Part 15: Episode XV: Size 16 Font
Episode XV: Size 16 Font
When last we left our heroes, they'd just had a flashback which revealed either Billy is a terrible story teller or Rebecca has the comprehension skills of a six year old. With that said, let's get puzzlin'...
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The following areas are very, very dull and monotonous. So, I'm cutting to the highlights and saving you the hour or so of mind numbing boredom I endured. You can thank me later.
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First, we had that statue fountain type puzzle. Did I mention I hate this game's font? In every Resident Evil game before this one, if you clicked on damn near anything, it would give you a brief one line description of what you were looking at. Zero will have none of that. For, you see, Zero's font is so big it requires, at minimum, three prompts to get through any description. God help you if there's a small item at a weird angle and you can't quite position properly.
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Rekindle the flames of life
from the spirits of the
weak!
So basically, we need to use the lighter on these statues behind Billy in a certain order to make this gate release. How do we figure out that order? Why, vague hints etched beneath each of the statues, of course.
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greatest horned beast.
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supple limbs.
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Hey, thanks for keeping it under one line.
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displayed.
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even the mightest of kings
with my poison.
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No creature can escape my grasp.
So, in case you cannot figure it out or don't care, it goes:
Deer < Wolf < Horse < Tiger < Snake < Eagle
Patriotism wins! We lose for having done this retarded timesink. Moving right along... There are two rooms up ahead. In the first...
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Our heroes discover one of the three tablets, required to escape, in a burnt out fireplace. Where else?
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And in the latter? Why, a file, of course.
Management Trainee's Diary
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Why would you go about touching leeches. Unless, of course, he was touching leeches.
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You see? This fucking font is so big they can't even fit a three letter word to make that saying not sound retarded. Madness!
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Doesn't it jost?
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Look, don't try to cover up your typo by being a really shitty imitation of the much better written and creepier file from the original Resident Evil. I'm on to your game.
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Tossing aside that latest awful file, the pair double back and head to the lower level.
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Rebecca discovers a locker key for the world's most unnecessarily tedious weapon upgrade.
Next...
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While Billy laments the big 'fuck you' cock tease Capcom throws at us, Rebecca puts that locker key to use.
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Which reveals a locked metal suitcase ripped straight out of Code Veronica.
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Luckily, randomly spinning the thing, until you get lucky, reveals the number to unlock the case.
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Since, just finding the locker key wasn't enough. We need a twenty second time sink on top of it. Every second of gameplay counts, people.
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Another terrible partner puzzle involving moving gates Billy could quite easily just climb over ensues.
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So, we have the Hunters. These are actually about the most imposing enemy in the game. They have a very fast instant kill attack. Take a ton of damage. Can dodge bullets. And are generally quick and deadly. So, of course, they get next to no intro or fanfare. It's all about the zombie monkeys.
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With the underground fully explored, the pair return allll the way back to the mansion second floor in order to use the newly gained Water Key.
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I'd try to pick a more interesting place to stop. But, we've run out of interesting locales until we finish this disk. Maybe if there wasn't a decision to throw some random peril, a new enemy, Wesker/Birkin conversations, and Billy's flashback all in the same twenty minutes, we wouldn't have that problem.
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But, I believe that's asking far too much from this game...
Tune in next time to maybe, if we're lucky, the end of the first disc!