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Minggu, 04 September 2011

Resident Evil: Dead Aim Guide

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Walkthrough: Cruise Ship Part One
Cruise Ship 1Cruise Ship 2Groundwater Ways
Freight PassageBenthic LaboratoryMissile Facility
Cruise Ship: Bruce 
You begin the game in a long, glassed-in corridor. Don't worry... nothing will bust through the glass! Follow the path forward until you reach a door. Move inside Room 104.
In this destroyed room, search the bedroom to the right to gain some handgun rounds. The other door in the bedroom is locked, so cruise out and go through the door on the other end of the room. You'll exit into a wide hallway.
Head directly across the hall to Room 102. Inside the room, you'll find two doors--one open and one not. Go through the open door. At the end of the hall, you'll find more handgun rounds. Return to the previous room and go through the nearby closed door into the bedroom. On the bureau, you'll find handgun rounds. There's nothing useful in the bathroom attached to the bedroom, so head back to the previous chamber, then exit into the wide hallway.
Once in the hall, head over to Room 101. You'll see a hanged woman in the doorway. Brush past her and move to the open door at the rear of the room. Follow the glassed-in hallway back to a corpse. Pick up theUpper decks map and 1st class key from the body and go back to the previous room.
Upon your return, you'll notice that the hanged woman is in fact now mobile and looking to nibble on your hide. Time to shoot that gun of yours. Aim for her head and take her down with as little ammunition as humanly possible. As with all RE games, ammo is rare and very, very important.
Exit back into the hall, waste the zombie, and use the 1st class key on the double doors that do not have the keycard reader. The next hallway leads to the left and right. Go to the left, slay the zombie you encounter and proceed through the double doors here. You'll find yourself in a multi-tiered area with steps leading down. Ignore them for now, heading forward along the red carpet to reach another set of double doors. Go through.
In the next hallway, go through the black double doors to the right. You're in the VIP Room. Grab the green herb from the planter, then snag the guest keycardfrom the body on the chair. As you grab it, three corpses rise from the floor. Lay them low again, then grab the handgun rounds and Emergency FAX from Paris Branch on the floor. Once you've grabbed it, exit through the set of doors near the piano.
At the right end of the next hallway, two zombie guards are stationed at the door. Pop and drop. Search the corpses to get more handgun rounds. Now return to the Guest Room (the wide hallway from the first area), dodging any zombies you can. When you return to the room, many, many zombies will have infested it, so be ready to blaze! Once they all fall, head to the other end of the hall and use the Keycard to get through the double doors.
You're in the Spiral Staircase Hall. Here, you will see a cut scene introducing Fongling. When it concludes, go down the spiral stairs one level and access the panel with red and green lights. Use the Keycard to unlock all of the doors one floor up. Return to the previous level (2F). Go through the door slightly to the right of the stairway.
Kill all the zombies in the hallway (beware of attacks from behind) and follow the path as it turns. Make your way to Room 201. Take the handgun rounds from the desk and the green herb from behind the bed. Ah, revitalizing green herb. Make sure you grab the Regular Report No. 1162 from the bathroom (under the hangman) and exit back to the hallway.
Move to the right and go through the brown door across from Room 202 that leads to the north hall of Guest Room 2. In this hallway, go into Room 206 (the second door on the right). There's nothing in the bathroom here, but there's a silencer handgun on the chair of the bedroom, and a green herb in the corner.
When you exit the room, move down the hall to the right. Waste the zombie here, then go through the detailed door into the large, horseshoe-shaped Lounge. Save your progress on the typewriter near the refrigerator, and grab all you can carry of the handgun rounds on the nearby counter (there are five boxes total). Once you're loaded up, head through the other door. In the next hall, move to the open door  and go through. Waste the decaying gentlemen in the corner, then grab the ID Card from the bed.
Kill a path to the door and leave. Once outside of the room, go right and unlock the nearby door. Go back to the Spiral Staircase Hall. Return to the panel where you unlocked the doors. Activate the console to unlock the doors on the level you're on. Grab the nearby handgun rounds, then move around the corner and go through the door nearest the panel. In the next hall, go through the silver double doors to get into the Kitchen.
Inside the Kitchen, grab the handgun rounds on the counter and the green herb in the next aisle. Then go through the door at the back of the kitchen. Follow the path into the Freezing Room, where you'll get theShotgun (boo-ya!) and some shells. As you do, several zombies will come to life. Blast a path through the path and return to the kitchen. Exit the kitchen and head right down this lengthy hall. Keep heading forward until you see a set of gray double doors with a green herb next to them. Grab it, then backtrack to the intersection and take a left.
Head down the hall until you reach another T-intersection. You'll be swarmed by zombies, so fall back slightly and pop them. You can't go through the double doors beyond the broken velvet rope (there arehandgun rounds there, though), so head left and go through the doors that lead into the Pool Deck. Move around this large U-shaped area, killing every zombie you see. In the right corner of the deck is a control panel. Access it to get a key. This will slide a panel away, revealing an Admin report, and a hole on the silver portion for some kind of crank. You don't have it yet, so go through the door you didn't come through, using the key to unlock it.
Go back to the Spiral Staircase Hall, and go through the unlocked door you haven't been through yet. Follow the ensuing hallway to another door that leads into the lower level Guest Room. In this hall, go into Room 302. Here, you'll find a green herb and a semi-auto handgun on the bed. A zombie will drop down from the ceiling of the bathroom. Waste him and grab the ammo he drops. Go back out into the hall and cross over to the other side, heading into Room 305. There is another green herb and some handgun rounds here. Grab them and kill the zombie in the room.
Go back into the Guest Room and turn left, exiting through the detailed door nearby. There is a control panel in the corner where the hall turns. Access it with the maintenance key. A heavy shutter will lift. Go through the double doors that are now exposed. You'll find yourself at the bottom of the Stairs Hall. Search the room to find a green herb near the stairs. To the right of the herb is another hallway and a detailed door (kitty corner to the one you came in on, and marked in yellow on the map). Go through it.
Enter the Bar Seven Seas door in the ensuing hallway. Inside, you'll gain another green herbWaiter's Letter(on the bar), some handgun rounds on the roulette table, and some more rounds on the chair near the slots. Exit through the door you came in. In the hall, go to the opposite end from where you entered and head through the gray door. In the wide hallway that follows, you'll see an open door to the left. Go into the Storage House and search it to find a Flight Crewman's Diary, a box of handgun rounds and a bright red handle. When you leave the room, a cut scene will play, and you'll gain control of Fongling.

Cruise Ship: FonglingAt this point, you'll take control of Fongling. She is more fully outfitted than Bruce. In addition to the handle you just took from him, you'll have a silenced handgun and an assault rifle. She also has five herbs and a first aid spray.
Head back through the bar, and kill the groups of zombies who get in your way. Exit through the double doors you originally came through, back through the Stair Hall and all the way back to the Guest Room. Blast your way down the hall, making sure to kill the zombies who trudge out of Room 305. You'll see a green herb in there, but you may want to leave that unless you're hurting. Cut across the hall to the other exit, which will dump you into the hall leading to the Spiral Staircase Hall. Kill the plethora of zombies in this hallway and exit through the door to the right of the control panel. Slay your way all the way back to the pool deck. Run over to the metal plate with the hole for a handle. Attach it to the hatch, and Bruce will return. You will regain control of him.
Walkthrough: Cruise Ship Part Two
Cruise Ship 1Cruise Ship 2Groundwater Ways
Freight PassageBenthic LaboratoryMissile Facility
Cruise Ship: Bruce Immediately after you gain control of Bruce again, he will be faced with the challenge of taking down two Hunters. Wish you still had Fongling's Assault Rifle? So did I. Anyway, balance shots from the handgun at each of them as they approach to tenderize them a bit. Then, as they draw nearer, switch to the shotgun and start popping. Always shoot at the closest Hunter, and keep them on the ground as much as possible. If you run out of shotgun ammo, switch back to the automatic handgun and blaze away. Heal if you need to and just keep popping. Don't worry about ammo… you'll get some soon.
When the Hunters die, you'll find yourself down in the Boiler Room. There is a typewriter here, so be sure to save your progress, and grab all the handgun rounds. Then head to the elevator in the corner and take it down a level. Search the grated walkway ahead to find a green herb. Then move to the back of this room and go through the Private Door in the left corner.
Follow this long, dark and winding hallway deep into the bowels of the ship. Eventually, you'll run across a pack of raging zombies. Drop them all, then go through the door near where they attack. Another twisting hallway follows. Move all the way to the elevator at the other end, and go up. You're in the basement, under the Spiral Staircase. Grab the map off the wall, then move to the door with iron bars across it.
You're in the Cargo Room. Move across the open room and through the opposite door. Kill the zombie slouched in the right corner and snag the handgun rounds from the crates nearby. Then head around to the other end of this U-shaped tunnel and slay the zombies here. Grab anything they drop, then go through the iron-barred doors of the Presentation Room.
Inside, you'll find a green herb to the left. Grab it and make your way over to the right side of the room. Enter the sliding door to take you inside the sealed lab room. Grab the crowbar and Research Report #220329from here. It details a new breed of Hunter called an "Elite," and some other ghoulish delights.
When you're done reading, walk toward the exit to see a cut scene featuring a what appears to be a female version of the Tyrant (you'll get the answer soon enough). When the movie concludes, you'll need to run. Head out of the glass cage and go all the way back to the Cargo Room. Use the crow bar on the scattered crates until you locate a crewman's keycard.
The Tyrant will still be on your trail, so move fast. Head through the next door to get to the Spiral Staircase Room. Use the crewman's keycard on the locked door here and step through. You'll see another cut scene, and take control of Fongling yet again.

Cruise Ship: Fongling Mmm. Assault rifle. You're inside the Engine Room. Head down the stairs here and take down the two Hunters that attack at the bottom of the stairs. Then move to the far right corner and access the control panel there. Once you turn Area C on, go back upstairs. Go to the console with ship diagrams on it and flip the switch here to unlock the nearby door. Head through it and you'll be back in control of Bruce.

Cruise Ship: Bruce
You're inside the Ship Crew Room, which is basically the lower deck version of the Guest Room. Head over to Room 003. Inside, slay the zombie and grab the handgun rounds from the stacked boxes. Go back outside and move to Room 006. Kill the zombie here and take the green herb. Check out the girly poster above the last bunk on the right, then leave the room.
Go through the door at the back of this area to head to the Spiral Staircase Room. Exit through the iron barred door into the Cargo Room. A Hunter is on the prowl here, but run past him to save ammo. In the next hallway, the door directly across the hallway is now unlocked. Head through it to get to the Monitor Room.
In the Monitor Room, take the first aid spray,recreation room keyDismissal Notice file andhandgun rounds, then save your progress. Head back out to the hallway and into the Presentation Room. Waste the zombies milling around, then activate the panel with the blue button to lift the cover at the top of the stairs. Climb the stairs.
You're back in the Stairs Hall on the deck above. Move through the detailed door to the right of the stairway. You're back in the hallway outside of the Bar Seven Seas. Go back inside the bar. Clear a path through the zombies (hmmm… it looks like the real casino), then use the recreation room key on the right door to get to the Stairs Room. What do you do in a Stairs Room? Why, go up the stairs! Once up there, waste the zombie and head through the gray door.
You'll find yourself on a hallway that runs along the rim of the ship. Go through the first door to the left, into the Captain Room. There's nothing inside his Bathroom except an ornery zombie so leave that door closed. Grab the Ship's Log off the desk. This will cause the Captain to burst out of his bedroom. Lay him low, then inspect the bedroom to find a magnum and some magnum rounds. The magnum is a sweet weapon, indeed.
Exit through the only door you haven't been through to get to another Stairs Room. Run past the zombies here and head up the stairs. There is one more zombie here. Dodge him and head through the only door. You're on the bridge. Watch the cut scene that unfolds. When you regain control, kill or dodge the zombies, and collect the shotgun rounds from the desk. Then go through the door leading to the Heliport to trigger a boss fight.

Boss Fight: Tyrant 091This tentacled beast can be quite difficult to beat if you don't have a lot of ammo, but at least you have the magnum and some fresh shotgun shells to keep you warm. The boss primarily attacks with tentacle lashes from mid-range, so you want to keep him at a distance as much as possible. He'll also charge straight ahead and try to slam you, so stay on your toes and be prepared to avoid his attacks by running away. If you need ammo during the fight, there is a single box of handgun rounds in one of the small alcoves on the deck.
To attack, start with the magnum and pepper him with powerful blasts from distance. Basically, shell him until you hear the click. Then, switch to the shotgun and hit him with ammo until he falls. If you run out of shot, it's on to the handgun. Keep your distance, and try to always face him, so you know exactly what he's going to do. When he falls, watch the pretty cut scene.
Groundwater Ways: BruceYou regain control in a subterranean area. Go through the door ahead and into the next passage. Snag themap off the left wall. Then head to the door to the right. There is a green herb here, as well as an Operator's Notebook file, and a Biological Report 1 file. Collect all of that stuff then grab all of the handgun rounds from the shelves, and save at the typewriter.
Head back out into the hallway and follow it to the end. There is a grenade launcher near the gray door to the right. Go through the door opposite. This leads down to the waterway. Slosh into the water and head left down this long, drenched passage.
Move forward down the canal, and take the right turn (heading forward is a dead end). Continue to the end of this watery passage and move up the staircase to the left of the dead end. Go through the iron door into the L-shaped Passage. Go through the door straight ahead.
You're in another Waterway tunnel. Go into the water, and slosh through to the left, avoiding the monstrosity (known as the Torpedo Kid Mother) at the center of the channel. Go up the stairs on the right side of the tunnel and through the door. You're in another Passage. Follow the path to a group of zombies. Knock them down and head through the door at the end of the corridor.
On the next Waterway landing are some grenade launcher rounds. Grab them and get back in the water. Move to the right side of the waterway and head toward the next landing, avoiding the beast in the water. Climb the short set of stairs and use the elevator to rise a level. Use the radio on the trashed desk to try to contact HQ. This will lead to a cut scene. When you regain control, you'll be Fongling again... having just seen a very bizarre creature.

Groundwater Ways: Fongling
In the hallway you're in, grab the green herb and Groundwater ways B2 map (down a side passage). You can't head further down the path, as the weird creature is still lurking in the darkness. Go through the door that leads to the Waterway.
Plunge into the water and head to the right. Turn left at the crossroads and run through the wading zombies and up the staircase on the right side of the path. Grab the sector admin key from the slumped body in the corner. Head back down the stairs and turn to the right. Follow the Waterway up to the stairs on the right side of the path and climb them. Go through the door back into the Control Room. Grab the handgun rounds from the box in the corner, then use the control panel to release the electronic lock for the sector.
Go back to the door near the slumped zombie where you got the admin key (it's marked in yellow on the map). Run past the zombies who attack in order to preserve ammo. Go through the newly-unlocked  door. Follow the Passage to another door, and through it, another Waterway. Grab the handgun rounds just before the stairs leading down to the water, then go for another dip.
In the water, dodge zombies as you make your way to a stairset on the right side of the waterway. Grab themedicinal spray on the landing, then return to the water and head through the large open doors at the end of the tunnel. Cut across the next tunnel and climb the stairs up to a lift. Activate it to go down. Once below, move forward down the path and exit through the Heli-port door to trigger another cut scene.
Walkthrough: Freight Passage
Freight Passage: Bruce From your starting position, head through the galvanized door to the right. Inside you'll find a freight passage mapmedicinal spraygrenade roundsBiological Report 2 file, Experiment Log file, and a ton of handgun rounds. Grab it all, then save at the typewriter.
Exit the room and move to the hallway that leads to the right. Follow it to a T-intersection and go left. Go through the door marked R03-06. Move forward, avoiding zombies. As the path branches to the left, follow it and exit through the door marked R03-12. Watch out for the fast-moving monsters (named Glimmers) in the next hallway. Use the shotgun's spread to take them down, and proceed around the corner to the right to get to a lift. Get on it and go down.
In the area below, there are more Glimmers, so move quickly forward, then go left and through the R04-05 door. The next hallway is engulfed in flames at the far end. Find the left path ahead (watch out for the flaming zombie) and grab the green herb in the corner near the door. Then proceed through door R04-11.
The next corridor is also aflame. Dodge the zombies as you move down the right path, following it back to a lift. Go down again. In the room below, snag the magnum rounds and elevator keycard. Go back up on the lift. Once above, head back down the path to the right and go through door R04-25.
In the next area, curl around the corner to the right, then take a left at the T-intersection, all the while avoiding the jumping Glimmers. Get on the lift at the end of this hall and ride it down. Downstairs, head through door R05-13. Dodge the zombie flambe in the next hallway, cutting down the left path and through door R05-19. In the next hall, turn right at the intersection and follow the path to the yellowish door. In the next room, grab thehandgun rounds if you can carry them (there are three boxes total), then move to the elevator door and use your keycard on it. Watch the cut scene, then prepare for your battle against tubby bitch.

Boss: PlutoThis corpulent monstrosity is quite a conundrum, as he's fat, but also fast. You can't hope to outrun him, yet reason states you really want to stand in and fight against such a huge mamma-jamma. But that's what you have to do. If he gets into a groove, he'll pound you with both hands, then pound you again as he kneels. If you're extra-unlucky, he'll pick you up and snap your neck. But don't let him get into a groove.
If ever head shots were important, it's in this fight. Start by unloading seven shots into his cranium from your magnum. If you have more ammo, great. Otherwise, switch to the grenade launcher and keep working. Don't worry if the guy gets right up against you... just keep pumping grenades at his noggin. Eventually, the stitching on his gourd will come loose and his brain will bobble out.
Continue shooting with your most powerful weapon, targeting his head. It sounds stupid, but it works. Just go toe-to-toe with the giant and fill him full of everything you have. Soon, the fight will conclude, you'll get to watch another cut scene, and Fongling will arrive on the scene once again. Life is grand.
Walkthrough: Benthic Laboratory
Cruise Ship 1Cruise Ship 2Groundwater Ways
Freight PassageBenthic LaboratoryMissile Facility
Benthic Laboratory: FonglingIn the hallway outside the elevator, head through the corrugated door just up the path to the right. It's a save room. You know the drill. Grab handgun rounds and use the typewriter. When you exit the room, move down the hallway as it winds past another elevator door. Just past it is a waste chute. Squeeze in there, and you'll emerge near a hamper below.
Move right down the path and go through the door to the left at the end of the corridor. Check out the control panel and restore power to the building. When you do so, a zombie will spring up. He's a fast one, too. Waste him quickly and exit the room. Turn right and head down the path to the elevator. Press the button to go up, then exit the lift and move forward to the next door and through. Another cut scene will play, and you'll take over Brucey-Boy.

Benthic Laboratory: Bruce As you round the corner, a Hunter awaits. Great. You can run past it, though. Head forward and cut left at the end of the corridor, then grab the green herb in the corner and go through the corrugated gray door. Inside the storage room, waste the zombies and grab theArchitect's Memo, as well as the map. You'll also find plenty of handgun rounds and a pod bay keycardhere.
The Hunter is still lurking when you get back outside. Avoid it and move around the corner and up the path to find a set of gray double doors. This is an elevator. Use it to go to 3F. When you exit the lift, move through the left passage, avoiding the zombies in your path. Use the keycard on the valve door to get into the Pod Landing Place.
Inside the PLP, you'll find two green herbs (thank God) and the digital recorder. Once you have them, leave the room and go back to the elevator. Now go to 2F. Take a left and move around this circular hallway until you reach a branching path to the left. Go down the short path and through door 2D-01. Check out the computer to the right of the door, and you'll find a new mail from Morpheus. Record the voice mail with your new gadget, then get out of there before the zombies have a chance to attack.
Leave and go to the room directly across the hall: 2D-02. Take the shotgun shells and Research Report #220120 file. Go back to the elevator (run past the Hunter in the hall) and take it down to 1F. Remember, if you left a Hunter down here, it will still be here. As soon as you hit ground, head right to the door with the glowing panel. Access the panel and play Morpheus' voice to get inside the room. You're in the Clean Room.
Finally! Grab the Assault Rifle (if playing on Normal... Easy players will have had this for awhile) from the locker, and head to the other door in the room (a zombie will fall from the wall, but ignore it). In the next hall, move forward and go through the left door. A flayed zombie will drop from the ceiling. Knock it to the ground and get to the opposite door. You'll find yourself in a large, U-shaped hallway teeming with wasps. Don't waste your ammo on them. Just avoid as best you can, and get to the double doors on the left side of the corridor. Step through into the Analyze Room.

Boss: WaspThis boss attacks primarily by sending its procreated vermin at you. Don't bother trying to avoid them. Just stand in one place and pound the mother figure with everything you've got. If that includes Grenade Launcher, Assault Rifle and Shotgun, so be it. The fight won't last long if you've got heavy artillery. When the big bug falls, head through the south door and into the Laboratory.
Once inside, head into the fenced in area to get a charged particle rifle. As soon as you pick it up, zombies will bust out of the glassed-in area on the far side of the room. Waste them as they approach. Then head into the chamber they were in and grab the backyard key. Grab the Charged Particle Rifle User's Manualfile from the nearby desk, then exit back into the previous room.
In the boss room, go through the left door and make your way back through the clean room. Back in the hallway, kill the Hunter once and for all, then proceed to the padlocked door just past the elevator. Follow the ensuing path to another lift and take it up. Follow the glowing hallway forward to a silver door. In the circular room beyond, search the chair for a journal. Move the chair to expose a switch, then press it to open a panel and trigger a cut scene.When it concludes, ride the lift down.
Walkthrough: Missile Facility
Cruise Ship 1Cruise Ship 2Groundwater Ways
Freight PassageBenthic LaboratoryMissile Facility
The room below is the final save room before the big boss. Grab the grenade roundsshotgun rounds,assault rifle roundsgreen herb and medicinal spray, then all of the handgun rounds you can still carry. Then step through the gray door.

Boss: MorpheusThe first incarnation of Morpheus is quite difficult to deal with... much more so than anything you've faced to this point in the game. When the fight begins, the boss will instantly attack. Be prepared to move and put some space between the two of you. Morpheus has several attacks. If it leaps into the air and begins to spin, watch out, as Morpheus is about to torpedo toward you. If it gets up close, it will try to knock you down with its long, claw-like fingers. If it pauses at a distance, it's gathering up a shockwave attack. If you see this, get back. You do not want to be hit with it.
Almost all of Morpheus' attacks can be avoided with well-timed presses of the escape button. To take it down, shoot it with bursts of the Particle Cannon as it nears you. It will sometimes flit from side to side to dodge your bursts, so wait until it's gearing up to attack to knock it down. After several direct hits, the mutated hussy will drop. But it ain't over. It never is.
After the cut scene, you will have 5:00 to get out of Dodge. Head straight forward across the bridge and exit through the steel doors. Through the next door, you'll see a cut scene of the beast that Morpheus has now become. You'll go back through another door. In the next hall, head straight forward, then follow the path left. There are goodies stashed in these halls, but if you're doing okay on items, it's best just to keep truckin'. Follow Fongling's instructions. Move forward, then turn right at the next intersection. Dodge the zombies, then take a left when told to do so. Go left down the next hallway, then right at the T-intersection. Head through the double doors to another bridge.
Heal, then move forward on the bridge. As you come to the end, you find out that the shutter is locked. Of course, this is the time when Morpheus chooses to come at you again, in its new "mountain form." As its red head pokes out of the massive body target and shoot it. The assault rifle works well for the task, as does the magnum. Hold it at bay until Fongling opens the shutter, then scoot through.
In the next hallway, head forward, and turn right when instructed to. Dodge the zombies and keep following the instructions to get to another set of double doors. Head through to another bridge. Tromp across it and try to access the control room. It's locked, so turn and face Morpheus one last time. Use the magnum or assault rifle to get the job done. It's the same fight as the last time, so just target the head and pop. The creature will die, the world will be saved (kinda) and another chapter of Resident Evil will come to a close. Congratulations, gunslinger. Now watch the credits.


Walkthrough: Cruise Ship Part One
Cruise Ship 1Cruise Ship 2Groundwater Ways
Freight PassageBenthic LaboratoryMissile Facility
Cruise Ship: Bruce 
You begin the game in a long, glassed-in corridor. Don't worry... nothing will bust through the glass! Follow the path forward until you reach a door. Move inside Room 104.
In this destroyed room, search the bedroom to the right to gain some handgun rounds. The other door in the bedroom is locked, so cruise out and go through the door on the other end of the room. You'll exit into a wide hallway.
Head directly across the hall to Room 102. Inside the room, you'll find two doors--one open and one not. Go through the open door. At the end of the hall, you'll find more handgun rounds. Return to the previous room and go through the nearby closed door into the bedroom. On the bureau, you'll find handgun rounds. There's nothing useful in the bathroom attached to the bedroom, so head back to the previous chamber, then exit into the wide hallway.
Once in the hall, head over to Room 101. You'll see a hanged woman in the doorway. Brush past her and move to the open door at the rear of the room. Follow the glassed-in hallway back to a corpse. Pick up theUpper decks map and 1st class key from the body and go back to the previous room.
Upon your return, you'll notice that the hanged woman is in fact now mobile and looking to nibble on your hide. Time to shoot that gun of yours. Aim for her head and take her down with as little ammunition as humanly possible. As with all RE games, ammo is rare and very, very important.
Exit back into the hall, waste the zombie, and use the 1st class key on the double doors that do not have the keycard reader. The next hallway leads to the left and right. Go to the left, slay the zombie you encounter and proceed through the double doors here. You'll find yourself in a multi-tiered area with steps leading down. Ignore them for now, heading forward along the red carpet to reach another set of double doors. Go through.
In the next hallway, go through the black double doors to the right. You're in the VIP Room. Grab the green herb from the planter, then snag the guest keycardfrom the body on the chair. As you grab it, three corpses rise from the floor. Lay them low again, then grab the handgun rounds and Emergency FAX from Paris Branch on the floor. Once you've grabbed it, exit through the set of doors near the piano.
At the right end of the next hallway, two zombie guards are stationed at the door. Pop and drop. Search the corpses to get more handgun rounds. Now return to the Guest Room (the wide hallway from the first area), dodging any zombies you can. When you return to the room, many, many zombies will have infested it, so be ready to blaze! Once they all fall, head to the other end of the hall and use the Keycard to get through the double doors.
You're in the Spiral Staircase Hall. Here, you will see a cut scene introducing Fongling. When it concludes, go down the spiral stairs one level and access the panel with red and green lights. Use the Keycard to unlock all of the doors one floor up. Return to the previous level (2F). Go through the door slightly to the right of the stairway.
Kill all the zombies in the hallway (beware of attacks from behind) and follow the path as it turns. Make your way to Room 201. Take the handgun rounds from the desk and the green herb from behind the bed. Ah, revitalizing green herb. Make sure you grab the Regular Report No. 1162 from the bathroom (under the hangman) and exit back to the hallway.
Move to the right and go through the brown door across from Room 202 that leads to the north hall of Guest Room 2. In this hallway, go into Room 206 (the second door on the right). There's nothing in the bathroom here, but there's a silencer handgun on the chair of the bedroom, and a green herb in the corner.
When you exit the room, move down the hall to the right. Waste the zombie here, then go through the detailed door into the large, horseshoe-shaped Lounge. Save your progress on the typewriter near the refrigerator, and grab all you can carry of the handgun rounds on the nearby counter (there are five boxes total). Once you're loaded up, head through the other door. In the next hall, move to the open door  and go through. Waste the decaying gentlemen in the corner, then grab the ID Card from the bed.
Kill a path to the door and leave. Once outside of the room, go right and unlock the nearby door. Go back to the Spiral Staircase Hall. Return to the panel where you unlocked the doors. Activate the console to unlock the doors on the level you're on. Grab the nearby handgun rounds, then move around the corner and go through the door nearest the panel. In the next hall, go through the silver double doors to get into the Kitchen.
Inside the Kitchen, grab the handgun rounds on the counter and the green herb in the next aisle. Then go through the door at the back of the kitchen. Follow the path into the Freezing Room, where you'll get theShotgun (boo-ya!) and some shells. As you do, several zombies will come to life. Blast a path through the path and return to the kitchen. Exit the kitchen and head right down this lengthy hall. Keep heading forward until you see a set of gray double doors with a green herb next to them. Grab it, then backtrack to the intersection and take a left.
Head down the hall until you reach another T-intersection. You'll be swarmed by zombies, so fall back slightly and pop them. You can't go through the double doors beyond the broken velvet rope (there arehandgun rounds there, though), so head left and go through the doors that lead into the Pool Deck. Move around this large U-shaped area, killing every zombie you see. In the right corner of the deck is a control panel. Access it to get a key. This will slide a panel away, revealing an Admin report, and a hole on the silver portion for some kind of crank. You don't have it yet, so go through the door you didn't come through, using the key to unlock it.
Go back to the Spiral Staircase Hall, and go through the unlocked door you haven't been through yet. Follow the ensuing hallway to another door that leads into the lower level Guest Room. In this hall, go into Room 302. Here, you'll find a green herb and a semi-auto handgun on the bed. A zombie will drop down from the ceiling of the bathroom. Waste him and grab the ammo he drops. Go back out into the hall and cross over to the other side, heading into Room 305. There is another green herb and some handgun rounds here. Grab them and kill the zombie in the room.
Go back into the Guest Room and turn left, exiting through the detailed door nearby. There is a control panel in the corner where the hall turns. Access it with the maintenance key. A heavy shutter will lift. Go through the double doors that are now exposed. You'll find yourself at the bottom of the Stairs Hall. Search the room to find a green herb near the stairs. To the right of the herb is another hallway and a detailed door (kitty corner to the one you came in on, and marked in yellow on the map). Go through it.
Enter the Bar Seven Seas door in the ensuing hallway. Inside, you'll gain another green herbWaiter's Letter(on the bar), some handgun rounds on the roulette table, and some more rounds on the chair near the slots. Exit through the door you came in. In the hall, go to the opposite end from where you entered and head through the gray door. In the wide hallway that follows, you'll see an open door to the left. Go into the Storage House and search it to find a Flight Crewman's Diary, a box of handgun rounds and a bright red handle. When you leave the room, a cut scene will play, and you'll gain control of Fongling.

Cruise Ship: FonglingAt this point, you'll take control of Fongling. She is more fully outfitted than Bruce. In addition to the handle you just took from him, you'll have a silenced handgun and an assault rifle. She also has five herbs and a first aid spray.
Head back through the bar, and kill the groups of zombies who get in your way. Exit through the double doors you originally came through, back through the Stair Hall and all the way back to the Guest Room. Blast your way down the hall, making sure to kill the zombies who trudge out of Room 305. You'll see a green herb in there, but you may want to leave that unless you're hurting. Cut across the hall to the other exit, which will dump you into the hall leading to the Spiral Staircase Hall. Kill the plethora of zombies in this hallway and exit through the door to the right of the control panel. Slay your way all the way back to the pool deck. Run over to the metal plate with the hole for a handle. Attach it to the hatch, and Bruce will return. You will regain control of him.
Walkthrough: Cruise Ship Part Two
Cruise Ship 1Cruise Ship 2Groundwater Ways
Freight PassageBenthic LaboratoryMissile Facility
Cruise Ship: Bruce Immediately after you gain control of Bruce again, he will be faced with the challenge of taking down two Hunters. Wish you still had Fongling's Assault Rifle? So did I. Anyway, balance shots from the handgun at each of them as they approach to tenderize them a bit. Then, as they draw nearer, switch to the shotgun and start popping. Always shoot at the closest Hunter, and keep them on the ground as much as possible. If you run out of shotgun ammo, switch back to the automatic handgun and blaze away. Heal if you need to and just keep popping. Don't worry about ammo… you'll get some soon.
When the Hunters die, you'll find yourself down in the Boiler Room. There is a typewriter here, so be sure to save your progress, and grab all the handgun rounds. Then head to the elevator in the corner and take it down a level. Search the grated walkway ahead to find a green herb. Then move to the back of this room and go through the Private Door in the left corner.
Follow this long, dark and winding hallway deep into the bowels of the ship. Eventually, you'll run across a pack of raging zombies. Drop them all, then go through the door near where they attack. Another twisting hallway follows. Move all the way to the elevator at the other end, and go up. You're in the basement, under the Spiral Staircase. Grab the map off the wall, then move to the door with iron bars across it.
You're in the Cargo Room. Move across the open room and through the opposite door. Kill the zombie slouched in the right corner and snag the handgun rounds from the crates nearby. Then head around to the other end of this U-shaped tunnel and slay the zombies here. Grab anything they drop, then go through the iron-barred doors of the Presentation Room.
Inside, you'll find a green herb to the left. Grab it and make your way over to the right side of the room. Enter the sliding door to take you inside the sealed lab room. Grab the crowbar and Research Report #220329from here. It details a new breed of Hunter called an "Elite," and some other ghoulish delights.
When you're done reading, walk toward the exit to see a cut scene featuring a what appears to be a female version of the Tyrant (you'll get the answer soon enough). When the movie concludes, you'll need to run. Head out of the glass cage and go all the way back to the Cargo Room. Use the crow bar on the scattered crates until you locate a crewman's keycard.
The Tyrant will still be on your trail, so move fast. Head through the next door to get to the Spiral Staircase Room. Use the crewman's keycard on the locked door here and step through. You'll see another cut scene, and take control of Fongling yet again.

Cruise Ship: Fongling Mmm. Assault rifle. You're inside the Engine Room. Head down the stairs here and take down the two Hunters that attack at the bottom of the stairs. Then move to the far right corner and access the control panel there. Once you turn Area C on, go back upstairs. Go to the console with ship diagrams on it and flip the switch here to unlock the nearby door. Head through it and you'll be back in control of Bruce.

Cruise Ship: Bruce
You're inside the Ship Crew Room, which is basically the lower deck version of the Guest Room. Head over to Room 003. Inside, slay the zombie and grab the handgun rounds from the stacked boxes. Go back outside and move to Room 006. Kill the zombie here and take the green herb. Check out the girly poster above the last bunk on the right, then leave the room.
Go through the door at the back of this area to head to the Spiral Staircase Room. Exit through the iron barred door into the Cargo Room. A Hunter is on the prowl here, but run past him to save ammo. In the next hallway, the door directly across the hallway is now unlocked. Head through it to get to the Monitor Room.
In the Monitor Room, take the first aid spray,recreation room keyDismissal Notice file andhandgun rounds, then save your progress. Head back out to the hallway and into the Presentation Room. Waste the zombies milling around, then activate the panel with the blue button to lift the cover at the top of the stairs. Climb the stairs.
You're back in the Stairs Hall on the deck above. Move through the detailed door to the right of the stairway. You're back in the hallway outside of the Bar Seven Seas. Go back inside the bar. Clear a path through the zombies (hmmm… it looks like the real casino), then use the recreation room key on the right door to get to the Stairs Room. What do you do in a Stairs Room? Why, go up the stairs! Once up there, waste the zombie and head through the gray door.
You'll find yourself on a hallway that runs along the rim of the ship. Go through the first door to the left, into the Captain Room. There's nothing inside his Bathroom except an ornery zombie so leave that door closed. Grab the Ship's Log off the desk. This will cause the Captain to burst out of his bedroom. Lay him low, then inspect the bedroom to find a magnum and some magnum rounds. The magnum is a sweet weapon, indeed.
Exit through the only door you haven't been through to get to another Stairs Room. Run past the zombies here and head up the stairs. There is one more zombie here. Dodge him and head through the only door. You're on the bridge. Watch the cut scene that unfolds. When you regain control, kill or dodge the zombies, and collect the shotgun rounds from the desk. Then go through the door leading to the Heliport to trigger a boss fight.

Boss Fight: Tyrant 091This tentacled beast can be quite difficult to beat if you don't have a lot of ammo, but at least you have the magnum and some fresh shotgun shells to keep you warm. The boss primarily attacks with tentacle lashes from mid-range, so you want to keep him at a distance as much as possible. He'll also charge straight ahead and try to slam you, so stay on your toes and be prepared to avoid his attacks by running away. If you need ammo during the fight, there is a single box of handgun rounds in one of the small alcoves on the deck.
To attack, start with the magnum and pepper him with powerful blasts from distance. Basically, shell him until you hear the click. Then, switch to the shotgun and hit him with ammo until he falls. If you run out of shot, it's on to the handgun. Keep your distance, and try to always face him, so you know exactly what he's going to do. When he falls, watch the pretty cut scene.
Groundwater Ways: BruceYou regain control in a subterranean area. Go through the door ahead and into the next passage. Snag themap off the left wall. Then head to the door to the right. There is a green herb here, as well as an Operator's Notebook file, and a Biological Report 1 file. Collect all of that stuff then grab all of the handgun rounds from the shelves, and save at the typewriter.
Head back out into the hallway and follow it to the end. There is a grenade launcher near the gray door to the right. Go through the door opposite. This leads down to the waterway. Slosh into the water and head left down this long, drenched passage.
Move forward down the canal, and take the right turn (heading forward is a dead end). Continue to the end of this watery passage and move up the staircase to the left of the dead end. Go through the iron door into the L-shaped Passage. Go through the door straight ahead.
You're in another Waterway tunnel. Go into the water, and slosh through to the left, avoiding the monstrosity (known as the Torpedo Kid Mother) at the center of the channel. Go up the stairs on the right side of the tunnel and through the door. You're in another Passage. Follow the path to a group of zombies. Knock them down and head through the door at the end of the corridor.
On the next Waterway landing are some grenade launcher rounds. Grab them and get back in the water. Move to the right side of the waterway and head toward the next landing, avoiding the beast in the water. Climb the short set of stairs and use the elevator to rise a level. Use the radio on the trashed desk to try to contact HQ. This will lead to a cut scene. When you regain control, you'll be Fongling again... having just seen a very bizarre creature.

Groundwater Ways: Fongling
In the hallway you're in, grab the green herb and Groundwater ways B2 map (down a side passage). You can't head further down the path, as the weird creature is still lurking in the darkness. Go through the door that leads to the Waterway.
Plunge into the water and head to the right. Turn left at the crossroads and run through the wading zombies and up the staircase on the right side of the path. Grab the sector admin key from the slumped body in the corner. Head back down the stairs and turn to the right. Follow the Waterway up to the stairs on the right side of the path and climb them. Go through the door back into the Control Room. Grab the handgun rounds from the box in the corner, then use the control panel to release the electronic lock for the sector.
Go back to the door near the slumped zombie where you got the admin key (it's marked in yellow on the map). Run past the zombies who attack in order to preserve ammo. Go through the newly-unlocked  door. Follow the Passage to another door, and through it, another Waterway. Grab the handgun rounds just before the stairs leading down to the water, then go for another dip.
In the water, dodge zombies as you make your way to a stairset on the right side of the waterway. Grab themedicinal spray on the landing, then return to the water and head through the large open doors at the end of the tunnel. Cut across the next tunnel and climb the stairs up to a lift. Activate it to go down. Once below, move forward down the path and exit through the Heli-port door to trigger another cut scene.
Walkthrough: Freight Passage
Freight Passage: Bruce From your starting position, head through the galvanized door to the right. Inside you'll find a freight passage mapmedicinal spraygrenade roundsBiological Report 2 file, Experiment Log file, and a ton of handgun rounds. Grab it all, then save at the typewriter.
Exit the room and move to the hallway that leads to the right. Follow it to a T-intersection and go left. Go through the door marked R03-06. Move forward, avoiding zombies. As the path branches to the left, follow it and exit through the door marked R03-12. Watch out for the fast-moving monsters (named Glimmers) in the next hallway. Use the shotgun's spread to take them down, and proceed around the corner to the right to get to a lift. Get on it and go down.
In the area below, there are more Glimmers, so move quickly forward, then go left and through the R04-05 door. The next hallway is engulfed in flames at the far end. Find the left path ahead (watch out for the flaming zombie) and grab the green herb in the corner near the door. Then proceed through door R04-11.
The next corridor is also aflame. Dodge the zombies as you move down the right path, following it back to a lift. Go down again. In the room below, snag the magnum rounds and elevator keycard. Go back up on the lift. Once above, head back down the path to the right and go through door R04-25.
In the next area, curl around the corner to the right, then take a left at the T-intersection, all the while avoiding the jumping Glimmers. Get on the lift at the end of this hall and ride it down. Downstairs, head through door R05-13. Dodge the zombie flambe in the next hallway, cutting down the left path and through door R05-19. In the next hall, turn right at the intersection and follow the path to the yellowish door. In the next room, grab thehandgun rounds if you can carry them (there are three boxes total), then move to the elevator door and use your keycard on it. Watch the cut scene, then prepare for your battle against tubby bitch.

Boss: PlutoThis corpulent monstrosity is quite a conundrum, as he's fat, but also fast. You can't hope to outrun him, yet reason states you really want to stand in and fight against such a huge mamma-jamma. But that's what you have to do. If he gets into a groove, he'll pound you with both hands, then pound you again as he kneels. If you're extra-unlucky, he'll pick you up and snap your neck. But don't let him get into a groove.
If ever head shots were important, it's in this fight. Start by unloading seven shots into his cranium from your magnum. If you have more ammo, great. Otherwise, switch to the grenade launcher and keep working. Don't worry if the guy gets right up against you... just keep pumping grenades at his noggin. Eventually, the stitching on his gourd will come loose and his brain will bobble out.
Continue shooting with your most powerful weapon, targeting his head. It sounds stupid, but it works. Just go toe-to-toe with the giant and fill him full of everything you have. Soon, the fight will conclude, you'll get to watch another cut scene, and Fongling will arrive on the scene once again. Life is grand.
Walkthrough: Benthic Laboratory
Cruise Ship 1Cruise Ship 2Groundwater Ways
Freight PassageBenthic LaboratoryMissile Facility
Benthic Laboratory: FonglingIn the hallway outside the elevator, head through the corrugated door just up the path to the right. It's a save room. You know the drill. Grab handgun rounds and use the typewriter. When you exit the room, move down the hallway as it winds past another elevator door. Just past it is a waste chute. Squeeze in there, and you'll emerge near a hamper below.
Move right down the path and go through the door to the left at the end of the corridor. Check out the control panel and restore power to the building. When you do so, a zombie will spring up. He's a fast one, too. Waste him quickly and exit the room. Turn right and head down the path to the elevator. Press the button to go up, then exit the lift and move forward to the next door and through. Another cut scene will play, and you'll take over Brucey-Boy.

Benthic Laboratory: Bruce As you round the corner, a Hunter awaits. Great. You can run past it, though. Head forward and cut left at the end of the corridor, then grab the green herb in the corner and go through the corrugated gray door. Inside the storage room, waste the zombies and grab theArchitect's Memo, as well as the map. You'll also find plenty of handgun rounds and a pod bay keycardhere.
The Hunter is still lurking when you get back outside. Avoid it and move around the corner and up the path to find a set of gray double doors. This is an elevator. Use it to go to 3F. When you exit the lift, move through the left passage, avoiding the zombies in your path. Use the keycard on the valve door to get into the Pod Landing Place.
Inside the PLP, you'll find two green herbs (thank God) and the digital recorder. Once you have them, leave the room and go back to the elevator. Now go to 2F. Take a left and move around this circular hallway until you reach a branching path to the left. Go down the short path and through door 2D-01. Check out the computer to the right of the door, and you'll find a new mail from Morpheus. Record the voice mail with your new gadget, then get out of there before the zombies have a chance to attack.
Leave and go to the room directly across the hall: 2D-02. Take the shotgun shells and Research Report #220120 file. Go back to the elevator (run past the Hunter in the hall) and take it down to 1F. Remember, if you left a Hunter down here, it will still be here. As soon as you hit ground, head right to the door with the glowing panel. Access the panel and play Morpheus' voice to get inside the room. You're in the Clean Room.
Finally! Grab the Assault Rifle (if playing on Normal... Easy players will have had this for awhile) from the locker, and head to the other door in the room (a zombie will fall from the wall, but ignore it). In the next hall, move forward and go through the left door. A flayed zombie will drop from the ceiling. Knock it to the ground and get to the opposite door. You'll find yourself in a large, U-shaped hallway teeming with wasps. Don't waste your ammo on them. Just avoid as best you can, and get to the double doors on the left side of the corridor. Step through into the Analyze Room.

Boss: WaspThis boss attacks primarily by sending its procreated vermin at you. Don't bother trying to avoid them. Just stand in one place and pound the mother figure with everything you've got. If that includes Grenade Launcher, Assault Rifle and Shotgun, so be it. The fight won't last long if you've got heavy artillery. When the big bug falls, head through the south door and into the Laboratory.
Once inside, head into the fenced in area to get a charged particle rifle. As soon as you pick it up, zombies will bust out of the glassed-in area on the far side of the room. Waste them as they approach. Then head into the chamber they were in and grab the backyard key. Grab the Charged Particle Rifle User's Manualfile from the nearby desk, then exit back into the previous room.
In the boss room, go through the left door and make your way back through the clean room. Back in the hallway, kill the Hunter once and for all, then proceed to the padlocked door just past the elevator. Follow the ensuing path to another lift and take it up. Follow the glowing hallway forward to a silver door. In the circular room beyond, search the chair for a journal. Move the chair to expose a switch, then press it to open a panel and trigger a cut scene.When it concludes, ride the lift down.
Walkthrough: Missile Facility
Cruise Ship 1Cruise Ship 2Groundwater Ways
Freight PassageBenthic LaboratoryMissile Facility
The room below is the final save room before the big boss. Grab the grenade roundsshotgun rounds,assault rifle roundsgreen herb and medicinal spray, then all of the handgun rounds you can still carry. Then step through the gray door.

Boss: MorpheusThe first incarnation of Morpheus is quite difficult to deal with... much more so than anything you've faced to this point in the game. When the fight begins, the boss will instantly attack. Be prepared to move and put some space between the two of you. Morpheus has several attacks. If it leaps into the air and begins to spin, watch out, as Morpheus is about to torpedo toward you. If it gets up close, it will try to knock you down with its long, claw-like fingers. If it pauses at a distance, it's gathering up a shockwave attack. If you see this, get back. You do not want to be hit with it.
Almost all of Morpheus' attacks can be avoided with well-timed presses of the escape button. To take it down, shoot it with bursts of the Particle Cannon as it nears you. It will sometimes flit from side to side to dodge your bursts, so wait until it's gearing up to attack to knock it down. After several direct hits, the mutated hussy will drop. But it ain't over. It never is.
After the cut scene, you will have 5:00 to get out of Dodge. Head straight forward across the bridge and exit through the steel doors. Through the next door, you'll see a cut scene of the beast that Morpheus has now become. You'll go back through another door. In the next hall, head straight forward, then follow the path left. There are goodies stashed in these halls, but if you're doing okay on items, it's best just to keep truckin'. Follow Fongling's instructions. Move forward, then turn right at the next intersection. Dodge the zombies, then take a left when told to do so. Go left down the next hallway, then right at the T-intersection. Head through the double doors to another bridge.
Heal, then move forward on the bridge. As you come to the end, you find out that the shutter is locked. Of course, this is the time when Morpheus chooses to come at you again, in its new "mountain form." As its red head pokes out of the massive body target and shoot it. The assault rifle works well for the task, as does the magnum. Hold it at bay until Fongling opens the shutter, then scoot through.
In the next hallway, head forward, and turn right when instructed to. Dodge the zombies and keep following the instructions to get to another set of double doors. Head through to another bridge. Tromp across it and try to access the control room. It's locked, so turn and face Morpheus one last time. Use the magnum or assault rifle to get the job done. It's the same fight as the last time, so just target the head and pop. The creature will die, the world will be saved (kinda) and another chapter of Resident Evil will come to a close. Congratulations, gunslinger. Now watch the credits.

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