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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

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