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Resident Evil/Biohazard

Oh, thank god you started it. I didn't want to be the one to fill out all the information for it! :) As far as the systems box in the intro goes... I think Cat: system is supposed to be the thing? Unless Stratwiki has changed since I last visited.

Also, if you don't have the information on "Rebirth" mode for the Nintendo DS version, I'll be happy to give you it. It's a bit minor, but...

Also, I noticed you sprinkle a ton of wikilinks through the whole thing. Not to say that's bad, but I'm used to having one per page of the same wikilink. =/ Oh, if you're going to use REmake... you might want to shorten it to REmake, and make sure the proper link is REmake|Resident Evil... I'll keep an eye on it and help you clean it up if you want. I'm not the best guide writer, which is why I haven't taken the initiative on doing this. :p --Sekoku 11:34, 24 June 2006 (PDT)

Hey, thanks for the corrections! Yeah, it took me awhile to get all the info, especially for the characters, but it's pretty much done. I plan on having a major cleanup tonight before I start to write Jill's guide. I wasn't sure if I should split it between Jill and Chris or just write one huge guide, so I decided to split it for organizational purposes and differences. I don't think I'll ever find the default keymaps for the PC version (please tell me you have them :D), but I'm sure someone has to have them out there. But yeah, it'd be appreciated if you find any errors in any area and fix 'em. If you can contribute to the walkthrough, that'd be awesome! It sounds like you have a lot of RE experience, so it will be helpful.
Sadly, I don't own the PC version. So, I don't have the PC controls. I'm sure I could find them somewhere. As for the walkthrough, the main thing about Resident Evil is that it's basically the same game for the two characters, minus two items slots of Jill's on Chris, and Chris' ability to take more damage than Jill can. Outside of that, I can only think of... one crest key needed that is in Chris' game only that Jill can simply "lockpick" through. I say a single guide with character deviations just be done, it would save you a lot of time and probably sanity.
If there is anything you need done, do let me know. I'll be more than happy to try to supply you with information/walkthrough/help/tips/whatever. Like I said, I'd do it myself, but I'm not the best guide writer. ;)
Adding: Okay, first off: Are you playing arrange mode in Directors Cut? Your way of going about the first part is really confusing me. ._.; Also, you don't need to pick up the wood crest at the get-go, considering you usually will start with going to get the herbicide chemical on the west side, go up to the second floor, push the statue off and get the blue jewel on your way back off the first floor (How it's in the clock other than arrange mode is beyond me.) Also, the pistol ammo on the body isn't really needed unless your feeling really paranoid. You can usually get those two clips to help you later on. Also, I wouldn't worry about the bar crest until you got the herbicide item and put it where it needs to be. You can get the emblem, and the blue jewel, take the jewel to the tiger room, get the crest there. Get the gold emblem, put that in where the wood was. Get the key and go to the west side with a far easier time of going about it than the way you're doing it.
In shorter words, I'd rethink your walkthrough a small bit. :)--Sekoku 20:05, 24 June 2006 (PDT)

Yeah, I've been thinking about merging the guides now, which is what I'm probably going to do. Yeah, I just remembered that the Blue Jewel is on the statue (I get Arranged and Original mixed up a lot), so I'll have to fix that little part. I'm pretty sure the Shield Key is behind the clock, is it not? Also, I do the Bar part in the beginning so I can get it out of the way (and because you're never going back again there anyway). As for the clips of ammo, yeah, I'll admit that Jill doesn't really need them, but it's always good to have extra ammo. After getting the Shield Key behind the grandfather clock, I go to the Gallery and unlock the L-Shaped Hallway door. In the Green Hallway, I go get the Shotgun, and then go to the Dark Hallway. I then go to the Storage Room, drop my items off, pick up the ammo, and pick up the Chemical. Then I take the set of stairs to the Brown Hallway and go to the U-Shaped Passage (since all of the other doors need the Armor Key). Then I go out to the Main Hall, where Barry will give a nice set of Acid Rounds, and then go to the Terrace where Forest is. I pick up the Bazooka, and then go to the 2F Dining Room, push the statue off, and then go to the Yellow Hallway. Then down the stairs, into the Medical Storage Room, drop off some items. Then I go to the Lime Hallway and into the Fountain, where I place the Chemical in and grab the Armor Key. Pick up the nearby herbs, mix 'em, and then back out into the Lime Hallway and into the Employee's Bedroom. Grab the shells, and out into the Tea Room, where I'll grab the Blue Jewel, and then go back into the Tiger Statue Room and get the Wind Crest. Go into the Vacant Room to pick up some Shells and a Clip, and then back to the Saveroom, drop off some items, and from there, I go back to the C-Shaped Hallway to get the Sun Crest in the Armor Room, and then out into the Brown Hallway to get the Lighter. Although there are many, many ways to get through the game, I've always thought this method was the best. If you have any other suggestions, please post them. I'll get rid of Chris's walkthrough right now (although I'll primarily write for Jill's guide for now).

Actually, I see what you mean now. I'll save the Bar part for later when we come back to the west side to pick up everything. Good suggestion! ;)

Director's Cut (Chris)

I'm going through a really tough decision right now for the Director's Cut (Chris) walkthrough. To all RE fans, I was wondering which strategy is better: after getting the Armor Key, going to the U-Shaped Hallway, going to see Richard, going to get the Serum, going all the way back to Richard, then going to the Small Dining Room to get the Sword Key. And afterwards go back to the Left Stairs. OR after getting the Armor Key, going to the Left Stairs Saveroom (Medicine Room) to see Rebecca, getting the Colt Python in the Vacant Room, then going to the Dining Room to get the Wind Crest. After doing that, go to the U-Shaped Hallway (by going through the Main Hall), seeing Richard, and getting the Sword Key in the next room. The reason I picked this strategy is because you don't have to get the Serum and then go ALL the way back to Richard, and then going back to the Left Side. However, I'd like to know other fan's opinions, so please comment. Thanks! --Antaios 20:38, 1 July 2006 (PDT)

Bah, never mind, I figured out the best strategy. I forgot that you have to get the Lighter in the Bedroom before getting the Sword Key, so that just changed everything. Anyways, after getting the Armor Key from the Terrace, you go to the C-Shaped (calling it C-Shaped now because it does look more like a C than a U) Hallway and into the room where Richard is. Rebecca will send you to get the Serum in the Medicine Room, so you can go all the way to the Medicine Room to drop off all the items and take the Serum. Then go to the Vacant Room nearby to grab the Colt Python, Shells, and Clip (I go here because the Clip will be especially helpful for Chris when he goes to the East Side). Go back to the Medicine Room, drop off the Python and Shells, and head back to the room where Richard is. After, take the Clip from the corpse nearby and the two Green Herbs (mixing them is suggested). Exit the room, back into the C-Shaped Hallway, and into the Armor Room to get the Emblem. Then go to the Brown Hallway (by going through the Library) and into the Right Stairs Hallway, and then into the Storage Room. Drop off every item except the Beretta and the Armor Key, and then go back to the Brown Hallway and into the Moose Head Hallway. Take the Lighter, Red Herb, and Shotgun Shells, and then go into the Researcher's Room to get the first Moon Crest piece. Go back to the Storage Room and drop off the Moon Crest, Shells, and Red Herb. Grab the Broken Shotgun nearby and put that into the Box too. Then go back to the Brown Hallway and go to the Fireplace Room at the end of the hallway to get the 2F Map and the Green Herb. Go back into Richard's room and into the T-Shaped passage and into the Small Dining Room. Grab the Clip, light the candles, and then get the nearby Sword Key. After doing this, go back to the 2F Dining Room and back into the Left Stairs Hallway. I chose this strategy because you knock off almost every 2F East Side room of the Mansion and then have the Sword Key to unlock two of the most important doors for the West Side. You also get the Emblem to use for the West Side and the first piece of the Moon Crest (and the Broken Shotgun).
So, yeah, I have to rewrite the guide and start splitting it. I'm probably going to go with the idea of each section being for each crest. The first section would be called Entering The Mansion, which is anything before finding the first Crest (depends on which version). Then the second section would be The First Crest, and explains how to get the first crest for each version (and of course all of the other items in between). Third section would be The Second Crest, etc. etc. If you have any comments on the Director's Cut (Chris) strategy above or any questions, please post them. Any other suggestions regarding anything about the guide can also be posted here. --Antaios 11:43, 2 July 2006 (PDT)

Horizons: Empire of Istaria

I'd appreciate it if I could get further help from you in completing this page. I could include guides with the help of other players as long as I have someone experienced with wikis to help. Thanks. --Tathar 11:25, 28 August 2006 (CDT)

Ah, sorry, but I don't have any experience with that game. I just looked it up at Wikipedia to get the release date, developer information, etc. so the infobox could be completed. I wish I could help you write the walkthrough, but I'll cleanup pages if necessary. --Antaios 12:04, 28 August 2006 (CDT)

Portrait file names and Moves Header

Hi Antaios. First, I'm really excited that you're going to contribute to the fighting games Move Lists! That's awesome. Second, I wanted to help you out with something, cuz the way you named your portraits, they won't show up if you use the Moves_Header template. The portraits need to be named Portrait_game_name.png and then you can use the Moves Header to populate the entry with the portrait cuz it's {{Moves_Header|''game''|''name''}}. I'll fix the MK1 portraits for you. Feel free to ask any questions! Procyon 19:33, 23 September 2006 (CDT)

Yeah I just noticed that right after I tried putting in the header lol. I just said: "ohhhhhh sh*t" and knew I had to start over again, but no big deal. Your SF2 guide is top-of-the-line and is a great template for future fighting and arcade game guides. The arcade buttons look sweet too- but do you know of any specific block buttons like in MK1? For now I'll just use the regular Punch icon. Great work again and thanks for the help! --Antaios 19:44, 23 September 2006 (CDT)
Thanks so much for your compliments. I will discuss your Block button concerns with blendmaster for you since he is working on replacements for my SF buttons. I reuploaded the portraits for you. Talk to you again soon. Procyon 19:53, 23 September 2006 (CDT)
Thank you very much. I'll probably finish the move lists before the end of the night; MK1 has a small amount of characters. I'll probably do Tekken guides in the future too since they're some of my favorites. Thanks again! --Antaios 20:02, 23 September 2006 (CDT)
That would be awesome. But it makes me realize that we'll need an R punch and an R Kick to mirror the L punch and kick. I can provide those. I'll let you know when I get them up. Procyon 20:12, 23 September 2006 (CDT)

Hi again. Just wanted to say, you did an outstanding job with Mortal Kombat. I also want to apologize for all of the little edits. I'm an anal moron. I changed it from Mortal Kombat I to just Mortal Kombat because I believe we should stick to the official name given by the developer. Also, I completed the character sections of the move lists for you. You don't have to do that part if you don't want to, but in order for the lists to be complete, someone has to do it, so if you don't mind working on it in the future, that would be awesome. All you have to do is copy/paste each individual character's move sets in to that character's page (or start the page if it hasn't already been started.) Looking forward to working on more of these with you. Take care! Procyon 22:12, 23 September 2006 (CDT)

Thanks; no problem with the edits. I'm probably going to add in some more advanced combos and juggles now, and then start working on the MK2 guide. I'll work on the character sections too; see ya around. --Antaios 08:44, 24 September 2006 (CDT)

Antaios, I saw your response to Blendmaster. I would recommend against using kick for run. The reason is, eventually you will have to replace all the kicks with runs and you might forget all of the locations where you need to do that. It would be better to upload a bad icon and call it Arcade-Button-Run.png and use it in your movelists. Then instead of fixing 20 characters, all we have to is fix one icon. See what I mean? I'll try to get something up there for you tomorrow. Procyon 19:18, 24 September 2006 (CDT)

New arcade glyphs for you.

Hi Antaios. I uploaded a bunch of new arcade glyphs, five of which are specifically for you.

Arcade-Button-Run.png

Your U/MK3 run button.

File:Arcade-Button-Leftp.png

Your left punch for Tekken which is different then the File:Arcade-Button-Lpunch.png light punch image.

File:Arcade-Button-Rightp.png

Inverted punch with an R for right punch.

File:Arcade-Button-Leftk.png

Left kick, again different from the File:Arcade-Button-Lkick.png light kick image.

File:Arcade-Button-Rightk.png and the right kick for Tekken.

So you should be able to rock and roll with these. Also note that the image sizes have been reduced from 32px to 24px in an effort to make the lists easier to read. Let me know what you think about that please. Thanks and let me know if you need anything else. L8r Procyon 12:46, 25 September 2006 (CDT)

Sweet dude, all of them look awesome. Thanks! --Antaios 15:05, 25 September 2006 (CDT)

MKII moves are looking awesome.

Hi Antaios, I noticed what an awesome job you were doing with MKII. I just wanted to point something out that I noticed when I didn't have my web browser window maximized. Unfortunately, you've probably noticed that there isn't a lot of screen real estate on a single line, so you have to be stingy about how you use it. Even Maximized, Kitana's Kiss of Death Fatality drops to a second line. What I would recommend is that instead of "(at close range)", perhaps try just "close" instead, and put a note at the top indicating that the moves which need to be done at close range are noted with the word "close" or something to that effect. That way, you'll get more milage out of what little space you have. Just a suggestion. Keep up the great work! Procyon 20:28, 28 September 2006 (CDT)

Thanks. I haven't really seen the movelist at a lower resolution or different font type (I'm in Fedora Core 5 and have a 1280 x 1024 resolution), so I understand that the movelist might look a little squished and unorganized. I'll try limiting space as best I can though. --Antaios 18:38, 29 September 2006 (CDT)

Move List updates.

Hi Antaios. First off, I wanted to congratulate you on a job well done with the MK2 moves. Second, I wanted to alert you to two new changes. The first change, and minor of the two, is I created a Category:Fighter Portraits cat for fighting game faces. That way they don't get muddled in with the other character images. The second change is a nicer one, but in the process of changing as we speak. I created a Template:Fighting Game Nav and a Template:Move Lists Nav whose sole purpose is to link the guide article to the corresponding move lists. I've already gone and altered your MK pages, and it rendered your MKI TOC obsolete, so I deleted it (hope you don't mind ^_^; ) But Garrett is in the middle of finding a way to merge both templates, so before you start on your next move lists project, there should be one unique template that will go at the top of both pages. In the unlikely event that Garrett can't do it, both templates will still be available for use. Take care! Procyon 20:14, 10 October 2006 (CDT)

Ok, cool. I don't plan on working on the movelists for a little while because I want to finish this gigantic Biohazard guide and get back to Half-Life. The navs should be pretty cool, so I have confidence in them; I look forward to it though! See ya around. --Antaios 20:19, 10 October 2006 (CDT)
Hi Antaios. I understand you won't be working on move lists for a while, that's cool, I understand. Just wanted to let you know that the functionality has been merged, and we're only using Template:Fighting Game Nav on both the game guide and the move lists. See ya. Procyon 21:16, 10 October 2006 (CDT)

Resident Evil 2

You might want to look at the character page and read some of the bios. They don't seem to match the pics.--Kcman13 18:59, 12 November 2006 (CST)

I know, they're pasted from Biohazard's character page as a guideline. I'll create the real ones soon. --Antaios 19:01, 12 November 2006 (CST)

Day of Defeat: Source

Good work so far on this; it looks great. It looks to me like you're following the layout I decided upon for Counter-Strike: Source. If so, you'll eventually want to create some map overviews. I was wondering if you wanted me to send you the Photoshop sources I'm using for all the various map icons (etc.)? --DrBob (Talk) 09:31, 2 December 2006 (CST)

Yeah, that'd be good, because I'll probably be putting in a lot of rushing tactics and whatnot. Thanks. --Antaios 09:34, 2 December 2006 (CST)

Day of Defeat: Source

Thanks for your advice on the images. I'll try and do the rest of the maps as soon as I've got some free time, but it's going to be a problem for me to get screen shots of dod_colmar, dod_argentan, dod_jagd and dod_kalt. If you play on these maps and get a good screenshot, I would appreciate its use in the guide. Also Garry's mod 10 could be used for some (probably better) screenshots of these maps. --Jofunu6 16:39, 12 December 2006 (GMT)

Yeah, I'll see what I can do with some of the map images. I basically play on every map, so it shouldn't be a problem. Cheers. --Antaios 20:26, 14 December 2006 (CST)

Images

You can upload the new pictures under the same names as the old ones. Just have it overwrite them. It will take care of resizing (though it may require clearing your cache). -- Prod (Talk) 15:23, 30 December 2006 (CST)

Yeah, I probably should've done that. Wasn't thinking at the time. ;-) --Antaios 22:51, 30 December 2006 (CST)

MK:A movelist possible solution

Hi. This is Wittj. I think I may have a solution to the movelist problem. Though it isn't flashy, we can just put the moves in a table. (Columns are moves, ps2 controls, and xbox controls.) I already did this for Scorpion on the MK: A Fighters page. Would you mind checking it out and telling me what you think. The page is Mortal Kombat: Armageddon/Fighters. Check Scorpion's section. --Wittj 19:15, 31 December 2006 (CST)

Resident Evil 3: Nemesis/Controls

I've put in another way of showing the controls for multiple systems. I just started it out, but delete it if you don't like it. -- Prod (Talk) 17:37, 20 January 2007 (CST)

Yeah, it seems fine to me. --Antaios 17:57, 20 January 2007 (CST)

Ban that user

Thanks for saving me from clicking the link (I love buttons). My mom was in the room :P. I've deleted the page, so it isn't in the history either. -- Prod (Talk) 18:03, 22 January 2007 (CST)

You don't want to know what was off of that link. >< Good thing I pressed Alt + F4 really quickly. --Antaios 20:14, 22 January 2007 (CST)
Lol, interesting vandalism eh? Shock sites ftw! --Notmyhandle (talk contribs) 18:27, 2 August 2007 (CDT)

Mega Man X

Glad to see someone else interested. How much do you think you can contribute? Anyways, just continue where I left off (Fire Mammoth/Spark Mandrill). If you get far enough (I might not be able to edit again until tommorow) to create new pages just make sure to continue where logical (after Spark Mandrill, go to the boss with the weakness to the new weapon). I've been at work all day with nothing to do. I don't usually have this much time to write guides. I'm going to try and get my PC at home set up to dump movies so that I can create perfect boss fight videos (where I take no damage, quick kills or difficult kills, etc.). Good luck, and just keep adding where possible! --Notmyhandle (talk contribs) 18:24, 2 August 2007 (CDT)

Lol the correction on Shotgun ice - Ice Cracker is the power you get in Mega Man 7. Whoops. --Notmyhandle (talk contribs) 18:30, 2 August 2007 (CDT)
Er it's Freeze Cracker (Freeze Man). Anyways, yeah thanks a ton. I like the additions to the opening stage (I'm glad I don't have to replay it again anytime soon, er wait I have to when I go home... Yay for passcodes!). --Notmyhandle (talk contribs) 18:33, 2 August 2007 (CDT)

MMX

Hi Antaios! I like how the guide is coming along a lot. The changes to the page are definitely an improvement. I have a few more thoughts, but please feel free to consider them, or ignore them as you see fit.

Standardization
The names you came up for the sections are clever and witty, no doubt, but they may not help a reader navigate to the section that he wants. If you're true goal is to help the reader find what he is looking for, then you may want to opt instead for a slightly more boring naming convention. Something simple like "First leg" or "Part 1", then "Upgrade" or "Mini-Boss", then the next parts and so on. That way, the convention stays consistent across every page. I realize it's not as fun as coming up with funny section names, but you can still include them as a bolded introduction sentence.
Header levels
Personally, I would make most of the header level 3 headers, and leave level 2 headers for the stage introduction, and for the Boss fight. This way, it helps a reader if all he wants to read about is the boss fight, he can quickly look for the next section header instead of skipping each one, one at a time. It will also make the in-page TOC look cooler.
White Space
Obviously, the Leg Upgrade side bar gave you a bit of a problem, with white space. There are ways around that. The {{-}} break template can actually take an argument, left or right, which tells it to only clear images on one side or the other.

Tell you what I'll do, I'll go ahead and implement some of these ideas. Please feel free to keep what you like, revert what you don't like, or roll back the whole thing if you disagree with it all. Procyon (Talk) 15:02, 3 August 2007 (CDT)

OK, I took a whack at it. I don't know about you, but I really prefer page layouts that don't have excess white space. They look tighter too me. Your eyes drawn to the next section of the guide more easily instead of needing to search for it. I also removed the 150px limitation on the thumbs. I totally agree with the ones that you intentionally set to 250, I think it's a great way to make those images stand out. But for regular images, the user actually has control of thumb sizes in their preference settings, so it's probably better to let them keep control over it. But you can see how the {{-|left}} allows the sidebar to float over to the next section. I think it brings the page together nicely. But all in all, very good work on your guys' part, keep it up! Procyon (Talk) 15:12, 3 August 2007 (CDT)

Congrats on a fine collaboration! We have much work to do but the groundwork is done, yay! --Notmyhandle (talk contribs) 11:19, 30 August 2007 (CDT)

Half Life

Would it be possible to add in some intro text to pages like Half-Life/Anomalous Materials so that the first thing on the page isn't a header? That way it doesn't seem like we're putting the same title twice at the top of the page. Also, is it necessary for that first == heading, since it just says the same thing as the title (essentially), or is that for page standardization? -- Prod (Talk) 18:18, 19 August 2007 (CDT)

Cool. I actually meant an introductory paragraph of regular text, but it's up to you :). -- Prod (Talk) 21:49, 20 August 2007 (CDT)

Resident Evil

Rather than saying (All versions) in a bunch of headings, why don't you label only the exceptions (perhaps put the really small ones in a {{sidebar}}. -- Prod (Talk) 18:14, 8 September 2007 (CDT)

Cleanup project members

As part of our ongoing cleanup project, we are transitioning to a category based membership scheme for the StrategyWiki:Cleanup project. The member listing at the bottom of the page has been removed so if you would like to rejoin the project, please add Category:Cleanup project members to your user page. -- Prod (Talk) 13:05, 12 October 2007 (CDT)