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Jet Juice
about 3 years agoHello again! I was just replaying Village when I noticed an interesting detail about the Soldat Panzers.
After picking up Heisenberg's key, two Panzers will spawn on the way back to the elevator, with one inhabiting the Materials Room and the other inhabiting the B4 passage. However, on my last playhtrough, I noticed that if you instead go through the B3 Maintenance Passage (the one with the second Sturm encounter), a third Panzer will approach you from the doorway leading to the B3 elevator walkway.
The B4 Passage and B3 Maintenance Passage encounters are mutually exclusive, too. Causing either to spawn will prevent the other from doing so as well, meaning you'll only encounter two in any playthrough.T-dog
about 3 years agoHi how come ye don't have characters for resident evil 6? And can ye add operation raccoon city
RE1-96-Guest
about 3 years agoI just noticed that there are guides for Resident Evil (1996) now. I have a suggestion for a guide: saving Barry.
When you meet Barry in the underground area as Jill, he asks if you want him to go first and whether you go together, etc. It's not very clear or obvious what the correct choices are for people that may wish to save Barry. Maybe there could be a guide for selecting the right options?
I just thought this might be a good idea to suggest. :)Echoes
about 3 years agoBuilt like a website from the 2000s, straight to the point. My favorite thing about RE games has always been the planning. Thanks for making it easy to find all the info I need!
Alex (Webmaster)
about 3 years agoThanks everyone for the amazing feedback I've received recently. I've also had several messages alerting me to a few inconsistencies in the data, which I am so happy to receive. It gives me that assurance that the data is getting more accurate.
@the resident of evil - Thank you! It is an honour to be compared against that site, given its wealth of information and how in-depth it is at covering Silent Hill. Much appreciated.the resident of evil
about 3 years agonice, a worthy competitor for silent hill memories
MythicalIdi0t
about 3 years agogreat site, love the ease of use and the sheer amount of info. keep it up
UkuleleAversion
about 3 years agoLove this website. Easy to navigate and brimming with really useful information on all the Resident Evil games. It's especially helpful to me since I've started attempting No Save/No Damage runs of the classic Resident Evil trilogy. Only problem I've had so far (over months of visiting the site) is some innacurate information on the Resident Evil 3: Nemesis maps which are 99% accurate anyway.
Zaxzis
about 3 years agoLove the accessibility of all the different categories and where each difficulties differences are. Only wish it covered bosses also in some titles
Cloudy
about 3 years agoAwesome site!
Alex (Webmaster)
about 3 years ago@inaba thanks! And thank you for finding this error, I have fixed this now to it details the correct key. Much appreciated :)
@JetJuice thank you so much, this has been really useful. I have gone through and updated the data to include these additions. I did find that there were three zombies in the broadcast room as appose to two, and you can trigger the factory spawns by examining the gondola even before you've repaired it (i.e. before using the motherboard). Thanks again, I love that the data is getting more and more accurate, and your findings will help so many people.inaba
about 3 years agoHi, love this website! Was playing through RE1 and noticed that on your maps for the original 1996 game, all the rooms that are unlocked with the Helmet Key (Courtyard Study, Trophy Room, Lesson Room) instead say that they need to be accessed with the Shield Key. It confused me a little bit so I just thought I would give a heads up!
JetJuice
about 3 years agoOkay, I finally found what specifically causes the zombies in the factory to spawn. It's simply interacting with the gondola. As long as the prompt "It's a small gondola, Rebecca could probably ride it" appears, the zombies will spawn. It's a rather minor observation, but hopefully this can save some time. Note that Rebecca doesn't actually need to ride it for the trigger to work.
This trigger also applies for the zombies in the Rec Room and the B6 Walkway in the treatment plant (it erroneously states that they spawn after the flood gates are activated, but again, the difference is really obscure).
That's about all I can find. I studied each area pretty thoroughly and replayed multiple saves, but I think that's the last of it.JetJuice
about 3 years agoOf course. Happy to help. Just to make things easier, I replayed multiple saves, and I noticed that:
- The triggers for the treatment plant encounters are caused specifically by the shaft keys being used (after beating Marcus in the incinerator)
- The triggers for the training facility enemies are caused by the cutscene where Billy is attacked at the end of the laboratory
- The triggers for the factory encounters have to do with the motherboard, gondola, or dam activation (couldn't tell at the time)
- There is a fourth lurker encounter in the dumping room where you reunite with Billy. I noticed it in some videos, but I managed to encounter it personally in my later play sessions.
I'm happy these findings got through. Hope this follow-up helps.Alex (Webmaster)
about 3 years ago@JetJuice - fantastic, thank you so much for the detailed findings! I'll be sure to check this out and update the site accordingly. Some of those encounters sound like spawns that occur after the penultimate final boss fight, which is very interesting. Guess it makes sense as, unlike most other RE's, you have to backtrack to get resources you've dropped rather than rely on the magic item box. Thanks again, this is great info :) and thank you for the nice comments about the site, I'm always thoroughly grateful this resource has managed to help someone.
@.Steve this is amazing to hear, thank you so much for the wonderful feedback, it's certainly very much appreciated. Haha yeah, the Cerberuses seem so light on their feet, "scampering" felt like the most apt term to describe their bounding behaviour :)