Resident Evil Zero Puzzle Walkthrough - Guide for Resident Evil Zero
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(c) 2004 Ninja Walkthroughs Co. None other then me and cheatcodes.com is allowed to use any of the info in this walkthrough. So Don't!!!!!!!!!! Resident Evil Zero Puzzles Table Of Contence: 1 Train A. Turn on power for the electric door. B. Free trapped Partner C. Getting Hookshot D. What To Do With Hookshot E. Briefcase F. Put On The Breaks 2 Training Facility A. Find Crank For Lift B. Fire Key C. Lighter Fluid D. Lighter Door E. Clock Doors F. Microfilm G. MO Disk H. Unlock Sword Doors I. Chessboard J. Balance K. Basement Power Supply L. Save Rebecca M. Circle Fountain Flames N. Open Aluminum Case O. Water Key P. Get Battery For Outside Lift (Piano Room) Q. Unity, Discipline, and Obedience Tablets 3. Church And Lab A. Get Into Church B. Stripping Agent C. Blue Leech Charm D. Green Leech Charm E. Neutralize Gas F. Combination Door G. Give Cable Car Power 4. Treatment Plant A. Power Grid B. Motherboard (Gondala) C. Door Handle D. Battery Fluid 5. Other Updates 3/17/04 All the way through 2I. 3/18/04 The rest of the walkthrough 1.*The Train* A. Turn On Power For Electric Door After you defeat the leech monster up stairs go to the back of the room. There will be a ladder to climb up. Go across the top of the train till you see the little box and a hole in the roof. Simply go to the box and press A on it and it will ask to reconnect. Say Yes. B. Free Trapped Partner Check the room your partner gets stuck in and you should find a key. Have your other character go through the electric door. Take an almost immediate 180 to the right of the character. There will be a hall with a device to send item to the room where your partner is trapped. Have the trapped partner sent the key through the similar device in that room. When it comes through have the untrapped partner grab it. Take the key to the opposite side of the train. Unlock the conductors room with it. It is a good idea to collect the stuff in the room. Lower the ladder by hitting the switch. Climb the ladder and run through the room to the door on the opposite side. Once your go through that door right to the left is an ice pick. Explore the other room (grab the shotgun because there is a boss ahead). Take the ice pick to the room you came through and kill the monster. Grab the tool by the ladder too because you will need it later. Go all the way back to the sending device and send it throgh to your partner. Use it to unlock the door and there you go. C. Getting Hookshot To get the hookshot go to the back of the train nad use the tool you got in the last puzzle to go through the crawl space. Continue to the back till you get on the back balcony. Use one partner to pull the lever and the other to grab the hookshot. D. What to do with the hookshot Take the hookshot to the room where you first saw zombies and next to the door there should be an open window thing. Just use it there. E. Briefcase The case uses two keys. They are metal rings. The silver one is on the first floor.(I can't remember where but I know it is easy to find) The other is where you end up in after you use the hookshot. It is in the jewlry box. F. Put on the breaks When you get to the front of the train one will have to stay behind while the other goes to the back. Choose, then grab the key before you set off. Go the the very back where you get the hookshot and use the key card to start the breaks. Then it will tell you to enter a code that will have to equal a number. If it is: 36 use 3333333339 81 use 8888888889 67 use 7777777774 Then it will go to the other character. But this time you have to do it without seeing the number your numbers currently equal. Once you do that your done. 2.*The Facility* A. Find The Crank The Crank is on the second floor in the room on the left side. B. Find the fire key In the big room on the third floor have billy turn the crank and have Rebecca go down in the pool and grab the key. C. Lighter Fluid In the door unlocked by the fire key on the first floor you will find lighter fluid. Combine it with Billy's lighter to get the full lighter. D. Lighter Door Use the full lighter to light the candle next to the door in the room you used the crank and lift. The door will be unlocked. E. Unlock the Clock Doors In the other room locked by the fire key. Turn on the lights and on top of the moose head you will find an iron needle. Take the needle to the room Rebecca took the lift to and use it on the clock. Then set the clock to 8:15. The doors should then unlock. F. Microfilm In the room on the first floor that the clock unlocked you should see a projector. Put both microfilms in the projector and an image resembling the conferance room. G. MO Disk After you insert the microfilms as a result a disk will come out. Take the disk to the confrence room. Insert it into the computer and it will say to enter a code it means to refer to the microfilms and press the buttons in the corresponding seats. H. Sword Doors Insert the MO Disk into the computer and it will say to enter a code it means to refer to the microfilms and press the buttons in the corresponding seats. Then the doors should unlock. I. The Chessboard All you have to do here is make the big board, look like the board on the desk. The only one you need to move is the one out of place. If you move any others you will be gases almost to death so be smart. The little board will move and reveal the evil book. J. The Good-Evil Balance On the first floor in one of the rooms on the right hand side (Im not sure which one) you should have found the good statue. Upstairs in the room you unlocked by lighting the candle you had to push a bookcase to the side to find the good book. Open it and combine the wings inside with the statue. Then take the bad statue and go to the chessboard room after you complete that puzzle open the evil book to get the evil wing. Combine that with the evil statue. then take them to the balance and put them on. It should balance out. K. Basement Power Supply When you get to the torture room by climing through the air vent there will be a box with a red light on it go up to it and press A. It will have you flip four switches up or down to make it equal 70. I flipped the first two up, teh third down and the last two up. L. Save Rebecca After you get teh generator working Rebecca will fall. Billy will have to go find her and save her. Be carful because even though it doesn't show a time limit there is one. Billy must first exit the basement back to the main hall. Then go to the door on the right of the main hall. In this room go to the door that is not the fire door. Turn left immediatly and go down those stairs and to the end of that hall to another to the basement agian. When you come across the fountain go passed it and to the door on the right. This room should be indicated on the map if my directions aren't clear. Go to the hole and Billy will save her. M. Circle fountain Flames All the ask is to light the flames in the order of weakest to strongest. If your confused light them in this order: deer, wolf, horse, tiger, snake, eagle. The door should unlock and open. N. Open The Alluminum Case Its accually very simple, just examine the case and you will see the number 385. When examining it you should see three little circle like objects, press A on them and just enter the numbers. O. Water Key When you get to the room where you cant move because the gates are down have one character stay there and the other go down the hall and up the stairs to the control room. Have the partner press the buttons Left, Center, then Left again. Between each one move the other characteras far as possible. Eventually they should come to a button. Press it and the mini gates will open and release the hunters. Kill them and pick up the key. P. Get The Battery (Piano) When you come across the piano room have Billy play the piano. The door will slide open. Have Billy stay and Rebecca go get the battery. The door will close again. Just have Billy play again to open it. Q. The Tablets The Unity tablet is in the first room through the gate locked by the fountain. It should be in the fireplace. The Discipline tablet is on the pillar outside. Use the battery to turn on the lift. The lift will come down and yu need to push the box off it. Move the box next to the pillar to get enough of a boost to grab th tablet. The Obedience tablet is in the room furthest passed the water door. But first you need to get the vise handle in the first room after the water door. Use the vise handle on the vise to open it and hte tablet will fall out. Take the tablets to the room on the third floor in the sworded door. Use them on the big telescope looking thing to unlock the door and lower the tower. 3. The Church and Lab A. Getting into the Church To get into the church have one character go to the little building on the right of the church. You should see some shotgun ammo with a square next to it on the ground. Stand on it to unlock the church as the other goes in. B. Stripping Agent As you walk around you should see some green and red tanks. Don't think they are just in the background becaude you need to get the chemicals from them with Rebecca. Im not sure about where the tanks are but you should find them alright i think. The chemicals combine to make the stripping agent. C. Blue Leech Charm When you find the capsule some where upstairs in a machine have Rebecca combine it with the stripping agent. Then use it to open the door down stair. D. Green Leech Charm You should find this in the room unlocked by the other charm. Use this one upstairs on the green door. E. Neutralize Gas In the green leech charm room you should find sterilizing Agent. Take that to the gas chamber and put it in the machine. this shold clear the gas and unlock the door. There should be a breeding room key in there. F. Combination Door In the breeding room you should find a dial for a combination door. Obviously take it to hte combination door. And the comb has to do with the number of leechesit says in a file. Some math is involved to get the answer so I will just tell you it is 4863. G. Give the Cable Car power You need both coils to do this. In the cable car room you should be able to use the hookshot to get to the second floor room. Just place both coils in the machine in there. The input is located in the room locked by the blue leech charm. The output is located under the movable ladder you hit the switch to move get Billy down. In the Cable Car room. Then when you go to get in the car you fight a boss and the output comes out. Just go fix it and your off. 4. Treatment Plant A. The Power Grid This was a very frustrating puzzle and very hard to complete. But I'm a nice guy and will just tell you which ones to press. First press the one under the very top left one. Second press the one up and to the left or the bottom right one. Last press the one directly above the bottom left one. B. Motherboard To activate the gondala you need to find the motherboard. In the room of the gondala take the lift down. Then in that room press the button to lower the ladder. Go on up and the motherboard is in there. Go back and put in the control pannel of the gondala. C. Door Handle Wheel First push the metal box to the bottom of the screen. Then rotate the gate. Push the top box next to the one on the opposite side. Push the other wooden box right behind the first one. Then push the metal box to the far wall. Rotate the gate closed. Push the second box to the bottom of the screen then in place. Get Billy out of there then fill the tank. Now cross the boxes to get the handle. D. Battery Fluid Mix the blue, red, and green chemicals to get the battery fluid. Mix the fluid with the emty battery to get the hi-power battery. Use the battery on the forklift to get the Key. 5. Other If you have any questions or any other puzzles that I have not covered E-mail me at WalkthroughNinja@hotmail.com I hope i have covered all I can for you. Now that you beat it go out get Drunk and have fun! This was a walkthrough by: The WalkthroughNinja Davey D. Peace.