46 - Net
I was told this was a typo. It's not a net. Can't remember what I was told at the time. A Nut? My memory's failing me ... oh, yeah! The case for the fuse plug. It's a big "NUT."
47 - Pliers
The standard theory on these is that they are used to open the wall vents - not fiddle with the security shutter system. Never noticed that bit with the security shutter control in the morgue before, though. Hmmm ....
50 - MD Media
51 - MD Player
67 - MD Player with Disc Inserted
These work exactly like the ones in RE2, but the location of the player is different. Consult the RE15 backgrounds of the Monitor Room, and you can figure out which one it is.
65 - Key Disk
I think this is supposed to be used with the computer in the Data Storage Room on the P4 level of the Underground Lab. There exist a set of RE15 backgrounds for that computer being USED, unlike in RE2. Either that, or it's for the computer in Warehouse #1 of the Warehouse District - the one by the Power Room door. That way, you can unlock the door and get to the conveyor belts on the other side.
66 - Communications Startup Card
In my video series, I made this the Conveyor [Belt] Key Card. You had to find this to insert into the conveyor control panel in order to start them up. I located it in the "wraparound office" for the player to find.
69 - M Card
70 - L Card
The best theory I've seen on these so far are that these are for Marvin and Linda; hence the letters. In my video series, the "M Card" became Marvin's Key Card. It was an alternate means of getting into the Admin Building without the reconstructors having to code the Sherry Side Quest. The back door of the building - which starts out locked with a bolt - could have been unlocked using Marvin's Key Card. In appearance, I made it identical to an RPD Blue Key Card.
The "L Card" became Linda's Key Card. In appearance I made it another Umbrella Key Card - same graphics. In my video series, this was required in two places. First, to unlock Warehouse #2, which is where you find the Birkin monster (the warehouse with the back loading dock) AND to operate the elevator by inserting it into the control panel. Second, I had the lobby side of the alley overhead catwalk double-locked with Linda's Key Card. This was used to trigger Marvin's cutscene in Elza's game; once she unlocked the door with the card, then Marvin would appear in the Admin Building Lobby and do his thing.
----------
It's always been my understanding that the parts for the Time Bomb were located in the Underground Lab in RE15, and that you assembled and used it there to blow up the reactor. That would have been the big difference between RE15 and RE2, where you use the Time Bomb early in the game in the RPD.
There's no conclusive evidence that players ever had to - or could - turn the power back on in the RPD in RE15. I've always thought this would be a cool improvement that the RE15 modders and reconstructors could do, though. In other words, you can't use the security shutters, elevator, or anything else that requires power until you go up to the roof, get into the gated area beside the helipad stair, and then turn the power back on. Just an idea ....
----------
Probably not what you wanted, but I hope it helps.
Announcement
Collapse
No announcement yet.
Puzzles in RESIDENT EVIL 1.5
Collapse
X
-
Originally posted by Aleff View PostBIDEO GAMES, SON!
Characters in the older RE games were also very much aware of the save systems surrounding them and other bits 'n' pieces of weirdness that defies most of which we are used to in the everyday lives of our own.
Leave a comment:
-
Originally posted by RetroRain View PostDark Biohazard, how did you embed a YouTube video in your post? I tried putting the embed codes, but the video wouldn't show up, just the html code.
Step 2:
Result:
Originally posted by Gemini View PostLast edited by Dark Biohazard; 10-16-2012, 02:47 PM.
Leave a comment:
-
^^^ This is what I saw as well. It definitely looks like a wire being cut. But why on earth would a lone wire be placed like that outside of the circuit box? Seems a bit vulnerable...
Leave a comment:
-
Originally posted by RetroRain View Post*sigh* No. Nothing gets cut. The lever simply turns.
BEFORE
AFTER
Highlighted wire.
The fact that he doesn't use the pliers probably means the event wasn't completed yet at that stage of development. If an early section of the game such as the RPD doesn't have that done, who knows how many more events could still be in that state.Last edited by Gemini; 10-16-2012, 12:43 PM.
Leave a comment:
-
Originally posted by geluda View PostClick reply with quote and you can see the code he used in the text of his post.
Originally posted by geluda View PostI have to admit, it looks like a wire being cut to me.
Leave a comment:
-
Guest repliedOriginally posted by RetroRain View Post*sigh* No. Nothing gets cut. The lever simply turns.
Here is the same video, that was fixed up by Wesker from SurvHor)
Dark Biohazard, how did you embed a YouTube video in your post? I tried putting the embed codes, but the video wouldn't show up, just the html code.
I have to admit, it looks like a wire being cut to me.Last edited by Guest; 10-16-2012, 12:25 PM.
Leave a comment:
-
Originally posted by biohazard_star View PostWhat appears to be a wire below the big red button gets cut when he examines it.
Here is the same video, that was fixed up by Wesker from SurvHor)
Dark Biohazard, how did you embed a YouTube video in your post? I tried putting the embed codes, but the video wouldn't show up, just the html code.Last edited by RetroRain; 10-16-2012, 12:21 PM.
Leave a comment:
-
What appears to be a wire below the big red button gets cut when he examines it.Last edited by biohazard_star; 10-15-2012, 11:10 PM.
Leave a comment:
-
Originally posted by biohazard_star View Post"47 - Pliers" would probably be for nipping the wire to short out the shutter controls. You can actually see this in the goromacida video, when he examines the shutter controls for the morgue hallway.
All you have to do to open that shutter is press the "action button".
Leave a comment:
-
Guest replied
Combat Knife
Pipe
Browning HP
SIG. P228
Beretta M93R
Glock 18
S-Redhawk
Remington M870
Hand Grenade
Acid Hand Grenade
Incendiary Hand Grenade
Ingram M10
SPAS 12
Flamethrower
Grenade Gun
Grenade Gun
Rocket Launcher
HL2K NC51
Fire Extinguisher
9mm Parabellum
Shotgun Ammo
Magnum Ammo
Flamethrower Tank
Standard Grenades
Acid Grenades
Incendiary Grenades
Truth
Antidote Grenade
Nitro Capsule
Strong Acid Drug Capsule
Ignition Drug Capsule
Memory Card
First Aid Spray
Antidote Spray
Green Medicine
Red Medicine
Blue Medicine
Mixed Medicine GR
Mixed Medicine GG
Mixed Medicine GB
Mixed Medicine GGR
Mixed Medicine GGG
Mixed Medicine GGB
Mixed Medicine GRR
Mixed Medicine GRB
Net
Pliers
Unassigned
Unassigned
MD Media
MD Player
Time Bomb
ID Card 1
ID Card 2
ID Card 3
ID Card 4
T Virus
G Virus
Enzyme
T Vaccine
G Vaccine
Pocket Watch
Fuse
Repair Plug
Key Disk
Communications Startup Card
MD Player With Disc Inserted
Water Key
ID Card M
ID Card L
Thanks to Darkside05 on assembler.
Leave a comment:
-
"65 - Key Disk" is probably used on the terminal in the octagon-shaped security room. I noticed that the doors to the shelter rooms have a steel frame around them, so it's possible there's supposed to be a real-time shutter there that you have to raise using it. It's just my guess, though. "47 - Pliers" would probably be for nipping the wire to short out the shutter controls. You can actually see this in the goromacida video, when he examines the shutter controls for the morgue hallway. I assume you also have to use it a few more times in the other hallways. As for "ID Card M and L", ever noticed how the doors in the lab are marked "Type, M, L and P"? "Type-M" and "Type-L" for the single doors, "Type-P" (Public, Password? who knows) for the double doors. P-doors are probably unlocked via computer terminals (or are open by default), while some of the single doors need to be unlocked by using the ID cards. Time Bomb is probably used in the sewers, but I only think that because the only other key item we have for that area is the "Water Key".
There are also several "push the box" puzzles, namely in the lab cargo room and the factory room with the computer. The one in the lab cargo room is pretty straight forward. The one in the factory involved pushing an item off the second floor. It seems like you had to crush the floor paneling beside the computer terminal (notice how the metal flooring beside it isn't rendered).
Leave a comment:
-
Firing Range Puzzle - Probably similar to the Bookshelf puzzle in retail. You had to move the turrets in a certain order for something to happen.
Swat Van Fire - Area couldn't be accessed because crate was blocking door (scrapped and re-used in Code Veronica). Had to drop from roof, and use fire extinguisher to put out fire (fire extinguisher also scrapped and re-used in Code Veronica).
Factory Puzzle - You had to look at the computer from a camera to get a passcode (scrapped and re-used in Code Veronica).
Laboratory Freezer Room - Same as retail, probably more to do with the control panel though.
Keycards and keys to unlock doors, supplying power to the train, having to drain the water in the sewer, having Sherry/Marvin turn the power on in the factory, and unlocking the door the door for Leon/Elza.
Unlocking or breaking the jail cell door to let someone out (that is why the door is low-res).
Turning the power on in the RPD, going into the kennel to get a key.
Most of the puzzles in 1.5 were pretty straight-forward. Wouldn't really call them puzzles. More like a sequence that must be completed before you could proceed (need to get the fire extinguisher so you could put out the fire, so in turn you could proceed on in the game, etc.)Last edited by RetroRain; 10-15-2012, 01:17 PM.
Leave a comment:
-
Puzzles in RESIDENT EVIL 1.5
Since my Bioflames membership was deactivated, I would like to continue this discussion here... four years later...
If someone has a copy of the complete item list in Japanese, could you please post it here or send it via PM? Thanks!
19 Fire Extinguisher - Most likely used on the burning van to retrieve an item inside, similar to Code Veronica.
27 Truth - Probably a typo; I'm guessing it says something like 信号 (signal).
46 Net - Very curious as to what you all think of this one.
47 Pliers - Alzaire's vent-cover theory seems to be plausible.
50 MD Media - combined with MD Player
51 MD Player - combined with MD Media
52 Time Bomb - Most likely used to blow up the crates on the helipad, allowing access to the ladder straight down to the second floor roof.
53 ID Card 1 - The ID Cards are probably used to unlock doors in the RPD rather than the card-suit keys from the retail version.
54 ID Card 2
55 ID Card 3
56 ID Card 4
57 T Virus - Might be used in conjunction with the enzyme to make the vaccine.
58 G Virus - Found in Sherry's pocket-watch. Might be used to make the vaccine.
59 Enzyme - Either mixed with one of the viruses to create a vaccine, or used to dissolve something.
60 T Vaccine - Used to cure Marvin (who was wounded).
61 G Vaccine - Used to cure Sherry.
62 Pocket Watch - Held by Sherry and contains the G Virus.
63 Fuse - Used to create the Repair Plug
64 Repair Plug - Used to power the Lab, as in the retail version.
65 Key Disk - Another name for the MO Disc, probably used as the MO Disc was in Retail.
66 Communications Startup Card - I think the Radio Room theory is a likely one.
67 MD Player With Disc Inserted - As Alzaire hypothesized, this might be similar to the micro-cassette recorder in the RE3 Hospital (voice recognition?)
68 Water Key - Probably used in the Sewer to partially drain the water in the alligator tank (before the boss fight).
69 ID Card M - More ID cards...
70 ID Card LTags: None
Leave a comment: