Resident Evil 0

Resident Evil 0

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RE 0: Navigating the Ecliptic Express
By Captain Redfield ★
This will be a detailed guide on how to efficiently breeze through the first level of Resident Evil 0, which is the Ecliptic Express. This is to help new players navigate through the train cars and rooms, items you may find, and possible achievements you can score upon this first level. All images displayed are my own!
   
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Boarding the Train
Starting off, you begin the game as one of the main protagonists, Rebecca Chambers. In your inventory, you are holding a simple handgun with 15 bullets loaded, and 30 handgun ammo. Nothing exciting here... yet. Once you board the train, you realize that you're locked in, and you have no way back out. Ignore the door on your front and on the right, we will come back that way later. Make your way over to your left and enter through the sliding door to the next train car.

First Encounter!

After the cut scene ends, you come across your first encounter with zombies; and 3 of them, at that! Being in the middle of it might be a bit off-putting at first, but with quick thinking, you can keep your sanity... and your skin. Aim for the solo zombie behind you first, killing and or downing him will help you with your placement to kill the rest of the two. The zombies will take less or more ammo depending on the difficulty level you have chosen. Keep in mind, a zombie is officially dead when it bleeds!

When you have killed them off, a cut scene of a confused Rebecca thinking they were dead will play, and you will get put back into the game. Go the direction the solo zombie was slayed to continue your adventure through the train.



201 & 202
Following the path, you will come across two cabin rooms, 201 and 202. While entering them isn't necessarily a requirement, they may have some things that could be of value to you!
Room 202

First door you'll come across is Room 202. Inside here you will find handgun ammo, and the diary of the passenger dead in the bed. If you are working towards the Fileophile achievement (collect all 29 files), grabbing this will be the start. The file is located on the small chair under the drawer. It will glow to show it can be collected.
Room 201
This is the perfect time to relax and reflect over your inventory space while the save room theme plays. Inside this room is a typewriter with an ink ribbon paired next to it. Nothing wrong with keeping it safe and starting your first save here! Keep in mind this is the first and only save room on the train.
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On the other side, you will find a green herb on the floor next to the desk, and yet another file glowing right on top the bed! Grab both and head out to continue your adventure. Feel free to leave the ink ribbon inside as well to save your inventory space. There is no save box or any sort of inventory system, so accessing your inventory, clicking on the specific item, and clicking on Leave and confirming it will drop the item on the floor. Any item you drop will be left with a bright glowing, so if you decide to come back and save again here, you can do so easily!

The Dining Room Key
After you have finished exploring both rooms, keep continuing down the path past the windows. On your left, you will find a door that reads 'Conductor's Office'. It is locked and you will not have the key for it yet, so ignore it. Past that, you will find another door with a card reader alongside it, and a zombie posted up against the wall. We do not have the card for that door yet, so instead check out what's glowing next to the zombie.
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The glowing object is in fact a key. Remember the door from the first section that I said we could come back to later? This is the key that unlocks this door, which is specifically the Dining Room Car. In case you ever get confused or you like to know about the specifics of the items in your inventory, you can access your inventory, click on the object, press examine, and move your item around with your controls. In this case, turning the key to show the 'Dining Car' tag will now fully show the key as Dining Car Key in your pockets.

Bad Dog!
After collecting the key, we will have our first encounter with Billy. We do not access to him yet, but be patient, it's coming soon!

After Billy leaves like the badass he is, we encounter Edward jumping through the window. Edward is another member of S.T.A.R.S. that got separated from the team. Before dying, he tells Rebecca that the forest is full of zombies and monsters. After he passes, a Cerberus jumps through, beginning your fight.

Not only is there one dog, there is two! Keep your composure, keep in mind that you have an auto-aim system even if the enemy is not in your line of sight due to camera angles. If you're feeling a bit bold and willing to take the risk, you can complete an achievement here. The 'Sit boy, sit! Good dog' achievement is obtainable by breaking free of a dog's grasp when they bite you or push you down. This will not be the only time you encounter dogs, so if you're a bit skeptical, you can avoid being bitten and try it the second time!

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As a quick little detail, check the body of your fallen comrade after finishing off the dogs. He is holding handgun ammo.

Billy and Mimicry Marcus!

We come across Billy again, with the wanted felon opting for cooperation. Rebecca disagrees, refusing to work with someone she views as a criminal, and retorts she can take care of herself. This leads us to yet another encounter with a different kind of enemy - a very annoying one at that. Grab the file next to the blue vase and go up the stairs to continue forward.


This is Mimicry Marcus, an enemy that can kill you if you are not properly equipped or prepared. While killing this enemy is possible, saving your ammo is always the best option, and you can simply turn around and run downstairs. A cut scene of it attacking Rebecca and Billy saving her will play afterwards. This cut scene will always prompt regardless of whether you defeated it or not, so it is best to just run and save your ammo.

Introducing Co-Op Dynamics
NOW we finally get to delve into the cooperative experience that Resident Evil 0 offers. This mechanic can be a bit confusing to new players, and while there is a guide in-game explaining more in depth of how to use this effectively, here are some tips I will put here for your own reading leisure. Accessing your inventory, and clicking on files will show you the Player Manual 2, which highlights this criteria specifically if you want more detailing and the controls.

- In this duo, Rebecca is the WEAKEST. What she lacks in offense she makes up for with her medical expertise. Rebecca has a mixing set and the ability to combine different herbs together.

- Billy is the STRONGEST. He has the most health and will do more damage in comparison to his partner. While he is unable to combine herbs, he is strong enough to push certain objects that Rebecca will not be able to.

- If you find yourself overwhelmed with the lack of available inventory space, exchange between Billy and Rebecca often. You can exchange items with your partner by standing near them, accessing your inventory, clicking on an empty space or an item you want to trade, and click exchange to send it over to their pockets.
On Your Own Again....

At this point, you might get a bit lost and start to thinking what your first step is. Going back downstairs, you will see that the 'Staff Only' door has a red light hovering over it. You can't access it, and you've been through most of the train already. What do you do now?

Remember your first encounter with Mimicry Marcus? Go back upstairs, and go to the very back of the room. You will see an emergency exit, and the option to climb the ladder outside to get on top of the train. This will be a great opportunity to practice your co-op dynamic and mastering the partner controls. Go into solo mode so that your partner will stay behind, and send either Rebecca or Billy up the ladder.

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Following the length of the train car and enduring the rain and fierce speed, eventually you will make your way to a hole and a panel. Reconnect the cable in the panel, this brings power back to the train, thus unlocking the staff door you previously didn't have access to. This will cause you to fall through the hole and into another room.
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Upon inspection, you'll come across some handy ammo, an herb, and a service lift. That service lift is very important. When you try to leave the room, you'll see that the door is stuck, something 'sharp' is needed to fix it. That blinking light next to the door? A key, specifically the Conductor's Key. Go ahead and call the service lift down to your room, and then send it up to your partner.




Teamwork!
In Resident Evil 0, there will be sequences where you will be separated from your partner, and will have to switch back and forth between the two to reach the next part. The Ecliptic Express introduces this dynamic and first separation, and you might be a little lost on what to do without your partner.
Go through the Staff Door that is now unlocked, and you'll find yourself in the staff kitchen. Go to the back corner, and that is where - you won't believe it - the other part of the service lift is!
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Go ahead and grab that key that was sent, and head back all the way back to the front of the train where the two rooms and Edward are. You'll be passing zombies along the way, avoid or shoot them if necessary. You now have access to the Conductor's Room, unlock the door and head on in!



The First Puzzle
Now you're inside the Conductor's room, two things should stand out to you. The blinking red button, and the glowing poster on the whiteboard. The glowing poster is a map detailing the rooms and train cars of the Ecliptic Express, if you haven't familiarized yourself with it already. Feel free to collect it! Pressing the button will bring down a ladder.

Before climbing the ladder, grab the glowing file on the floor near the desk, right next to the blue folder. This file is important because it hints at a key component you will need to progress further, which is a key card inside the bag. Funnily enough, opening the slightly ajar doors reveal the briefcase the conductor wrote about, but it needs two rings to unlock, a silver and golden ring. This is as classic as OG Resident Evil gets. Due to the lack of a save system or a proper inventory, I personally recommend to not grab the briefcase at all, and to leave it there to grab later. Or if you decide to grab it, drop it on the floor. Let's keep moving!


You'll climb up to a bar, and you get a quick cut scene of a creature screeching before you come back to the game. Walk down the carpeting to the other side of the train car, and go through the door. Let's get you prepared for your first boss fight!
Boss Fight!

When you first enter the room, the glowing item in the trolley should be easy to catch. It is an ice pick, i.e. a sharp object, I wonder what we will be needing it for...

- Keep in mind, you need to collect this ice pick to trigger the boss fight and progress through the game. You cannot continue without the ice pick, so don't forget about it!
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Moving forward, you will find another door and a path blocked off by leech eggs. Go inside the door. Inside the room you'll find a medical spray, handgun ammo, an ink ribbon, and two new things - a hunting rifle and shotgun ammo! Can we say jackpot or what?! Fair warning, the hunting rifle will take up two inventory slots, so be wise about your inventory! Grab everything and head on out. If you are low on inventory space, you can drop your knife or any extra ammo you may not need. You can always come back after the fight and grab it if needed! _________________________________________________________________________________


Wow, that's a huge scorpion! But don't let its large size fool you, this is actually one of the easier bosses in the game. But it can do damage if you allow it, so don't let it get too close. The best strategy to combating this boss, albeit it may seem very simple - shoot down. Aim your hunting rifle or handgun downwards, and every time it gets close, blast a round in its head. If you're feeling a little bold and want to experience the raw Billy Coen badassery, you can even use your knife! Repeat these steps until you hear its final cry of pain. When it dies, it can swing its claws and hit you for a final slap, so make sure to stay as far back as you can!


Now that you've killed your very first boss, going back to the ladder, you find a panel opener. Grab it and go back down the ladder. Go all the way back to the service lift in the staff kitchen. You got an ice pick to send off!
The First Puzzle Piece
Your partner is finally freed! You can go back to the duo experience and having your gameplay being a little less stressful. A zombie will come out, but you can literally just ignore it and go back to the staff kitchen downstairs and regroup! ________________________________________________________________________________
Move forward further in the kitchen, where you will come across another door - not surprised, it's locked. But, you have a panel opener, and right next to you is a panel! Go ahead and access your inventory, click the panel opener, and click on use. After the cut scene, it will ask if you want to go through the crawl space. Click yes and make your way through.
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Be prepared for two more dogs on the go to attack! The music starts up pretty abruptly so it might be a bit jarring, but at least now your partner will be shooting with you! Shotgun blasts will kill the dogs instantly on impact, if that makes it a bit easier for you to handle. Shotgun shells, a medical spray, and a gas tank will be available for you to grab. The gas can isn't necessary for completion, but if you want a quick go at getting some achievements, go ahead and grab it and I'll tell you what to do with it in next few segments.
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Keeping forward, you will find the first piece needed for the puzzle - the gold ring. After grabbing the ring, go through the door straight ahead to put your partner dynamic to the test once again.
The Hookshot

While there will be instances where partners will be separated to help each other piece things together to finish the puzzle, there will also be instances where they work together in the same space. Grabbing the hookshot is a great example of that, and here is how you do it.

If your partner is in follow mode, they will never stay still and will follow you, typically staying close. The point of going to 'solo' mode is to allow your partner to stay still, or place them in certain spots without them moving. Go into solo mode, and place one person at the hookshot point, and another at the lever. You can move both characters at the same time depending on your controls instead of going back and forth with switching. For example, on controller, you move yourself with the left stick, but you can move and place your partner in a particular spot with the right stick. Refer to Player Manual 2 inside your in-game files section for your specific controls on your platform.
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You will need to manually switch from one person to the other to grab the hookshot. Switch to the person at the lever, take control and have them pull down the lever. If you accidentally move the person pulling down the lever, they will release the lever and you will have to do it over again. After they finish that action, instantly switch to the person at the hookshot and have them grab it. The hookshot also takes up two inventory spaces, so be wise on who you want to give it to!
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YAY! You got the hookshot! Let's continue on the next section and I will tell you what to do with it.

THIS IS AN IMPORTANT WARNING! YOU WILL NEED TO USE THE HOOKSHOT A TOTAL OF FOUR TIMES IN THIS ENTIRE GAME! DO NOT EVER LOSE IT OR FORGET IT OR YOU WILL NOT PROGRESS INTO LATER ARCS OF THE GAME!
2 Quick Achievements
There are two achievements you can easily obtain on the train!

- Burned Alive: Defeat an enemy by burning them.
- This is How You Recycle: Create a Molotov cocktail.


Unlocking the door you couldn't go through earlier, when you go back to the kitchen a zombie will jumpscare and surprise you out of the fridge. If you already grabbed the gas can from the prior room, you will find an empty bottle in the fridge where the zombie popped out. Quickly grab it while he's mid-animation, go to your inventory and combine the gas with the empty bottle to create molotov cocktails. You will instantly get an achievement upon doing this, and then using those molotovs to burn and kill the zombie will grant the other achievement. Happy burning!

The Second Puzzle Piece

Head back to the second train car where you first fought the three zombies in the beginning, and make your way to an open window on the right side. There will be two zombies that will attack your partner if you leave them alone in the car, so kill them first before using the hookshot. Access your inventory, click on your hookshot, and click use.


You'll end up on top of the train again, this time with a hole. It will show you the inside of a passenger cabin, fall down the hole. There will be another knife you can grab, along with an unsuspecting zombie. Getting close enough, aiming the hunting rifle upwards to their head and blasting can result in a critical headshot.


After it's dead, you'll find a glowing object, which turns out to be a small jewelry box. Upon first glance, you probably wouldn't think too much of it, but come on. This is Resident Evil.


Go into your inventory, click on the jewelry box, and click on examine. It will give you the option of opening it, which, TADAAAAAAA - reveals your second puzzle piece, the silver ring! Now that you have both rings, let's go back to the Conductor's Room and get that card from the bag!

Almost There!
Hey, you've progressed nicely! We're getting towards the end of the train sequence, but still a few more steps to take before we get there! After you get the jewelry box and attempt to leave the room the first time, there will be a cut scene of the leech eggs hatching. They can do damage if you stay in the area long enough to let them crawl and bite you, but they're easily avoidable. Go down the stairs (grab that spicy green herb if you wish) on your left to meet back up with your partner and make your way back to the Conductor's Room.


Once inside the Conductor's Room, grab that briefcase and the two rings. Go to your inventory, combine both the rings with the briefcase, and then examine the briefcase afterwards to open it. Once opened, it will reveal the card we've been needing. The card is for that card reader door we came across in the beginning of the game!


Exit out the room, and head for that door. Stand in front of the card reader, access your inventory, click on the card and click use to swipe it on the reader. You're almost finished with the Ecliptic Express!

Getting Off The Train

You finally get to the heart of the train, and come to find out the train is going to derail and crash! You will need to think quickly to pick on who you are sending out to go all the way to the back of the train to manage the brakes. There really is no difference on who you send out or keep back. If you send Rebecca out, there is a cutscene with a zombified Edward who unfortunately came back to life. With three minutes ticking down, being timed can be stressful, but this can be easily accomplished. You will be facing zombies as you traverse farther into the train, so be sure to take the hunting rifle with you for some easy downs. And make sure you're stocked up on some ammo.


DO NOT MISS THIS BLACK CARD. YOU WILL NEED IT TO COMPLETE THIS TRAIN PHASE. STAY AWARE OF THE GLOWING OBJECT IN FRONT OF YOU BEFORE DEPARTING.
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Next to where you received the hookshot earlier, there will be the magnetic card reader. Use the card there, and you will be prompted with the visual of an operational hand brake.
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Again, typical Resident Evil puzzling. Adding up numbers to match the number on the screen. For the easiest solutions, use these!

36: 3333333339
67: 7777777774
81: 8888888889

After completing this with one, it will switch over to your partner and you will be prompted with a different number!



MISSION SUCCEEDED!
CONGRATULATIONS! YOU SUCCESSFULLY GOT OFF THE ECLIPTIC EXPRESS!

But still, there are more horrors awaiting you....

2 Comments
Wesker's Soup 12 Mar @ 4:01am 
Also the Hello Kitty shirt on Billy Rocks
Wesker's Soup 12 Mar @ 3:59am 
Good work, a very nice guide ! Hope to see more guides from you in the future my friend :TreepileHeart: