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CAPCOM presents Resident Evil


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Should You Buy It:

This game rules, no bones about it. It’s
already one of the best selling titles for the
PlayStation, and with good reason. Never
has a game combined excellent graphics
with heart-stopping action and a great
story in such a way as to create an almost
cinematic adventure. You really do feel like
you’re participating in a movie. It’s
amazing.

At the heart of Resident Evil lies its basic,
graphic-adventure premise. Zombies have
come alive, and you (as one of two
story-specific characters) must investigate
the freaky goings on. The graphics are
gorgeous, combining polygon-modeled
characters with prerendered backgrounds.
Camera angles are limited, but allow for a
greater degree of detail on the characters. You really do identify with the
protagonists, something lacking in many games.

The game moves along at a brisk pace, with enough action sequences to
balance out the relatively easy puzzles. Resident Evil is a masterpiece,
and one game no one should be without.


Codes for It:

Clock Tip
If you look at the pool table in the Bar
Room of the Guest House, you'll notice cue
balls reading 12, 6, 3, 9, a clock dial at the
end of the table, and 2 cue sticks. This
represents a clock; the numbers represents
the numbers of a clock, and the cue sticks
represents the hands of a clock, the shorter
hand being the hour hand and the longer
stick being the minute hand. For Jill's
storyline, it reads 3:45 and for Chris's
storyline, it reads 2:15. What this tip does is
that it makes it easier to open the door with
the numbered key-pad lock in the beehive
room. For Jill, enter 3, 4, 5 and the door
will unlock. For Chris, enter 2, 1, 5, and the
door will unlock.

Note: The numbers must not have been
played with previously for trick to work.
Submitted by Loungin345@aol.com

Defeating the Plant Boss
To save some time, as Jill, don't go into the
drug storehouse to make the V-Jolt.
Instead just go downstairs and drain out all
the water from the basement. Then, once
you're done fooling around downstairs,
head back upstairs and load flame rounds
into your bazooka (assuming you got it) and
go into the Plant Boss Room.

When you get there fire at him as usual. It
should take about four shots. When you're
finished and the plant has been reduce to a
pile of purple goo on the middle of the
floor, run over to the fireplace and get the
helmet key. Doing this should save about
fifteen minutes. You don't have to do this if
Barry comes in to save you though.

If this doesn't work, do the exact same
thing as above, but when you get back
upstairs load explosive rounds in your
bazooka and fire at will. It should also take
about four shots, When you do that the
plant should shrink itself and gather itself at
the top and bottom of the room. Now exit
the room, load flame rounds and go back
inside. It should only take four flame rounds
to kill it once and for all.
Submitted by TSPENC13@aol.com

New Clothes
If you complete the game and rescue
everyone then you will be awarded a secret
key. To do this:

1.You must get all the MO Disks
located in the rooms of the three
floors.
2.After you get all three Disks, go to
the room that is near the the stairs.
Once inside move all the way to the
end of the hallway. There should be
a computer terminal located on the
wall. When all the cards are inserted,
the door will open.
3.Go inside the door and follow the
path until you come to another door.
4.After this is done, go to the elevator
which will take you to the fourth
floor. Here is you will first encounter
the last level leader, Tyrant. (He's
relatively easy, just run around the
room and shoot him. The Magnum
and (Jill) bazooka works best.)
5.After he is dead, run back to the
room where you met either Chris or
Jill and free him/her.
6.Once he/she is freed run to the
elevator located next to the main
entrance. There should be a trunk
there, arm yourself with a lot of herbs
and spray. Leave one spot open
because you will need it for the
battery that you will receive along the
way.
7.After you get outside, take the signal
flare that is in a box next to the door,
and lite it.
8.The helicopter should appear. Once
the helicopter tries to land, the leader
Tyrant also shows up. He's much
harder now so make sure you have a
lot of bullets and herbs. After about
10 shots, the helicopter will drop a
rocket launcher. Quickly run and get
and use it on Tyrant.
9.Once he's dead, the game ends.
After the credits scroll by, a screen
should appear which says: "You have
received the special key." Use this
key on the 2nd floor of the mansion.
It should be the only room that is left
unexplored.
10.After you open the door and go into
the closet, move all the way to the
end of the rack of clothes. A
message should appear which says:
"There is an outfit that fits you
perfectly, do you want to put
it on?"

Click "Yes" and your characters'
clothing will change.


Submitted by Jonathan Quach
(quachj@watmail.ucr.edu)

Remove Emblems
To remove the emblems from the Doom
books, examine the books and turn them on
their side with the pages facing you. Press
X to open the books and retrieve their
emblems.

Rocket Launcher
For unlimited use of the Rocket Launcher
finish the game within three hours. After the
credits roll you'll see a rocket fly by. Wait
for the game to restart, then choose to play
on. You'll start the new game with a rocket
launcher!

V-Jolt
Enter the room with the number pad in the
dormitory. To create V-Jolt mix UMB No.
2 with water to create the No. 3 chemical.
Then mix UMB No. 2 with UMB No. 4 to
create Yellow-06. Then mix No. 3 with
UMB No. 4 to create No. 7. Next mix
Yellow-06 with No. 7 to get No. 13.
Finally make more No. 3 and then mix it to
No. 13 to make V-Jolt.

An easy way to remember is 1+2=3,
3+4=7, 4+2=6, 6+7=13, 13+3=16
(Water=1.)
Submitted by Eric Fernandez-Trujillo
(baby_spice_3@hotmail.com)

Doc.
unavailable at this time @ sorry . com


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