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Resident Evil: The Umbrella Chronicles - FAQ/Walkthrough
System: Wii
Rated: M
Shop: Rent This Game · Trade For It · Buy It Cheap · Get The Guide

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[BD00]
===============================================================================
            ___    __    __  _            _      ___    __    __ 
           / __\  /__\  /__\/_\    /\ /\ /_\    / __\  / /   /__\
          /__\// / \// /_\ //_\\  / //_///_\\  /__\// / /   /_\  
         / \/  \/ _  \//__/  _  \/ __ \/  _  \/ \/  \/ /___//__  
         \_____/\/ \_/\__/\_/ \_/\/  \/\_/ \_/\_____/\____/\__/  
                           ___  ___  ___  __  __    
                          /   \/___\/___\/__\/ _\   
                         / /\ //  ///  // \//\ \    
                        / /_// \_// \_// _  \_\ \   
                       /___,'\___/\___/\/ \_/\__/   
             D O O R S  T H A T  C A N  B E  D E S T O Y E D
===============================================================================

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
This section contains a list of all doors that can be destroyed in each 
chapter.  It is best to shoot each door with a shotgun to ensure that the door 
is broken, and broken quickly!  The only exception is the door in Nightmare 2 
that leads to the Long Corridor - you will want to use a Magnum Revolver for 
that door.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-------------------------------------------------------------------------------
TRAIN DERAILMENT 1 BREAKABLE DOORS

[01]

Door: The door in the room that both characters jump to from the top of the 
train.  While playing this chapter for the first time, you will receive a 
tutorial about blasting open doors as the characters turn toward this door.
Reason: Submachine Gun Ammo
-------------------------------------------------------------------------------
TRAIN DERAILMENT 2 BREAKABLE DOORS

[01]

Door: The double doors that lead to the Library in the corridor after the 
checkpoint.
Reason: Shotgun Ammo
Special Note: Destroying these doors will usually cause the characters to enter 
the Library instantly, thereby limiting your chance for collecting the file in 
the corridor (in the bust) and limiting your kills for the chapter since the 
group of leeches at the other end of the hall will not chase the characters if 
the door is blown open fast enough.
-------------------------------------------------------------------------------
TRAIN DERAILMENT 3 BREAKABLE DOORS

No breakable doors.
-------------------------------------------------------------------------------
BEGINNINGS 1

No breakable doors.
-------------------------------------------------------------------------------
BEGINNINGS 2

[01]

Door: The door in the corridor that leads to the Lecture Room directly after 
the checkpoint.
Reason: Submachine Gun Ammo
-------------------------------------------------------------------------------
MANSION INCIDENT 1 BREAKABLE DOORS

[01]

Door: The door leading back into the Dining Room from Kenneth's Corridor.
Reason: Extra Breakable Object

[02]

Door: The double doors leading back into the Main Hall from the Dining Room.
Reason: Extra Breakable Object

[03]

Door: The door leading into the First Floor Corridor from the Gallery.
Reason: Extra Breakable Object

[04]

Door: The door leading into the Dark Corridor from the First Floor Corridor.
Reason: Extra Breakable Object

[05]

Door: The door to the right of the first zombie in the Dark Corridor.
Reason: Hidden Room, Submachine Gun Ammo, Shotgun Ammo

[06]

Door: The door leading to the first floor of the Stair Room from the Corridor 
to the Courtyard (aka. the door after the first checkpoint)
Reason: Shotgun Ammo
Special Note: The zombie in the Stair Room will already be in the hall on the 
other side of the door if it is blown down.

[07]

Door: The door leading to the Second Floor Corridor from the second floor of 
the Stair Room (after the two Crimson Heads attack).
Reason: Extra Breakable Object

[08]

Door: The door leading to the Outside Corridor from the Second Floor Main Hall.
Reason: Extra Breakable Object

[09]

Door: The door leading to the Corridor Outside Library from the Long Corridor.
Reason: Green Herb
-------------------------------------------------------------------------------
MANSION INCIDENT 2 BREAKABLE DOORS

No breakable doors.
-------------------------------------------------------------------------------
MANSION INCIDENT 3 BREAKABLE DOORS

No breakable doors.
-------------------------------------------------------------------------------
NIGHTMARE 2 BREAKABLE DOORS

[01]

Door: The double doors leading to the Dark Corridor from the Corridor to the 
Courtyard (corridor where the first two Hunters attack)
Reason: Submachine Gun HP Ammo

[02]

Door: The door leading to the bathroom in the Dark Corridor.  This will be on 
the left wall once both characters round the corner after fighting the Adders.
Reason: Hidden Room, Submachine Gun HP Ammo, Green Herb (on toilet)

[03]

Door: The door leading to the Second Floor Corridor from the Second Floor Main 
Hall.  The characters simply move by this door but it can be destroyed as they 
walk by it.
Reason: Extra Breakable Object
Special Note: A Crimson Head and Wasps will either come through the broken 
doorway or, if the door is not destroyed, then the Crimson Head will destroy 
it.  Either way, the characters will turn around to face the Crimson Head and 
Wasps after moving by the door.

[04]

Door: The door leading to the Long Corridor from the Stair Hallway while Yawn 
chases the two characters.  Destroy this door while the characters hop over the 
railing of the stairs.  It's a very hard door to destroy without the Magnum 
Revolver.
Reason: Extra Breakable Object
-------------------------------------------------------------------------------
REBIRTH 1

No breakable doors.
-------------------------------------------------------------------------------
REBIRTH 2

[01]

Door: The door leading to the Second Floor Corridor from the Second Floor Main 
Hall.  Blast it as Wesker hops over the railing.
Reason: Extra Breakable Object

[02]

Door: The door on the left as Wesker turns the corner in the Dark Corridor 
after fighting two Hunters.  Shoot it fast since he doesn't stop moving that 
much after turning the corridor.
Reason: Hidden Room, Assault Shotgun Ammo
Special Note: Blasting this door early will allow you to fight the Crimson Head 
inside of the bathroom early instead of having to turn around as he burst 
through the door of the bathroom.
-------------------------------------------------------------------------------
RACCOON'S DESTRUCTION 1 BREAKABLE DOORS

No breakable doors.
-------------------------------------------------------------------------------
RACCOON'S DESTRUCTION 2 BREAKABLE DOORS

[01]

Door: The stall door to the left after turning to face the two zombies in the 
restroom.
Reason: Contains a file/Extra Breakable Object
Special Note: Upon destroying this door while the file is still in it, a third 
zombie will attack along with the others from the inside of the stall.  If the 
file has already been collected, then the dead body will remain motionless.
-------------------------------------------------------------------------------
RACCOON'S DESTRUCTION 3 BREAKABLE DOORS

[01]

Door: The door leading to the First Floor Corridor in the Office Hallway.  This 
can be destroyed after stunning Nemesis for the second time on the Outside 
Staircase.  Destroy it right after the characters turn away while looking into 
the Office full of zombies.
Reason: Submachine Gun HP Ammo

[02]

Door: The door leading to the Second Floor Corridor in the hallway outside the 
Save Room.
Reason: Green Herb
-------------------------------------------------------------------------------
DEATH'S DOOR BREAKABLE DOORS

No breakable doors.
-------------------------------------------------------------------------------
FOURTH SURVIVOR BREAKABLE DOORS

[01]

Door: The double doors on the left side of the First Floor Main Hall.  After 
HUNK escapes the zombies at the entrance, destroy the double doors when he 
turns to look at the doors to the left at the bottom of the steps.
Reason: Hidden Room, Submachine Gun HP Ammo, Green Herb, Hand Cannon Ammo
Special Note: This room is filled with tons of zombies around the side corner 
in the back of the room and these zombies do not fall easily!  They don't even 
stagger when shot with the Submachine Gun HP so be prepared to throw some 
grenades.
-------------------------------------------------------------------------------
UMBRELLA'S END 1 BREAKABLE DOORS

No breakable doors.
-------------------------------------------------------------------------------
UMBRELLA'S END 2 BREAKABLE DOORS

No breakable doors.
-------------------------------------------------------------------------------
UMBRELLA'S END 3 BREAKABLE DOORS

No breakable doors.
-------------------------------------------------------------------------------
DARK LEGACY 1 BREAKABLE DOORS

No breakable doors.
-------------------------------------------------------------------------------
DARK LEGACY 2 BREAKABLE DOORS

No breakable doors.
-------------------------------------------------------------------------------
 

Walkthrough

 




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