Watch the Regis Licker and when it begins to shake, retreat quickly and out of range to avoid taking damage from the attack. Defeat the creature and leave the inn to complete the mission. Briefing: Destruction. We quickly raced forward knowing all too well that each decision we made held newfound hope or endless despair. You begin in the entrance hall. Head left into the bottom left corner to find the 1F passage elevator. Check the area for several items, including map, herb, typewriter for saving the game, iron pipe, and a lighter.
Return to the entrance hall and cross to the other side. Enter the center door into the student affairs office. Beware of the zombie in the room and grab a file off of the desk.
Search the back left side of the room for a book containing information on the moose in the entrance hall. Find a memo on the left desk with unusual number patterns.
The number patterns form four larger numbers. For instance, in normal mode notice how the first page has the number four down the center. It basically forms the number "1" in the pattern.
Check the other pages for similar patterns. Check the number memo for the patterns revealing what time should be entered into the grandfather clock.
Find the painting in the front left corner of the room. Use the painting to reveal a switch. Push the switch to activate the clock on the back wall of the room. Grab the nearby herb then approach the clock. You must set the clock to the four digit time revealed in the "number memo" in your inventory. The time setting differs for each difficulty level.
On easy, set the clock to ; on normal, set the clock to ; on hard, set the clock to ; and on very hard, set the clock to Grab the red jewel from the clock. Return through the student affairs office to the entrance hall. Move along the right side of the entrance hall to find the moose head on the wall. Return to the other side of the entrance hall where the student affairs entrance is and enter the door in the right corner.
Move through the hall and avoid the zombie. Search the bust on the right side to grab the brass spectacles. Enter the far door into 1F passage A.
Continue through this hallway. Note that you can push the dressers along the side walls and reveal hidden items such as ammo or health items. Traverse the hall around a couple corners to the back door. Enter 1F passage B. Grab the brass spectacles from the bust inside the waiting room. Check the debris on the left side near the door to find a part of a torn menu with a three digit number. Continue through the hall and take note of the switch on the right wall.
Grab the blue herbs or leave them there for later. Enter the door on the right back into the entrance hall. Climb the staircase inside the entrance hall and search the upper floor for items. Enter the door into the 2F passage. Once again you can push the dressers to reveal items.
Avoid the zombie presence here and move to the very back of this passage to find another bust. Place the brass spectacles on this bust to open the hidden passage. Return down the hall to the two doors on either side. Enter the door on the right into the drawing room. Search the room for herbs, a weapon, and anti-virus. Search the room for ammo if your character fits under the couch and other items before moving to the fireplace.
Pull one of the cords within the fireplace. Hopefully a random zombie appears, which completes the "pulled string, zombies came out" segment of the event checklist. Find the blue jewel inside the art gallery. Return to the moose and place the blue jewel. Return to the 2F passage and enter the door across the hall into the art gallery.
Cross the room to the statue and grab the blue jewel. Return to the 2F passage. Enter the secret door opened by the brass spectacles. Cross the catwalk and descend the ladder. Search the bottom route for some ammo before exiting through the left door into the 1F passage B. Move through this passage back to the entrance hall. Go to the far side of the entrance hall to the moose head on the wall. Enter the passage into the study room.
Descend the staircase until the cut scene interrupts the action. Check out the second part of the torn memo while in the study room. Search the right side of the desk for the second piece of the torn memo. Look at the left side of the desk for a couple notes pertaining to ingredients. Search the rest of the room for anti-virus and other health items before ascend the stairs back into the entrance hall.
Return to the 1F passage elevator and operate the console. The code to activate the elevator is on the two pieces of the torn memo. Possible code variants include , , , and Enter the appropriate activation code into the console then cross the room to the elevator. Proceed to floor B2F and reach the B2F passage elevator. Enter the code from the two memo pieces to activate the elevator. Search this storage area for various items, such as the first aid spray on the top of the shelf use the crates to reach it.
Find the door and exit to the pier. Cross the pier going left quickly to avoid becoming shark food. Grab the first aid spray if you wish but be quick. Ascend the stairs on the far side.
Find a couple herbs near the next door that leads into the back square. This card key opens a passage back into the University. Watch the cut scene then move forward and find the blue herb. Move along the right side of the area to find the corpse near the truck. Grab the card key off of the corpse. Continue across the courtyard and pick up the memo next to the other corpse.
Go to the back wall on the right side and check out the map. Now move to the left side and descend the ladder through the man hole. Walk onto the crates and jump up to grab the overhead bar. Drop down. Check the platform for ammunition before moving to the left side and finding another overhead bar. Jump straight up and grab hold. Shimmy to the left and drop down on the adjacent walkway.
Move along the catwalk to the far right until the cut scene interrupts the action. Now you have a new beast to deal with. Search the ground to the right of the container to find the key with a red tag. Return to the left and avoid or kill the beast. Check the restroom the left door to find a grenade launcher. Exit and open the door on the right into the underground tunnel. Cross the catwalk and open the door into passage B. Walk through the passage and search the alcove on the right for handgun rounds.
Continue to the far door into passage A. Avoid the zombie and grab the herb. Enter the door on the left to search the shed for the grenade launcher, which uses the burst rounds. Exit and continue past the shelving and into the next door. Open the door at the end of the passage on the right.
It leads to the water works management office. Discard it. Check the table for ammo and a file. Cross the room to the locked door. Use the key with a red tag to unlock the door. Enter the water tank. Grab the nearby herb then cross toward the bottom of the screen.
Avoid or kill the beasts and go up toward the console. Use the console to release the water tank lock. Pick up some ammo on the right side. Retrace your steps through passage A and B into the water purifying facility. After the second bar, go left through the opening in the fence. Open the door on the right into the quality assurance testing room. Search the room for an herb and anti-virus then enter the far door into the underground tunnel.
Avoid the beast and enter the water tank across the catwalk. Move along the narrow ledge and climb the short ladder. Enter the door. Search the small room for the sealed reagent case. Exit the water tank. Instead of returning to the purifying facility, go to the left. Climb out of the water to avoid the beasts. Return to the water works management office.
Obtain the P-base after you have recovered the sealed case. Use the sealed reagent case on the P-base to obtain the item. Retrace your steps through passage A and take the intersection to the right into the east waterway. Avoid the zombie and descend the ladder into the shallow water. Avoid another creature and proceed through the gate into the west waterway. Follow it to a ladder. Climb up to the B2F passage elevator. Go left to the lift and hit the 3F button. Enter the 3F passage elevator.
Search the desks to the far left for ammo. Enter the door on the right into the experiment preparation room.
Check the front desk near the computer for anti-virus and the desk in the back of the room for medicine. Exit through the door into the laboratory. Move to the back of the room and use the sealed P-base on the reagent incubator. Return to the lift and descend to the B4F. Enter the B4F corridor. Move right to the intersection. Grab the antidote off of the ground. Move forward and find additional items as well as check the map on the wall before entering the door on the left into the access waterway.
Move toward the stairs and encounter the first of several giant spiders. Blow it apart with the grenade launcher or just avoid the creature. Go down the hall and drop down into the sewer. Avoid the next spider as you move forward.
Beware of another in an alcove on the left. Climb up and move into the next area marked the old subway tracks. Check the platform on the left for a blue herb which cures poison from the spiders if necessary.
Run down the tracks to the right until you enter the old subway tunnel. Find the assault rifle inside the subway car. Enter the subway car on the left. Search the car while avoiding the zombie inside for first aid and the assault rifle on the seat in the upper left corner. Enter the door into the north car.
Avoid the zombies while picking up the assault rifle ammo on the seat to the right. Exit the car into the old subway tunnel. Avoid the wasps overhead and run to the blue door on the right side of the screen. Enter the T-shaped passage.
Grab the first aid out of the container on the right. Check the underground management office. Grab the anti-virus and check out the map to the right of the typewriter which can be used to save your game.
Exit and check the control room across the hall for additional items. Exit and cross the hallway to the end. Crawl through the hole at the bottom of the wall into the emission tower inside wall. Grab the herb. Wasps fly overhead and will knock you off the ledge. Take time to shoot them if you have the ammo. Just face a particular direction and wait for the wasp to attack above you. Shoot until it dies. Move across the ledge toward the right side. Reach the next platform and pick up the blue herb.
Crawl through the hole into the storeroom. Avoid the zombie inside. Crawl through the hole into the spare power supply room.
Use the console. When you hit a button, that button and the adjacent diagonal button will be lit up. Solve the puzzle to restore power to the emission tower. Exit the door into the T-shaped passage. Turn left at the intersection and climb the ladder into the emission tower access passage. Proceed to the right and find a handgun in the back corner. Open the door on the left wall into the emission tower lower part. Beware of the giant wasps overhead as you ascend the emission tower elevator.
Beware of the wasps and run onto the lift. Use the lift to enter the emission tower elevator. More wasps buzz overhead. Get into the back left or right corner of the lift and aim upward. When a wasp moves overhead to attack, shoot it. Try to conserve ammunition with accurate shots. Reach the top of the lift into the emission tower B1. Move around the catwalk and find the V-Poison on the back wall within the wasp construction. Return to the staircase and ascend.
Search the upper catwalk for a blue herb then enter the door into the emission tower station. Grab the anti-virus off of the table. Check the room for first aid and antidote. Exit through the back door into the back square.
Enter the double door on the left side of the screen unlocked with the card key earlier and return to the 1F passage B. Maneuver through the passage and open the first door on the right. Avoid him and return inside the 1F passage elevator.
Use the lift to 3F into the 3F passage elevator. Move through the experimental preparation room and into the laboratory. Use the V-Poison on the reagent incubator. Two items down, one item to go. Retrace your steps back into the entrance hall. You must retrieve the last item from Thanatos R. Lure him into 1F passage B. Remember the switch that activated the electricity-filled wires? You must lure Thanatos R under those wires.
Move through the waiting room then 1F passage A and into 1F passage B. Remain near the switch until Thanatos R arrives. Pick up the T-Blood. Place all three items--P-base, V-Poison, and T-Blood--into the reagent incubator on the third floor laboratory. Return to the entrance hall and the 1F elevator passage.
Use the elevator to 3F and the 3F elevator passage. Move through the experimental preparation room and the laboratory. Use the T-Blood on the reagent incubator. Exit through the opposite door into the machine storage room. Search the first lab room for various items, including first aid and a grenade launcher. Move through the plastic drapery into the second hall. At this point you have a few decisions to make.
You can save the world and yourself by operating the computer console and use it to reactivate the reagent incubator. It makes "Daylight" which counteracts the virus. Use the left computer to reactivate the reagent incubator. Use the computer console to create. Cercate la chiave con la targhetta rossa alla destra del container.
Ritornate a sinistra e uccidete o schivate la bestia. Aprite la porta a destra proseguite e aprite la porta per il passaggio B. Superatelo e arrivate al passaggio A. Troverete anche un documento. Andate alla porta chiusa. Usate la porta con la targhetta rossa per aprirla.
Muovetevi verso la parte bassa dello schermo e salite sulla scala in fondo. Usate la console. Tornate indietro alla stanza in cui vi siete dondolati sulle sbarre. Aprite la porta sulla destra e, quindi, entrate nella porta in fondo alla stanza. Arrivate alla scala corta, saliteci e aprite la porta. Esaminate la stanza per trovare i contenitori sigillati. Ritornate alla stanza ancora precedente e utilizzate il contenitore sigillato sul P-base.
Tornate al passaggio A e andate a destra. Andate al condotto a ovest fino ad una scala. Entrate e premete il pulsate per il 3F. Andate alla porta a destra e poi andate al laboratorio. Andate avanti per trovare altri oggetti e una mappa sul muro.
Entrate nella porta a sinistra. Scendete le scale per incontrare un ragno gigante. Arrivate alla fine del corridoio e gettatevi nelle fogne. Andate avanti, salite per trovarvi nella vecchia metropolitana. Andate a destra per arrivare al tunnel della metro. Entrate nel treno sulla sinistra. Andate alla porta a nord. Prendete i proiettili e uscite dal treno.
Andate alla porta blu nella zona destra dello schermo. Entrate nel passaggio a T. Esaminate la mappa a destra della macchina da scrivere. Uscite e andate alla sala di controllo per altri ammennicoli. Proseguite fino alla fine del corridoio e infilatevi nel buco. Andate verso destra facendo attenzione alle vespe. Arrivate alla piattaforma e infilatevi nel buco.
Un altro puzzle con le luci. Dovrete riuscire ad illuminarle tutte come al solito. Uscite per la porta e vi ritroverete nel corridoio a T. Andate a sinistra e quindi a destra.
Aprite la porta sul muro a sinistra ed entrateci. Quando siete in cima prendete il V-Poison dal muro posteriore.
Tornate alle scale e salite. Seguite la passerella ed entrate nella porta. Passate per la porta a doppia anta sulla sinistra e ritornate al passaggio B 1F. Proseguite fino alla prima porta sulla destra. Andate al laboratorio del terzo piano. Vi manca un solo oggetto. Seguitelo nel passaggio B 1F. Ricordate i pulsanti che attivano i fili elettrici? Prendete il T-Blood. Andate ad usare il T-Blood sulla solita incubatrice. Andate nella sala con i macchinari.
Passate i drappi di plastica e andate nel secondo corridoio. A questo punto dovete scegliere: salvare o no il mondo? Ci vuole tempo per creare ogni fiala ma ce la dovreste fare tranquillamente non preoccupatevi del conto alla rovescia.
Uscite e aspettate che il conto alla rovescia finisca il suo corso. Dopo averlo sconfitto andate verso il cortile principale. Eccolo di nuovo. Caricatela con il Daylight e colpite Thanatos. Se non avete la terza fiala abbattetelo a suon di proiettili. Password dimenticata? Re-invia email attivazione. Vai a tutte le recensioni. God of War pc.
Monster Hunter Rise pc. Far Cry 6 - Pagan: Control pc. Dead Cells: The Queen and the Sea pc. Lone Echo 2 pc. Vai a tutte le news. FlatOut, nuovo trailer. Recensione di Resident Evil Outbreak. Below Freezing Point Inizieremo in un tunnel. The Hive Inizierete in una stanza di ospedale. Hellfire Andate avanti ed esaminate la mappa incisa.
Infinite Item in 19th Chest Position C???? Infinite Item in 23rd Chest Position C???? Infinite Item in 24th Chest Position C???? Infinite Item in 25th Chest Position C???? Infinite Item in 26th Chest Position C???? Infinite Item in 27th Chest Position C????
Infinite Item in 31st Chest Position C???? Infinite Item in 32nd Chest Position C???? Infinite Item in 33rd Chest Position C???? Infinite Item in 34th Chest Position C???? Infinite Item in 35th Chest Position C???? Infinite Item in 39th Chest Position C???? Infinite Item in 40th Chest Position C???? Item Slot 7 Jill Only C????
Item Slot 8 Jill Only C???? Resident Evil. Collect the leeches in the mail hall, dining room, and second floor room where you use the MO disc last so you do not get killed. In the far back of the kitchen are two leeches a blue and green one. They are difficult to see at first. As soon as Leech Hunter mode begins, grab the first leech you see and run out.
This will give you an extra clip for the Submachine Gun. When you are in the sewers, pick up the shotgun ammunition. Then, keep trying to pick up something and you will eventually find a shotgun.
There is a way to determine if you will get the Submachine Gun or Magnum. Look at the two herbs in front of the stairs in front of you at the start. If the colors are blue and green, you will get the Magnum. If the colors are green and green, you will get the Submachine Gun. The Submachine Gun can do what the magnum can and requires a lot less ammunition.
Green and green is highly recommended. When you eventually get onto the moving cable car, after Billy is taken over the railing by an ape, go across the ravine and up the steps.
You will enter a big room with a metal floor. This is the same area in Resident Evil 2 , where you call up the platform train to head down into the main factory and where you fight a stronger version of the William Birkin mutations.
If you go towards the bottom of the screen and go down the lift and into the back room, you will find a TV screen with a picture of a Tyrant. This is the same room where you see Mr.
X walking towards the camera before smashing it. The area where the turntable is located is from Resident Evil: Outbreak. The turntable, elevator, the door that has main shaft on the wall, and the Security Room are in Resident Evil 0.
There are three types of herbs, leading to six possible combinations that can be completed by Rebecca. Each of the mixes must be done in the same playthrough. Resident Evil 0: HD Remaster. PS5 Backward Compatibility. Has Facebook Screwed the Pooch with Oculus? The Life and Death of Motion Controls. The Best Games of Top 7 Badass Comic Stars.
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