Resident evil game guide for ps2




















This guide is based on the Normal game mode. Use it well, Claire. Take down Umbrella. Popular Guides Popular Cheats. Capcom 3 X Trials Evolution. You'll hear a sound if the statues are placed correctly and they will not be able to move.

If you did something wrong, just leave the hall by the door and return. The puzzle will reset. If done correctly, the red jewel will be released and is yours for the taking mail me if you don't understand. Head through the door to the right of the statue. Enter the door to your left, which is the S. On the desk you will find Chris's Diary, and beneath that you will find the Unicorn Medal.

Get the M79 out of the locker. S board behind it. Now exit the room and a fax will come in, which you should grab. Take the Unicorn Medal to the fountain in the main hall. If you didn't kill the Licker, give him a piece of the M Put the jewel in the room after the Licker hall. Place the Unicorn Medal in the front of the fountain.

This will release the Spade key. Go back to the Licker hall, and unlock the door to the file room which is to the right.

There, you'll find Ink Ribbon on the floor with the scattered things. Go around the shelf. To get the Crank, push the step stool to the cabinet, climb up, and get it. When you get down, don't move but simply turn to your right and on the shelf you'll find the Patrol Report.

Now go up to the S. S hall and a scene will take place. Kill the zombie and use the Spade key on the door and discard it.

Now go through and you'll have a scene. Down the hallway behind Leon, you'll find a box of Bullets. In the desk you'll find Flame rounds from now on Flame. Enter the library to the left. Head up the stairs to the right and down the walkway, where you'll fall through the floor.

Look at the picture clue and push the red button and go through the shelve. If you get? Once in the correct position, the picture will fall away and reveal the Serpentstone. Take the stone and exit the double doors. Take it and exit the double doors. You're now in the balcony. Make your way to the center of the balcony, and go to the red box and choose to press the switch and lower the ladder.

Now make your way to the other side of the balcony and through the door. You can save here and put things in the chest. Return to the first floor via the emergency ladder and head for the briefing room. Inside, to your left on the desk is the Operation Report. Go to the small room in the back with the fireplace. Use the lighter to light the fire and burn the painting. This will reveal the second red jewel. Take it and go back to the room where you got the lighter and put it in the chest.

Then, exit through the opposite door. Backside of the RPD Then exit through the opposite door, kill the zombies and head through the door at the end of the hall. Exit through the door straight ahead.

Once outside go down the stairs and enter the door. You can take the Greens if you want. In here, go through doorway on the left. There are 5 Zombies in here, 3 on the other side of the room, 1 in the small side office and 1 lying on the floor that never gets up and only attack if you get too close.

Kill the 1 Zombie and enter the small side office to your right. There is a safe here. To open the safe, use the combo Inside you will find Acids and a complete police station map. Now go back the way you came, out, up and about. Turn right and go forward.

Inspect the officer and get something. As soon as you turn the corner, a flock of Crows will introduce themselves to you and! Just keep running until you reach the end of the!!!!!!!!

Go down the stairs, give some lead to the Zombies or ZeeZAG and enter the door around the corner, where you'll find a save point, Bullets, and a Valve handle. With Valve handle in hand, return to the burning helicopter. Go behind the open fence next to the door and use the valve handle on the water-pressure valve.

Water will quench the flames and in the front compartment of the chopper you will find Bullets. Head back to hallway inside where the helicopter was protruding in. First go to the waiting room and dump the Valve handle and take the jewels. Now with the flames out you can enter the door on the right of the helicopter. In this room you will find the diamond key and Shells somewhere on the right hand-side of the room.

Place a red jewel in each one of the busts which are on the left and right of the big relief. This will show an FMV and reveal part of the Blue stone.

Take it and dump into the chest, and head back to the first floor. Use the diamond key to enter the evidence room on the first floor to the right of the main staircase. Dispatch the Zombies quickly, and go forward towards the red drawers. When you inspect them, it will say, "The lock seems to be broken, will you use the lockpick? Then search for the film, which is on the right side of the shelves, but beware, 2 Zombies are guarding it.

As you reach the drawer which contains it, the camera angle will change if you want to see it, take it and develop it. This time he's in another small side office. When you meet him, you'll find out how people turn into Zombies. On the desk in the room where you find him will be the Detonator. Now, combine the Detonator with the C4 and you'll have a Bomb!

If you look around the main room you will find some handgun bullets in the locker and a memo to Leon on the desk. Go to the door on the right side of the main door. As Claire said, go up to the second floor via the emergency ladder. Go to the chopper wreckage and use the Bomb on the damaged door. Go forward and in the door. Go forward and you'll have a scene with the Chief.

Exit the room through the other room. Go to the end of the hall and through the door. You'll hear footsteps. Make your way to the small room at the back. See the thing on the wall right besides the opening? It's a switch. Push it and you'll have a scene with Sherry. Now go back to the Chief's room. Where the hell did he go?! Take the Heart key and make your way back to the main hall on the first floor. Go through the door on the right of the main entrance doors. This is the blue hall.

There'll be a herd of zombies charging at you. Now go into the blue double. This is the same room where you got the map of RPD. Go to the back from where you came the first time, but this time turn left and go to the door. Use the Heart key and discard it.

Go through and take the 2 Greens if necessary. Just go to the other side of the hall and down the stairs. If you kill him, the other will become active. Just go forward till the T-junction, take your first right and run to the first door on your right and this will save you from the Cerberi.

Inside, pick up the green herbs and police B1 map, then head for the reserve power control panel, which is situated in the back of the left side. Once there press up, down, up, down, up. This will activate the key card lock door. Now head back out, take a right, and go through the double doors at the hall, around the corner.

Go forward and take your left. As you're reaching the manhole opening, 2 Cerberi will jump from the sky and try to! You can easily avoid them and go down the manhole. Sewage Disposal There is a room to your left. You have o go in. It is a save room. Once outside, you'll have a scene and play as Sherry. Head to the elevator and go up.

Sherry doesn't have any weapons and she can't fight the Cerberi! Just take a right and run straight into the door. Once inside the room, look to the right - hanging on the wall is the sewage- disposal map. Grab it, hop down to the left of the control panel. You have to push the boxes so they make a bridge.

Here are their? Push box 2 only a little so box 1 can be pushed into place. Now push box 3 and you'll have a bridge. Now for the water Now go back up and press the switch on the control panel thingee. The water will raise the boxes and you can walk across and get the Club key. Just get out and run straight to the elevator. Once back down, Sherry will automatically give Claire the items, and you will once again control Claire. Go back up the manhole ladder and through a set of doors.

The Cerberi will now be turned into Lickers. I killed them but still they turned into Lickers. Go to the double doors in the middle of the hall, right in front of the T-junction. Use the Club key. Go around the autopsy bed, and go to the shelf. Inspect and you'll find a key card. As soon as you pick up the key card, all the dead bodies in the room will come live.

Shoot a couple and run outta the room. Now go to the Weapon Storage and use the key!!!!!!!! Now go inside and you'll find AMMO!! If you just go straight from the door to the lockers, you'll find a side pack and a Sub-Machine Gun!! Now go out and back up the stairs. There is a door to your right, just behind the railing. Inside the room, you'll find Acids and the Nightwatchman's diary.

Now go to the blue hall and to the door that goes to a U Hall. Take care of the walking dead and go to the door you come to first. Use the Diamond key and discard it, and enter the room and take the Eaglestone on the shelf and if you want, the cord. As soon as you take Eaglestone and turn to leave the room, a Licker will jump through!

You can easily avoid it and!!!!!!!! Now, go to the green door, use the Club key to enter and discard. Don't forget the Lighter!!! Go to the picture of the cart and read the writing. With lighter in hand, ignite the? Then turn the faucets on the wall in this???????? This will make the G-cogwheel fall out of the painting. Take it and head to the third floor via the library on the second floor.

Don't forget to take the Crank!! Enter the only other door on the third floor and use the crank in the square hole in the wall to lower a staircase. Head up the staircase and use the G-cogwheel on the gears, then press the button to open the door to the right.

Behind the door you'll find the other piece to the blue stone. Now, you have to go to the Chief's room. In the waiting room, you can stock up weapons, health items and the four stones. Combine both pieces of the blue stone to make the Jaguarstone. Now go, but after saving. Go behind the Chief's desk and press the button beneath the painting there is also his diary on the table, which tells you what a sick person he is.

This will cause the painting to move. Place the three stones in the three slots provided. This will open a door. Head through it, pick up the mail to the chief, and then go down the elevator. Go around the corner to the door and you'll have a scene.

Pick up the Acids. Now go where you have to go. Down the ladder This guy can kick ass. But for the big momma, you'll have to use a combo of Flames and Acids.

This is the trick I use. Load Acids into the M79 and shoot while going forward. When you get too close, he will pick up his huge, hurting claw. Just press the down button when you see his claw is raising, and you'll dodge his attack. Then quickly load Flames in the M79 and shoot the big eye on his side. If there is a little too much traffic from the little roaches, just equip the handgun and kill them. When you kill Offspring, quickly leave the room the way you came or a dozen roaches will jump outta his dead body and roach you!!

Now go back up the elevator and this time take Sherry with you to the room where you fought Offspring. Go to the other side of the room and press the button. A ladder will lower. You know what to do!! The Sewers Head into the sewers with Sherry. Go forward and down the ledge. You'll have a scene and a sneak preview of William. Now you will be forced to play as Sherry.

Simply forge ahead, and watch out for the REAL cockroaches. These are roaches mutated with G-virus and are as big as rats. They are only found in this air tunnel. Enter the first room, and exit it through the air tunnel. There is a Zombie here so be careful. Go at the back of the room. There is a vent here. Go down and go forward to try to pick up a silver coin.

After Sherry helplessly falls, you become Claire once again. Now go further down the sewer and through the first door, picking up green herbs before entering. This is Control Room 2. It contains a save point, a storage bin, and Sewer Managers Fax. If you inspect the strange steel door, you'll realize you can open it. There is a ladder. Down the ladder and you'll discover Acids and Spray, as well as the Zombie who gave Sherry a hard time.

Kill it for Sherry. That's better!! Take the valve handle from the chest. Now go back up to the room and this time down the elevator. Once down, grab the map on wall, head into the water, and search for the Flames in the cubbyhole to your left end. Then go in the other direction, take a left, go through the door, while evading the Spiders.

There are more Spiders in here. Go forward until you see a ledge into the door, which is to the left. You'll have a scene and a super COOL movie. Use the valve handle on the bridge-lowering mechanism.

Once across and on the other side, use it again to raise the bridge back up trust me. Head down the corridor until you see a scene. Time for another boss! When you reach the corner to the door, you'll see a red light. This is a gas canister. Push the button and it will fall out. The Gator will be with you by now boy is he fast! If you look closely, you'll see a crack on the floor. This is the best place to stand so you can far from the Gator and still see him.

Wait for him to take the canister into his mouth, and then shoot at the Gator! Head down to the door in the direction the alligator came from. Open the doors, and collect the Wolfmedal sound familiar? Head up the ladder, go left, and get the Eaglemedal sound familiar? Veer right and use the valve handle on the lighted machine to the left of the spinning fan. This will allow you to climb up the ladder and through the air tunnel.

I advise you to go back to the control room and throw the valve handle away. Go back if you followed my advice. This time in the first sewer, instead of the Spiders, Zombies will suddenly come to life from the water. If you run too fast, you will leave Sherry behind and then you'll have to save her and you'll be in real deep shit.

Run through the second part of the canyon and you'll have to avoid a couple of small sheds. Once you've passed the sheds, turn around degrees and aim towards the northern wall to your right. There's another boulder that you can shoot down before turning around to continue your run down the canyon. Again, you'll have to shoot off the locks that are barring the next doorway, though you don't want to run through the door right away.

Instead, have Ashley wait at the opened door and turn around to run back towards the monster. The enemy will have smashed through the sheds that were previously in your way, revealing the Old Key that should be lying on the ground. Run between the monster's legs to grab the key and return to Ashley. With Ashley in tow again, you'll come up to a locked door in the third area. Use the Old Key to open up the door and exit to the next area. If you want to chance it, there's a valuable item you can get if you go back into the canyon.

The giant is still lurking around the area, but he's on the other end of the canyon. Run back into the canyon and in the second area you'll see the glint of an object that's inside a bucket hanging over the canyon at about the same area where you found the Old Key.

Shoot it down and you can pick it up, or you can shoot it down, leave the area, and then return to get to it more safely. Left Path Taking this path will cost you a lot of bullets, but you'll also get some decent items including a couple of herbs.

As soon as you enter the area with Ashley, you'll see a group of not-zombies ahead of you. In the middle of them all is a cart with explosive barrels. Target one of the barrels and pop in one pistol round to take out a bunch of not-zombies with one blow. Once the flow of not-zombies has stopped, run forward and have Ashley hide in the red container. As you turn right around the corner, equip your rifle and you can zoom in on a not-zombie that's walking around on the platforms above to the south of you.

Snipe him down, and then climb up the ladder just beyond him. From the top of the ladder, you can use your rifle to zoom in on about a four other not-zombies that are lurking around this upper walkway. When the upper levels are cleared of enemies, load up your weapons and equip your shotgun. Head to the northeast corner of the upper walkway, and there should be a place where you can jump down to the ground level in the center of the wooden structure do not kick down the ladder.

As you jump down, a massive group of not-zombies will come at you from all sides, including two chainsaw wielders. Right away, climb back up the ladder to the upper platforms and run around the walkway to jump off in the area where you started where you left Ashley.

Back up against the doorway and you'll be safe from attacks to your rear. As the not-zombies storm towards you, bombard them with grenades and shotgun blasts. You should be pretty safe from your position while you take down the not-zombies. There are a few things the developers included in the game that serve no practical purpose, but they are fun to see. This can only be done if Leon is wearing his "gangster" outfit and has the Chicago Typewriter equipped.

Hold R1 to take aim, then press square. This causes Leon to remove his hat, adjust it, then place it back on his head. Continue to do this. On the 4th time, Leon removes the hat, tosses it in the air, catches it, and then strikes a pose.

When you unlock the knight costume for Ashley, not only is she too heavy to be hurt and picked up by Ganados, she'll give Leon some pain. When you need to catch her after jumping down, Leon goes down on a knee and holds his back in pain. There's a glitch in the castle that prevents the red monk from operating the deadly Gatling gun. After chasing the monk through a series of rooms, you'll end up back in the turret room with the Gatling gun.

That's when you can remove the threat:. Immediately leave the torrent room and return to the main hall with the merchant. Load the game and re-enter the turret room. When you return to the turret room, the turret is raised, and the red monk is standing outside of the turret ring. Chase the red monk again. Shortly after entering the castle, you'll encounter the merchant near a blue door that leads to the shooting range.

Look for these doors when you see the merchant to play a target practice mini-game. There are various types of challenges to try, and more are unlocked as you progress through the game. Score as many points as possible to earn bottle caps featuring the characters of RE4. In the shooting ranges, there is a back wall that looks like the castle and the surrounding area.

If you shoot the stars on the back wall, a meteor comes down and destroys the targets that are currently up in the range.



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