LogFAQs > #945843175

LurkerFAQs, Active DB, DB1, DB2, DB3, DB4, DB5, DB6, Database 7 ( 07.18.2020-02.18.2021 ), DB8, DB9, DB10, DB11, DB12, Clear
Topic List
Page List: 1
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.
... Copied to Clipboard!
Topic List
Page List: 1