Resident evil 0 training facility
This section covers the portion of the game that takes place inside the Basement of the Training Facility.
It was one of the original sites owned by Umbrella Pharmaceuticals where the t-Virus Project was being worked on. Closed to students in following a series of illegal human experiments covered up by Umbrella HQ , the surface complex was left to ruin with research continued only by Dr. James Marcus in an underground laboratory for the remaining ten years. A attempt to refurbish the facility ended when the entire team was infected or killed by mutant leeches, and the facility was soon after destroyed to contain the outbreak as well as continue to cover-up its dark secrets. The training school's establishment date is known to have been August , [2] though this is uncertain if it means when construction began or when it began operations. Umbrella Pharmaceuticals co-founder Dr.
Resident evil 0 training facility
This section covers the portion of the game that takes place inside the Umbrella Training Facility. As you emerge from the sultry sewer you're exposed to more of the twisting game plot. After the cinema ends you're left in the main hall of the Training Facility. In your new surroundings you might feel a bit awkward, so take some time to orient yourself with the Training Facility. From the bottom floor, on the east is the Dining Room, occupied currently by two zombies. On the west is an empty hallway. Up the stairs and to the north near the statue of the woman with her empty scales is a set of double doors that lead into the Classroom, and just west of that along the narrow walkway is our current target: a quaint Meeting Room. In the Meeting Room, first grab the set of notes on the coffee table. Flip through them to find the answer to a future puzzle -- We'll get to that later. For the time being snag the Crank Handle from the armoire, and when the crows smash through the windows make a run for the door to appear back in the Main Hall of the Training Facility don't waste your shots. Now let's go grab a real Shotgun. Go back downstairs and enter the Dining Room to the east, knock out the two zombies, and proceed through the door on the north, entering a narrow hall. Go east down the hall and through the door. You'll be in a store room with two zombies guarding your wanted Shotgun.
Return to the hallway and go through the double doors to reenter the Library. The control room is littered with ammunition and broken guns, so stock up with two boxes of Handgun Ammo, a box of Shotgun Ammo, as well as a slightly hidden box of Magnum Rounds.
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The remake of the original Resident Evil successfully revived a beloved, if flawed, game. Advancements in art and technology gave Capcom the ability to effectively enhance the game's atmosphere through clever lighting and new camera angles. Simultaneously, Capcom used the same techniques to craft a prequel to the original--Resident Evil Zero--which has now been dusted off and re-finished for modern platforms. The two meet on a train that's overrun with zombies, but the duo eventually makes their way to the mansion-like training facility of the evil Umbrella Corporation. As they seek an escape, Billa and Rebecca face myriad biologically warped monsters, a mysterious man who's seeking revenge on Umbrella, and the harsh realities of limited inventory space. Like numerous other Resident Evil games, Zero challenges you to carry just enough supplies to defend yourself from Zombies and heal your wounds, while also leaving space for key items that are used to solve the game's many puzzles. With only enough space to carry some of your findings, you spend a lot of time looking at your inventory, debating what to keep, and what to leave behind. When compared to earlier games in the series, Zero makes this process easier by not only affording you two characters, but also by allowing you to leave items anywhere you wish--as opposed to specially designated storage chests. Still, Zero's limited health and weapon resources provide gripping tension as you navigate dangerous, uncharted territory. There are times, too, when you are separated from your partner, making the job all the more difficult.
Resident evil 0 training facility
This section covers the portion of the game that takes place inside the Umbrella Training Facility. As you emerge from the sultry sewer you're exposed to more of the twisting game plot. After the cinema ends you're left in the main hall of the Training Facility. In your new surroundings you might feel a bit awkward, so take some time to orient yourself with the Training Facility. From the bottom floor, on the east is the Dining Room, occupied currently by two zombies. On the west is an empty hallway. Up the stairs and to the north near the statue of the woman with her empty scales is a set of double doors that lead into the Classroom, and just west of that along the narrow walkway is our current target: a quaint Meeting Room. In the Meeting Room, first grab the set of notes on the coffee table. Flip through them to find the answer to a future puzzle --
Kostic eintracht
You wonder if they're human bones. In the Meeting Room, first grab the set of notes on the coffee table. Level B1 consisted of two labs, an operating theatre, a morgue, and a store room for B. Move along the balcony until you reach a door you can unlock -- you'll appear back in the Classroom. The bookshelf contains works on a wide variety of subjects. Even in , skeletal remains were left lying around. Umbrella No. As with the Arklay Laboratory, attempts were made to suppress knowledge of the outbreak while Birkin and Wesker continued to oversee the mission. Exit the room back to the hall where a new humanoid leech is waiting. Inside the Study is a small table you can push around. Delta Team was sent out to commandeer the train, but were attacked themselves. Three grenades each should do the trick, but just in case you should have some more readied. Blast them down preferably emptying your Hunting Gun , and grab the Shotgun in the back of the room. Just run your characters straight down the hall, then take a sharp left turn stick close to the corner and reach the door and the end of the hall. Arklay treatment plant.
This guide is divided by the various locations that Rebecca and Billy will explore throughout the game. After exploring the Training Facility , our heroes make their way into the basement to uncover more of the mystery.
Use the Tablets in no particular order to activate the transformation of the building: the observatory shifts, unlocking the door at the top of the ladder, and changing your escape plan back to the Training Facility. The Train. Welcome to the Library. This section covers the portion of the game that takes place inside the Basement of the Training Facility. Use the Iron Needle to complete the clock, and then adjust the clock hands until the time reads -- if you're not good with Roman Numerals or analog clocks, set the minute hand to III and the hour hand to VIII. Now that you've got possession of the Iron Needle, it's time to take care of a very silly clock puzzle. You can ditch the Hunting Gun -- you won't have the resources to supply it, making it a burden. Move Billy towards the piano and play it -- Billy's hidden art unlocks a door. Gather your troops at the door, but make sure they're still going solo, and give Billy the Vise Handle -- it's time for Billy to be a hero. Switch back to Rebecca and run out the door into the hall with the humanoid leech. If you managed to grab the Locker Key, use it to unlock the small locker in the room, examine the Duralumin Case and unlock it the code is to get the Handgun Parts. Switch back to Billy and advance forward grabbing the Acid Rounds until you reach another gate. There is a swarm of plague crawlers occupying the area, but as long as you keep mobile and make wide turns around them you should be able to skate past them, unscathed. The Train.
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