RESIDENT EVIL ZERO: IN-DEPTH WEAPONS FAQ ******************************************************************************* Resident Evil Zero For the North American Nintendo GameCube A FAQ by Dissident Evil. Written by: Dissident Evil (Robert A. Hines) Copyright 2002 by Robert A. Hines Version 0.5 E-mail: Raccoon.STARS@qx.net ******************************************************************************* +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ This FAQ is dedicated to my grandparents, without whom I wouldn't be the person I am today, thank you. This FAQ was written in Windows Notepad, with a 79 char- acter line spacing and manual breaks, it should be easily readable with nearly anything. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ =============================================================================== TABLE OF CONTENTS =============================================================================== 1. Introduction (Purpose of this Guide) 2. Frequently Asked Questions 3. Detailed Weapon Information 4. Weapon Usage Strategies 5. "Real Life" Weapon Information (based on research and assumption) 6. Standard Guide Information A. Contact Policy B. Version History C. Copyright Information D. Thanks & No-Thanks E. Conclusion =============================================================================== 1. Introduction (Purpose of this Guide) =============================================================================== First of all, hi. This is my first FAQ. I wrote it because I felt like it. I'm a big weapons fan, both in video games, movies, anime, and real life, and I have some real-life weapons experience, though not in combat. The purpose of this guide was mostly just as a starting point for my writing, and it may expand into a lot more than it is right now, or it may not, it all depends. I hope that anyone who reads it finds it at least entertaining, if not useful though, I hope it'll be at least mildly useful. I'll be listing the weapons of Resident Evil Zero (hereafter likely referred to as "RE0" and the in-game description text in 3, along with more detailed information such as item location(s), item slot usage, rate of fire, type of ammo etc. I originally had the regular game info and my detailed info split into another section but decided it might be best to lump it all into section 2, if you'd like it the other way, let me know, and I can always change it. Whichever is easiest for the readers. Section 2 will be for any questions I'm asked via email or any other way, and the best answer I can provide. The section will remain empty until I've actually RECEIVED a question. *grins* my contact info is above, and my policy is at the end of this guide. Section 4 outlines some strategies for the use of each weapon and drawbacks to them, as well as other things I've noticed. Section 5 is some real-life info about the weapons, and my best guess as to what the weapon actually is by brand-name, and some tech info about the weapon. The last section is standard guide stuff like my contact policy, please read it though, especially if you're going to email me. Other information about the game like strategy, background info etc. is beyond the scope of this document, and best sought elsewhere. I highly recommend the Official Guide from Bradygames by Dan "President Evil" Birlew, or I'm sure someone will post some great walkthroughs on Gamefaqs. =============================================================================== 2. Frequently Asked Questions =============================================================================== None yet. Send some my way if you have any. =============================================================================== 3. Detailed Weapon Information =============================================================================== Preface to this section: Mostly this is just straight from the game information and facts, along with my overall usefulness impression of the weapon and my take on the type of weapon it is (with a hefty dose of common sense applied). KNIFE Ammo Used: None (Except some elbow grease) Ammo Capacity: N/A Weapon Type: Close range melee weapon Action Type: Muscle-driven. In-Game Description: "A knife designed for self-defense." Item Slot Usage: 1 Location: Billy begins the game with it. There is also one to be found on the Train in the second car, second floor, first class section, in cabin "102". Usefulness: Not so much. If you run out of ammo, God help you. You could always use it to slit your own throat I guess. Drop it somewhere unless you're feeling brave. HANDGUN (Type 1) Ammo Used: 9X19 9mm parabellum rounds Ammo Capacity: 15 Weapon Type: Close to mid-range light handgun Action Type: Semi-Automatic. In-Game Description: "The standard equipment for S.T.A.R.S. officers. It uses 9mm parabellum rounds." Item Slot Usage: 1 Location: Rebecca begins the game with it. Usefulness: It's fairly useful, and has a chance of decapitating a zombie, this chance rises with each shot fired at the zombie, as best I can tell. Personally, I stopped using it once I got the partner system down and found more capable weaponry, but you may want to hang on to it, depending on your playing style as RE0 is very open in the way you can accomplish tasks (when compared to other RE games). HANDGUN (Type 2) Ammo Used: 9X19 9mm parabellum rounds Ammo Capacity: 15 Weapon Type: Close to mid-range light handgun. Action Type: Semi-Automatic. In-Game Description: "A standard army-issue handgun. It uses 9mm parabellum rounds." Item Slot Usage: 1 Location: Billy begins the game with it. Usefulness: Much like the HANDGUN (Type 1) above, but a little more useful as it seems to decapitate zombies and dogs more often than the former, I've tested this with BOTH characters and it remains consistent so it's the weapon, not the user. It's also louder than the S.T.A.R.S. handgun. HUNTING GUN Ammo Used: 12 gauge shotgun shells Ammo Capacity: 2 Weapon Type: Mid-range double-barreled shotgun. Action Type: Side-By Side Single-Barrel sequential. In-Game Description: "A shotgun used for hunting. There is a design carved on the barrel." Item Slot Usage: 2 Location: The second car of the train, second floor, first class section, in cabin "101" on the bed. Usefulness: It's darn handy when you come upon it, and has a powerful punch it's useful for a specific encounter very close to where it is (HINT HINT) and handy on the Train in general, but it only holds 2 rounds, so once a better alternative is located it tends to end up on the floor somewhere. MOLOTOV COCKTAIL Ammo Used: Empty Bottles & Gasoline (via Gas Tanks) Ammo Capacity: Probably infinite (if anyone knows anything else, let me know). Weapon Type: Close to Mid-range single thrown weapon. Action Type: Muscle-driven. In-Game Description: "A rather primitive weapon capable of dealing massive damage to certain types of enemies." Item Slot Usage: 1 (2 before they're combined to actually be useful.) Location: Various I may list the locations of bottles and gasoline in the FAQ later if I get requests, suffice it to say, they're around. The first time you'll find them is on the train, Empty Bottles are in the refrigerator in the kitchen and a Gas Tank is in the Cargo area of the last car on the train. Usefulness: They're cooler looking than they are useful, but they ARE useful against the Leech-Zombies and the Crawling Mantis-like bugs, save them for use against those foes. SHOTGUN Ammo Used: 12 gauge shotgun shells Ammo Capacity: 7 Weapon Type: Mid to long range shotgun. Action Type: Manual Pump, tube-fed. In-Game Description: "A conventional pump-action shotgun." Item Slot Usage: 2 Location: In the Training Facility on the first floor, east from the main hall in a storeroom. Usefulness: This will be the workhorse of your game, it is in mine at this point anyway. Its larger capacity and wider burst-radius make it a lot more useful than the Hunting Gun, it's a classic RE staple, and is moderately effective on nearly anything until you find better weapons. GRENADE LAUNCHER Ammo Used: 20 mm explosive shells of varying types (Grenade, Napalm, Acid) Ammo Capacity: 255 of any ONE type of shell at one time. Weapon Type: Mid-range grenade launcher. Action Type: Semi-automatic, revolving cylinder. In-Game Description: "A large grenade launcher featuring a revolver-style chamber." If the weapon is loaded with something: "It is loaded with grenades." also appears. Item Slot Usage: 2 Location: In the Training Facility on the second floor, east side in some type of art studio. Usefulness: This is the big bang weapon you should rely on when you need a... well, a big bang, and don't have something more compact. It'll be your primary boss-fighting weapon through most of the game at least on the first trip. The various shells are good for various things, and that's covered in the strategy section. HANDGUN PARTS Ammo Used: None by themselves. Ammo Capacity: None by themselves. Weapon Type: Not a weapon by themselves. Action Type: N/A In-Game Description: "A set of various parts consisting of a scope and a scope mount. Equipping these on a handgun will greatly increase the gun's firing precision." Item Slot Usage: 1 Location: The second floor basement of the Training Facility in the B.O.W. Test Center's Control Room. Inside the Duralumin Case which is locked inside a locker. The Locker Key is on a table outside the room, guarded by spiders. You must use a combination to unlock the case, it's stupidly scratched into the corner of the case itself (Umbrella employees are as stupid as ever). Usefulness: Not overly so by themselves, but they are very pretty. *snickers* Combine them with one of the two Handguns (I recommend Billy's, as it's the only one I was using at the time) to create the CUSTOM HANDGUN (see below). CUSTOM HANDGUN Ammo Used: 9X19 parabellum rounds Ammo Capacity: 15 Weapon Type: close to mid-range scoped light handgun. Action Type: Semi-Automatic. In-Game Description: "A custom handgun that's been fitted with a scope for greater accuracy. These modifications should make it easier to hit a target's weak point." Item Slot Usage: 1 Location: Combine the Handgun Parts with either of the two Handguns to receive this weapon (for the location of the Handgun Parts, see above). Usefulness: Fairly damn useful, at least in my game, since at this point my partner was still using the handgun. This gun is more likely to score decapitations on zombies and dogs, and also is more apt to kill creatures more quickly in general. For example, I was facing a Leech Zombie, and Rebecca blew its head off with this gun (which does not kill them, but does make it hard for them to find you). MAGNUM info coming once I've gotten the weapon myself. SUB-MACHINEGUN info coming once I've gotten the weapon myself. ROCKET LAUNCHER info coming once I've gotten the weapon myself. MAGNUM REVOLVER info coming once I've gotten the weapon myself (though I've been told you cannot obtain this weapon on your first trip through the game, it's one of the classic "extra weapons" found in all RE games.) =============================================================================== 4. Weapon Usage Strategies =============================================================================== Preface to this section: These are my own ideas and strategies, if you have some to include, by all means, email me, and it'll be included. KNIFE: I really don't want to list anything for this, simply because I've never actually attempted to use it in combat, though the zombies in this game do seem weaker than in previous games (most notably the remake of RE) so I might give it a try. I am currently playing on easy, and I would guess it'd be even more useless on Normal or God forbid, Hard. HANDGUN (Either type): Most RE players know you should reload your weapon "manually" via the status screen, but if you're new, you might not. This is especially important with the handgun as you tend to blow through ammo and lose track of how many times you've fired (this happens in real life also, without practice). Don't try to use it against zombies close to you as they'll probably grab you before you drop them, unless you're extremely lucky. Billy's gun seems just a hair more effective than Rebecca's so if you're going to depend on one gun, make it this one. Use it for zombies unless they're right on you, and dogs unless there are many. Use it to conserve other weapon's ammo. I tend to keep Billy's gun and give it to whichever of the two characters who I'm not controlling along with all the ammo once I've obtained the shotgun, and let them aid me to conserve the larger weapon's ammo. This is a new wrinkle for the old-school RE player and it should be taken to heart. It's working for me so far. Hope for those random decapitations (on zombies and dogs). HUNTING GUN: This is a shotgun, a classic-style side-by-side (pity you can't fire both barrels at once, or it might be more useful than it is). It's very handy on the train, but you need to constantly load it on the status screen, it seems slower to load than the pump-action, and that coupled with a 2 round capacity is fairly dangerous. It also doesn't really burst so you won't get the cone- shaped fire pattern. It MAY be more powerful than the Pump, but really, with the drawbacks, why would that matter that much? Use it on the Train, and empty it out before you move into the Facility and leave it behind. MOLOTOV COCKTAIL: These look very cool. Chuck 'em at things and watch them burn. They aren't too hard to aim since the game's auto-aiming helps you keep them on target, but I wouldn't try to use them on something that moves fast. Also, don't seem overly useful on zombies, they just tend to burn, moan, and keep shambling toward you. They are great on Leech-Zombies and decent on the Crawling Mantis-like bugs. I give them to whoever's using the handgun as a backup for when we run into one of the aforementioned creatures. SHOTGUN: This is the gun you want to tote around once you get it. Most old-school RE players know to aim up just before zombies grab you, and take their heads off this is as effective as always (and more so that it was in the RE Remake). You should also remember the cone-shaped fire pattern, and use this to your advan- tage when facing groups of enemies. It does fire fairly slowly though and you need to allow time for the "pump" between shots, this is especially vital if you're trying to use it against a boss. GRENADE LAUNCHER: This is another RE staple weapon. It's the big boomer you're going to want when facing bosses, or blowing away groups of nasties. Grenades are best used when you're facing something not on the list for the other two ammo types, or when you're out of the others. Moderately effective all around. Napalm Grenades are best used on Leech-Zombies and regular Zombies. Acid Grenades are best used on Hunters and the Crawling Mantis bugs. Keep in mind grenades have an arc to them, and you want to be sure you're at least mid-range from a foe or you're likely going to miss. CUSTOM HANDGUN: Not really a need to include strategy for this weapon as it remains the same as either of the previous handguns (see above) I thought I would include it here though as a placeholder. It does tend to take less ammunition to waste things than before, of course. It also seems to fire just a little bit more quickly than the handgun does alone. MAGNUM info coming once I've gotten the weapon myself and used it for a while. SUB-MACHINEGUN info coming once I've gotten the weapon myself and used it for a while. ROCKET LAUNCHER info coming once I've gotten the weapon myself and used it for a while. MAGNUM REVOLVER info coming once I've gotten the weapon myself and used it for a while. =============================================================================== 5. "Real Life" Weapon Information (based on research and assumption) =============================================================================== Preface to this section: In the original Resident Evil, Resident Evil 2, & to some extent Resident Evil 3, and Code Veronica, real weapons were called by name as opposed to a generic name like "S.T.A.R.S. Custom Handgun" I'm not sure why this changed with the release of Resident Evil for the GameCube and Resident Evil Zero, but I for one don't like it. It's clear in the Remake that the weapons are still the same as their PSX counterparts, but they just aren't called by name (with the exception of the "Silver Serpent" which you can read on the .357 Magnum Revolver in the Remake's Status Screen (to my knowledge, there's no such weapon, and the gun is still the Colt Python, as it always was, though the new name is cool). It becomes much harder to identify weapons that we haven't seen before or that I don't personally recognize, I will attempt to match them to the best of my ability. If someone has a better idea, email me and let me know what weapon you believe it to be and why, and I'll add it to the FAQ. Anyway, Here we go. KNIFE: Initial Impressions: Well, This looks like a standard-grade straight-bladed aluminum survival knife to me. I'm not really a knife guy, and other than that I don't know what to say, it's a knife. If anyone knows anything else, let me know. HANDGUN (Type 1): Initial Impressions: This is clearly the standard Resident Evil Beretta Model 92FS 9mm semi-automatic handgun. Some Basic Info: In civilian usage magazine capacity is limited to 10 as opposed to the 15 seen in Resident Evil games (which is police/military issue) due to a section of the Brady Gun Bill signed into law by Bill Clinton in 1994 (which is due to sunset if not re-signed in 2004). the actual capacity of the loaded weapon would be 11 or 16 respectively with one round in the chamber. Action is Single/Double (Double for the first uncocked shot, and single for the remaining shots). The model used in RE0 is supposedly customized for S.T.A.R.S. clearly with an engraved emblem at least, and possibly some fine-tuning and changing of trigger pressures. Stats: Total Length: 217mm (approx. 8.54 in.) Barrel Length: 125mm (approx. 4.92 in.) Total Thickness: 38mm (approx. 1.50 in.) Total Height: 137mm (approx. 5.39 in.) Sight Radius: 155mm (approx. 6.10 in.) Weight Unloaded: 975gr (approx. 2.15 lbs.) [The above "Stats" info taken from: Beretta USA (http://www.berettausa.com/) and all rights are held by them.] History: The Beretta M92FS has been all over movies for years, Lethal Weapon among many. It won the U.S. Army's M9 pistol trials and replaced the model 1911 .45 as the sidearm of US troops in January of 1985. It has an open-top slide which helps to reduce jamming there was also a M92F which didn't have a slide- stop safety and caused many a slide to fly off and smack unsuspecting shooters in the mouth when used with high pressure ammunition. Personal Experiences: The first pistol I owned was a 1986 Beretta M92F that had been carried by the Maryland State Police for years and seen a lot of range practice. I got it because of Lethal Weapon and Resident Evil. I never shot well with it, but I was quite inexperienced and the gun wasn't exactly new. I found it difficult for my hands to hold (too thick) but it isn't as hard to control as some other 9mm pistols. It works well enough for the Army and many law enforcement agencies I suppose. I don't own one currently however. Wrap-Up: S.T.A.R.S. really should've chosen a better pistol to outfit its officers with, it's worth noting that no special forces organization I know of uses M9s, they use things like the SIG-Sauer P-226, and H&K USP and SOCOM pistols, among others. No wonder Bravo was wiped out. HANDGUN (Type 2) Initial Impressions: This looks like a Model 1911 handgun (which is a .45 ACP weapon) but it's a 9mm. Clearly it's just a 1911-style handgun chambered for 9mm. It's possible it's actually made by Springfield, Colt, Smith & Wesson, Para Ordinance, or any number of other companies that make these guns. I'd guess one of the first two since the trigger is the "tuned" metal type with holes in it, and it has finger-grooved grips. It may actually be a 1911 with the barrel, springs, and magazines changed out to allow for 9mm. I can't provide any specific stats unless I can narrow the model down, in a future revision I might include the stats for the 1911 .45 for reference. Likely the game's creators simply wanted a 1911 gun in the game, but changed the ammo so it'd be easier for the two characters to share the same items. Billy may have customized this gun to near "race gun" abilities, which might explain why it seems to decapitate more often than the S.T.A.R.S. weapon. Personal Experiences: Other than having shot a Smith & Wesson model 1911 .45 I don't have any experience with 1911 style guns. I like the way they look but I don't like the way they feel. If a lot of money is put into one, it can be made to be amazing and even feel fairly good, but I tend to just buy a better basic platform like a SIG-Sauer weapon myself. (Can you see a pattern here?) Oh, without a good beavertail (which from the graphic, it looks like Billy's weapon has) the hammer tends to "bite" into the web between your thumb and finger and really hurt which is not pleasant. Wrap-Up: Seems a good deal more useful than the S.T.A.R.S. gun in general both in-game and in real life, but is more prone to jamming up than a Beretta is. It's worth noting that actually the Army issues Beretta 9mm weapons, the same as Rebecca has. In actuality, Billy would more than likely have the same gun unless special provisions were made for him. Again, the creators wanted to do something cool, which I think is a nice change. HUNTING GUN: Initial Impressions: Well, it's a side-by-side double-barreled shotgun of indeterminate origin. The fact that the game makes a deal of saying it's finely engraved leads me to believe it might be a Beretta Silverhawk 470 or 471. But it could be nearly any brand of shotgun out there. Probably about 26-28 inches long. Stats (of the Beretta Silverhawk 471 in 12 gauge): Chamber: 76mm (approx. 3 in.) Rib: H Choke: OC/Fixed Barrel Length: 61cm, 66cm or 71cm (approx. 24, 26, or 28 in.) Weight: 2,950Kg (approx. 4.4 lbs) [The above "Stats" info taken from: Beretta USA (http://www.berettausa.com/) and all rights are held by them.] History: Well, I won't list specific Beretta history for their shotgun as it's likely just a gun that's close. However, these type of shotguns have be used for well over 500 years, and are pretty darn common. Personal Experiences: Absolutely none. I've never fired a shotgun, I'm working on it though. Wrap-Up: The gun was designed for just what its in-game title says: hunting like hunting fowl, and small game and things. Not really that useful against Umbrella's nasty Bioweapons, but hey, it beats the hell out of a handgun. MOLOTOV COCKTAIL: Initial Impressions: Well, it's a bottle...with gas in it...and a rag...it breaks, and goes *FWOOSH* There's not really a lot to say here. The bottles depicted on the graphic look to be wine bottles or alcohol bottles of some sort. My only problem is, how do they light the things, sure Billy has a lighter, but he's using Molotov's long before he has fluid for that lighter, oh well. Basic Info: A Molotov cocktail is a crude incendiary weapon which consists of a glass bottle filled with flammable liquid, usually petrol, and a rag stuffed in the mouth of the bottle. The weapon is used by lighting the rag and throwing the bottle at the target. The bottle shatters on impact, spilling the burning liquid over the target. Sometimes, if available, self-inflammatory materials (such as white phosphorus), could also be used to guarantee the bottle's explosion as it hits the target surface. Molotov cocktails are easy to make and are the standard weaponry of guerrilla warfare and violent rioters. History: The name "Molotov cocktail" is derived from Vyacheslav Molotov, who was the Foreign Minister and Secretary of War of the Soviet Union during World War II. The soldiers of the Finnish army successfully used Molotov cocktails against Red Army tanks in the two conflicts between Finland and the Soviet Union and coined the term. Molotov cocktails were even mass-produced by the Finnish military, bundled with matches to light them. [The above "Basic Info" and "History" entries taken from: Wikipedia, the free encyclopedia. (http://www.wikipedia.org/)] Personal Experiences: None. I really should pour some gasoline into a bottle sometime, soak a rag, light that sucker up and toss it at something (in a safe environment, of course). Wrap-Up: These are nicely improvised weapons that've been in use for a good long time, they do a decent job on things that don't like fire. I can't really say much about how they're used to effectiveness in real life, other than what the history above tells us. But in game terms they're fairly handy, especially if you don't have, or don't want to waste your Napalm rounds. GRENADE LAUNCHER: Initial Impressions: It whips a good deal of ass. My initial thoughts were that it was an RH-ALAN RGB6 but I waffled back and forth between that, and a Manville Riot Gun and finally settled that it was indeed an RGB6. Though it doesn't fully fit the RGB6 specs (the real life RGB6 uses 40mm grenades, not the 20mm ones that the one in RE0 uses) This weapon is also seen in Metal Gear Solid 2: Sons of Liberty for the PS2. Basic Info: This Croatian weapon (which was introduced in 1996) has been copied from the South African Armscor-6 grenade launcher, it is manufactured to the same standards as its South African cousin. However despite previous standards, Croatia managed to acquire a contract to produce the weapon under license from South Africa. This in turn allowed them to have advisors from the factories to give them assistance in setting up their production facilities. As such, by 2000 these weapons were common in the Croatian military structure. [The above "Basic Info" taken from: (http://www.wapahani.com/addengl2.html)] Personal Experiences: None here, probably won't have a chance either, but if I do, I'll update the FAQ. Wrap-Up: I would imagine this thing would make a nasty mess when fired at something, which is what it tends to do in the game. Not really a lot more to say except "suh-wheet!" CUSTOM HANDGUN Initial Impressions: It's not really any different than the Handgun itself it simply has a scope mounted on it. It's more powerful, of course, due to being able to more accurately hit vital spots. Basic Info: From what I can tell, it's just a standard wide-relief style scope (not a LAM (Laser Aiming Module) or any sort of hollow-sight (a scope that projects an invisible laser beam onto its target, which is only visible once it returns to the sight, appearing as a red dot inside the scope, but it can't be seen by the target itself because it's invisible, as opposed to a LAM which can be seen by its target). It could be a hollow-sight, of course we can't tell because we never see through the scope as Rebecca or Billy. It's more than likely just a scope with a crosshair inside, because if not, it would require a battery to power it. scopes on handguns with slides aren't all that practical in general though, due to the force caused by the cycling of the slide, and sometimes they jar out of alignment or crack if they aren't made and/or mounted properly, hence why you use scope rings to mount them. Also, it's worth noting that unless the weapon already had holes drilled into it for a scope, some minor machining would be required to screw the scope rings into place, which is, of course ignored for the purposes of the game. History: Not a lot to say here, scopes have been around nearly since rifles came into use, if not then not long after, though the practice of mounting a scope on a handgun is fairly new in general, and most people prefer to use LAMs as their aiming-aide for pistols (though I find them fairly useless my- self, but to each his/her own, I suppose). Personal Experiences: Not a lot, but some. I've fired a Ruger Mark II .22 caliber target pistol with a 6" bull-barrel and a hollow-sight scope mounted on it, and also a .44 Magnum Smith & Wesson Model 629 (the "Dirty Harry gun") with a regular crosshair scope mounted on it. Scopes are pretty cool and useful, but they take time to adjust to and learn, which might explain why Rebecca seems incapable of using it correctly in my game *grins*. Wrap-Up: It extends the useful life of the Handgun in game terms, allowing it to serve at least some purpose against the larger creatures and some of the bosses, but it's only a partial mitigation, since by the time you get it, you're facing some fairly nasty stuff, but there's plenty of handgun ammo to go around. In real life, usually scopes are added to guns for competitions and for hunting, most people would never add a scope to a gun they intended to use for self-defense, unless it was a rifle. Still, in a world of survival horror, it has its uses. MAGNUM info coming once I've gotten the weapon and identified it. SUB-MACHINEGUN info coming once I've gotten the weapon and identified it. ROCKET LAUNCHER info coming once I've gotten the weapon and identified it. MAGNUM REVOLVER info coming once I've gotten the weapon and identified it. =============================================================================== 6. Standard Guide Information =============================================================================== A. Contact Policy ----------------- EMAIL: I take email at my address Raccoon.STARS@qx.net. Please put "Resident Evil Zero Weapons FAQ" in the subject line, or I probably won't see it. Also, I can handle CONSTRUCTIVE criticism, and if something's wrong in the FAQ let me know and I will fix it, and credit you. Please be polite. Please don't email me regarding how to do something in the game (i.e. "How do I beat the centipede?") because that's not what this FAQ is for. If it's a question about a weapon, how best to use it, where to find it, or something to that degree, ask, and I'll help if I know the answer and it isn't already here. I'll add your question and my reply to the Frequently Asked Questions section. If you flame me, I'll ignore you. AIM: Sometimes I might take a question over AIM, if I'm not busy doing something if I am, I'll let you know. Please ask me if I'm busy. I can be AIMed at the name: KravMagaStudent. I might even help you with some strategy if I'm in the mood but if this gets excessive and ridiculous, I'll stop responding over AIM. B. Version History ------------------ NOVEMBER 17, 2002 Version 0.5.2 (partial) I corrected some formatting and spelling errors, and added The Source of Evil to the allowed web sites list. I also corrected a previous note by me that the Custom Handgun didn't fire any faster than the Handgun. This is incorrect, it actually DOES fire slightly faster, as I timed it. It also has to do with if you're holding the button down, or pressing repeatedly (it fires more quickly if you press repeatedly than it does if you hold it down). NOVEMBER 16, 2002 Version 0.5.1 (partial) I added info for the Handgun Parts and Custom Handgun. I moved the Handgun Parts and Custom Handgun before the Magnum to reflect when I received them. I also corrected a few minor spelling mistakes. NOVEMBER 15, 2002 Version 0.5 (partial) I started this FAQ and filled out everything up to the Grenade Launcher. C. Copyright Information ------------------------ Resident Evil and related indicia are copyright Capcom. I do not own the rights for the game(s), however the intellectual content of this FAQ is mine. This may not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web sites than those listen herein, or as a part of any public display is strictly prohibited, and a violation of copyright. Credit is given and held by those other entities where so noted and due. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. This FAQ may only appear on the following websites: www.gamefaqs.com www.new-blood.com www.residentevilfan.com www.ign.com www.gamespot.com www.planetgamecube.com The Source of Evil-Coming Soon (December, 2002) The latest version will always be posted on www.gamefaqs.com. D. Thanks & No-Thanks --------------------- Thanks to: -Capcom and Shinji Mikami for bringing Resident Evil (Biohazard) to us. -Nintendo for the GameCube -My boss for paying me so I could buy the game in the first place. -Jeff "CJayC" Veasey for creating GameFAQs (and hopefully posting my FAQ) :-) -CVX Freak for general formatting ideas and for writing some great RE FAQS. -Roddy of Residentevilfan.com for posting my FAQ on his kickass site. -Dan Russel of the upcoming The Source of Evil website for requesting my FAQ for his site. -Everyone who reads this and especially if you enjoyed it or learned something. E. Conclusion ------------- Well, you're at the end of my first FAQ. I enjoyed writing it, though the first version was all done in the space of seven hours on a Thursday evening so if you spot problems with it, misspellings, grammatical nastiness and the like, let me know. If you enjoyed it, let me know. If you didn't, let me know (nicely). If something of yours is added you'll get a credit notice after it, as well as being added to the "Thanks" section. I'm a busy college student, nearing the end of an associate's degree in Computer Information Systems Networking at Lexington Community College here in Kentucky, and I also work part-time for my University as a Networking Lab Administrator, so if I don't get back to you or the FAQ isn't immediately updated, that's part of why. Also, I watch movies, anime, go shooting, and play games of course on my off time, but I will reply to each and every polite request. Thanks for reading my FAQ. I hope to write more in the future! "Dissident Evil" (Robert A. Hines) Raccoon.STARS@qx.net Sunday, November 17, 2002 09:37 PM EST FIN EOF