17:59 PM
#65
Y=Yes
N=No
B=Barely, briefly, or etc., but not long enough to really count it.

As for the Smash Bros. series itself, I have never played a single title before.

N - Animal Crossing
N - ARMS
N - Banjo-Kazooie
B - Bayonetta
Y - Castlevania
N - Donkey Kong
Y - Dragon Quest
Y - Duck Hunter
N - Earthbound
Y - Fatal Fury
Y - Final Fantasy
Y - Fire Emblem
B - F-Zero
N - Game & Watch
N - Ice Climber
N - Kid Icarus
Y - Kirby
Y - Mario
Y - Mega Man
Y - Metal Gear
Y - Metroid
N - Minecraft
Y - Pac-Man
Y - Persona
N - Pikmin
B - Pokemon
N - Punch-Out!!
N - ROB
Y - Sonic the Hedgehog
N - Splatoon
N - Star Fox
Y - Street Fighter
Y - The Legend of Zelda
N - Wario
N - Wii Fit
N - Xenoblade
N - Yoshi

---
Warning, the self-destruct system has been activated, all personnel should evacuate immediately, 5 minutes to detonation.
TopicPolitics Containment Topic 325: Debating Leaving
Dark Silvergun
10/01/20 10:07:05 PM
#4
As it stands, the remaining Debate schedule currently is:

October 7: Vice President
Moderator: Susan Page, USA Today

October 15: Presidential #2
Moderator: Steve Scully, C-SPAN

October 22: Presidential #3
Moderator: Kristen Welker, NBC

---
Warning, the self-destruct system has been activated, all personnel should evacuate immediately, 5 minutes to detonation.
TopicTHE Snake Ranks Anything Horror Related (Vol. 5) *5th Anniversary* *RANKINGS*
Dark Silvergun
10/01/20 1:27:24 PM
#8
Survival Horror Tag!

Ah yeah!


---
Warning, the self-destruct system has been activated, all personnel should evacuate immediately, 5 minutes to detonation.
TopicGfaqs has made it impossible to reply.
Dark Silvergun
10/01/20 11:48:12 AM
#10
For me, it takes about 10-15 seconds for the comment box to load.

---
Warning, the self-destruct system has been activated, all personnel should evacuate immediately, 5 minutes to detonation.
TopicPick my next Survival Horror
Dark Silvergun
09/30/20 9:58:34 PM
#6
Parasite Eve is quite a good game, I just prefer the the second one a bit more for some reason. I guess I'm for those tank style Resident Evil controls in PE2. PE1 doesn't play like Resident Evil though. Kind of interesting how both games are so much different in play style.

---
Warning, the self-destruct system has been activated, all personnel should evacuate immediately, 5 minutes to detonation.
TopicTHE Snake Ranks Anything Horror Related (5th Anniversary!) *NOMINATIONS*
Dark Silvergun
09/30/20 9:46:20 PM
#101
So close now!

Also, new page cometh!

---
Warning, the self-destruct system has been activated, all personnel should evacuate immediately, 5 minutes to detonation.
TopicAfter all these years, the board's still here.
Dark Silvergun
09/12/20 10:14:58 PM
#8
Board 8 is still alive and kicking!

---
Warning, the self-destruct system has been activated, all personnel should evacuate immediately, 5 minutes to detonation.
TopicTHE Snake Ranks Anything Horror Related (5th Anniversary!) *NOMINATIONS*
Dark Silvergun
09/12/20 12:04:28 PM
#53
Ah yeah, I didn't miss this!
Resident Evil Code: Veronica [Game]
Resident Evil Vendetta [Movie]
MLP:FiM S2E04 - Luna Eclipsed [Show Episode]
Army of Darkness [Movie]
Dark Souls [Game]

---
Warning, the self-destruct system has been activated, all personnel should evacuate immediately, 5 minutes to detonation.
Topicwhich 3DS game should i buy??
Dark Silvergun
09/07/20 2:30:43 PM
#29
DQVIII is a pretty good game. [PS2 version for me.]
Love the graphics. [How can you go wrong with Level 5, they made the excellent Dark Cloud 2]

---
Warning, the self-destruct system has been activated, all personnel should evacuate immediately, 5 minutes to detonation.
Topic*high five's 2.5% of GameFAQs*
Dark Silvergun
09/07/20 2:21:18 PM
#6
Voted Barrett. Really good character from a gameplay standpoint.

And, while not the strongest special in the game, who doesn't love hitting enemies with Satellite Laser!

---
Warning, the self-destruct system has been activated, all personnel should evacuate immediately, 5 minutes to detonation.
TopicYou're playing a RPG for the first time ....
Dark Silvergun
09/04/20 1:50:09 PM
#10
I'd say Disco Bandit.

Equipping and taking out your enemies with your Disco Ball Axe? Brilliant!

---
Warning, the self-destruct system has been activated, all personnel should evacuate immediately, 5 minutes to detonation.
TopicYour First Thought 95: "Game series with the coolest lore."
Dark Silvergun
08/30/20 5:17:49 PM
#25
Dark Souls

Even item descriptions are generally far from being merely mundane, and generally add a quite a lot to the lore on their own.

---
Warning, the self-destruct system has been activated, all personnel should evacuate immediately, 5 minutes to detonation.
TopicWhat game has the longest credits that you've played?
Dark Silvergun
08/13/20 9:38:28 PM
#31
Dark Souls II has a good 6 or 7 minutes to it's credit sequence.

---
Warning, the self-destruct system has been activated, all personnel should evacuate immediately, 5 minutes to detonation.
TopicWhat's the worst controller?
Dark Silvergun
07/28/20 10:43:26 AM
#51
I have to go with the N64 controller on that one.

Nintendo made amends with the Gamecube controller, really nice, except maybe for the C-Stick, which felt a bit too small, but not too many games that I played really made significant use of it, so it wasn't much of an issue.

---
Warning, the self-destruct system has been activated, all personnel should evacuate immediately, 5 minutes to detonation.
TopicI randomly woke up at 5am to research my most valuable games
Dark Silvergun
07/24/20 11:19:46 PM
#66
I picked up Path of Radiance for about $13 back in the day.

I have a few reasonably valued Dreamcast titles: Ikaruga, Zero Gunner 2, Skies of Arcadia, Marvel vs. Capcom 2.

Saturn: Dragon Force, Radiant Silvergun, Soukyugurentai, Thunder Force V, Panzer Dragoon[Disc Only].

PS1: I do have R-Type Delta, and it seems the US version is the most valuable.

---
Warning, the self-destruct system has been activated, all personnel should evacuate immediately, 5 minutes to detonation.
TopicI randomly woke up at 5am to research my most valuable games
Dark Silvergun
07/24/20 11:42:16 AM
#50
Even the RE4 Gamecube preview demo disc gets about $25-30.

---
Warning, the self-destruct system has been activated, all personnel should evacuate immediately, 5 minutes to detonation.
TopicI randomly woke up at 5am to research my most valuable games
Dark Silvergun
07/24/20 10:29:49 AM
#48
Wow, prices on some games has truly gone up.

Like for instance, Dragon Force [Sega Saturn, US], I paid about $60+ for it, Ebay now lists $300+? I didn't think it would go up that much.

---
Warning, the self-destruct system has been activated, all personnel should evacuate immediately, 5 minutes to detonation.
TopicToday my account is old enough to be 20
Dark Silvergun
07/24/20 10:21:34 AM
#7
Mine hit 16 years a few days ago.

---
Warning, the self-destruct system has been activated, all personnel should evacuate immediately, 5 minutes to detonation.
TopicI am currently trapped under the pizza in the sky
Dark Silvergun
07/20/20 4:50:14 PM
#2
Final Fantasy VII Midgar reference perhaps?

---
Warning, the self-destruct system has been activated, all personnel should evacuate immediately, 5 minutes to detonation.
Board List
Page List: 1