The movie gives a nod to that heritage when Claire gets a ring of keys that each sport an icon from the four suits of a deck of cards. He's sporting his STARS uniform from the game and wielding a knife--the weapon he starts with in the game, thanks to losing his gun in the opening moments. The game's use of the lighter isn't quite as harrowing the way it's deployed in the movie, but it's also a big part of the experience for players. As with the other rooms of the Spencer Mansion we've mentioned, the dining room is almost an exact recreation of what appears in the game.
That creepy video featuring the blonde Ashford twins is recreated almost exactly from a cutscene in Resident Evil: Code Veronica that introduces the two characters. The in-game cutscene features both the dragonfly and the part where the twins feed the defenseless creature to a bunch of ants. The relationship between Wesker and Birkin is very different in the games than the movie.
In Welcome to Raccoon City, the two have never met before Wesker shows up in Birkin's lab, but in the games, they're both Umbrella employees and longtime rivals. The scene in the movie is similar to one in Resident Evil 2, however. In the game, Umbrella operatives show up after discovering some treachery on Birkin's part and shoot him; dying, he injects himself with the G-Virus.
That's pretty much exactly what happens in the movie, except instead of some faceless Umbrella soldiers, it's Wesker pulling the trigger. Surely every Resident Evil 2 fan knew that the inclusion of William Birkin as a character would lead to this, since a monsterfied Birkin is the primary antagonist in the game.
The movie lovingly recreates two of Birkin's mutations, including the big gross eye arm and the one where Birkin's human form is subsumed by his G-virus mutation. In Resident Evil 2, the surviving characters escape the destruction of Raccoon City on an Umbrella train--much like the train seen in the film. The interior is just like the space you see in the game as you make your escape aboard it, and the AL designation on the front references the designation on the train from the original Resident Evil movie, which was Alexie In the original game, the train was dubbed the Galaxie It's unclear where Leon got it from, but Resident Evil stories generally end with someone producing a rocket launcher to use on an otherwise-unkillable creature, so this is a fitting moment.
It only comes up for a moment in the on-screen text toward the end of the movie, but the movie does acknowledge that the underground lab was called NEST, just like in the games. While Wesker's backstory is different in the movie than in the games, he ends up in much the same place. Thanks to viral weirdness, he's back from the dead, probably has superpowers, and has a canonical reason for wearing sunglasses all the time. We haven't seen the last of Wesker. Ada Wong is a major part of Leon's story in Resident Evil 2, and she just manages to sneak into Welcome to Raccoon City in the final moments.
We also see the beginnings of her relationship with Wesker, something that persists through the stories of several Resident Evil games. That's also the same Raccoon City sign you'll see during game cutscenes in Resident Evil 2. Shiny Umbrella Pour condensed milk into sections of an ice cube tray or muffin tin, add food coloring to each section and mix. Have children use a paintbrush to paint a paper umbrella different colors.
When it dries, it will be shiny and smooth like a wet umbrella. Coffee Filter Umbrellas Let children use watercolors and paint coffee filters the paint will bleed through to the opposite side. When dry, fold into an umbrella shape and slide a pipe cleaner through the top for the handle. Umbrella Math Laminate paper umbrellas with a different number on each one.
Have children place the correct number of blue pompoms on the umbrella for raindrops. Umbrella Sorting Ask each child to bring in an umbrella. Have children sort the umbrellas by color, size, type of umbrella, etc. They can also line up the umbrellas from smallest to biggest. Umbrella Works Take an umbrella outside and prop it up so that it is fairly sturdy. Show children how rain rolls off of an umbrella by using a watering can to pour 'rain' on the umbrella.
Use a real umbrella to get the children to stop and go. Umbrella Up means go and Umbrella Down means stop. Umbrella Bean Bag Toss Place an open umbrella upside down and have kids toss beanbags into it. Cancel Save. Fan Feed 1 Garry 2 Endings 3 Ib game. Universal Conquest Wiki. The following article is currently a work in progress and is being improved for the benefit of all visitors.
Pages carrying this template may contain issues which will be fixed as soon as an editor is available to do so. Please wait patiently for this article to be fixed or help out by contributing. Cody should shrink down, walk inside the robot, and push the battery in, and then May should pull the lever. One more to go. Your objective in this portal is to locate additional lightning bolts to connect the electricity to and power up the left side of the robot.
Bring this bolt back to the chain, place it on the metal circle on the mattresses on the left side of the robot and the robot will power on. Now Cody can shrink himself down, walk into the robot, and push the battery in.
May should pull the lever at that point. Head out and rotate the two wheels like we previously did. Moon Baboon will mention something about sealing the control room. One person should stand on one of the circles above the pipes and the other should ground pound the big button that can be pressed down. Ground pound the big button to rotate the red pipe on the left into place and then have the other person stand on the circle above it to hold it into place.
After that, ground pound the button again to move the red pipe on the right into place. This reveals a second ground pound-able button on the right, but first, have Cody shrink and jump up to the battery on the left.
He should push it in and May should ground pound the button on the far right. A cutscene will begin shortly after. When this fight begins, Moon Baboon will shoot a laser at either Cody or May and he will continue to shoot this laser. It damages whoever it hits and it will follow that person infinitely To do that, the person not being chased by a laser should run around the perimeter looking for a blueish-white button. When they stand on it, a pillar will rise with a glowing orb in it.
The goal is to get the laser to hit that orb. To do that, the person being chased by the laser must run over and stand behind the pillar.
Jump over these like jump rope and when Moon Baboon throws grenades your way, make sure to get out of the red circle they form as these explosions will hurt you. Dodge the explosions and lasers until Moon Baboon shoots his lasers at either May or Cody again.
If the pillar rises extra high when stood on, look behind it — there will likely be a yellow pathway that May can walk up. She must walk up it to get the laser pointed high enough to hit the orb in the pillar. After this, Moon Baboon will fly to the ground. During this phase, Moon Baboon will shoot homing missiles as Cody and May. These missiles go fast and the most guaranteed way to dodge them is by repeatedly dashing away.
Cody should jump onto the open hatch and then shrink down to enter the UFO. Cody will need to jump over platforms, dodge lasers, run through swirling tunnels, and jump up an electrified wall jump up it when the electricity briefly turns off to reach the end, at which point, he needs to ground pound the big eject button.
Her only goal is to not die. May will be in charge of flying. This is how you find Moon Baboon. Follow the arrow to him. When you get close enough, May will see him down below and Cody will see a small baboon shape with three hearts over it on the radar. Do this three times to complete the fight. After this, sit back and enjoy a lengthy cutscene. This concludes the Spaced Out chapter of Rose's Room. When you first begin the Hopscotch section of the game, head forward until you see some blocks to jump over.
On the other side is a playmat that looks like a road for cars to drive on and there should be a car nearby. One person should pull the car back and the other person should sit in the car.
Release the car and drive it up the red ramp in this area so that the car flies through the hoop floating in the air by way of a balloon. Jump up to it and a tambourine will appear because this is where Cody and May can play the Rodeo minigame. When the game begins, the bulls will attempt to knock them off. Press that button just as the big yellow ring closes on the smaller, white ring. Three red buttons knocks you off.
The first to be knocked off loses. One person must stay on the eight block while the other crosses the eight block bridge. Doing this unveils a path for the other person to proceed down. This person will encoutner a yellow vertical wall, a green one, and a blue one. Ground pounding the yellow button flattens the yellow wall so the other person can jump to it. Do this with all three colors to reach the other side, at which point, the person running over the walls needs to stand on a blue block to reveal a path for the person that was pressing buttons to proceed over.
Now that person can step on a green block so that the person on the blue block can cross over to them. Together again, head through the hole in the wall. The blocks rotate based on their number.
First the ones, then the twos, and so on. Use this knowledge to cross the blocks i. Basically, one person will be stepping on these animal squares while the other person rides the rail on the left by them.
At the end of this rail is four more animal squares, which will be used in the same way to help the other person back behind ride the rail on their right.
Near it are some yellow jumper pads — ignore those. Instead, follow the green floor around to a tambourine you should hear. Aim using the left and right sticks. Whoever has the most points after 30 seconds win. Go back to the bounce pad and bounce your way up. Up top, both of you must grab onto the zipline and ride it down. There are three homework challenges to complete: a math challenge, a memory challenge, and a drawing challenge.
To complete the math challenge, Cody and May must stand on the two numbers that can be added together to create the number to the right of the equal sign.
In the drawing challenge, both Cody and May must interact with the pencil and drag it from number to number, in sequential order, to complete the drawing. Head to the opposite side of the room and here, Cody and May should interact with the two red buttons. This will change the view to a top-down view. Cody and May must walk along the maze, which causes the tilt of it to shift, to move the ball from one end to the goal at the other.
Complete the first maze and then the second. After this, head back up to the mouse and ground pound the button next to it. This causes the mouse to run forward after the cheese and the string attached to it to pull the door behind the mouse down. Cody and May must jump to each sequential block at the same time to reach the other side.
Pull them. This causes a yellow ledge to come out of the wall in front of you and a green ledge to do the same. Both Cody and May must jump onto those ledges and turn left and right around the corner respectively quickly so that they can wall jump to the top. Up top, jump across to the grapple and use it to reach the lever on the other side.
Both Cody and May must pull these levers to open the door to the next room. Doing so causes a whoopie cushion to fill up. One person must stand on the whoopie cushion closest to the entrance that brought you into this room and the other person must ground pound the yellow button behind it.
This launches the other person into the air and while in the air, they must attach to the grapple connected to the finger up here. They should stay hooked on because this rotates a ledge in the center of the room that has another hook attached to it. This second cushion will launch the person toward the ledge in the center with a hook attached to it.
Ride this hook around and use the two yellow buttons over here to repeat the same process for the other person. On the other side, head through the door to reach a new room. This reveals a new path forward — jump from brick to brick to proceed. This causes the batter to hit the ball around the circle.
Hit the ball again when it comes back around. Whoever has the most points at the end of 60 seconds wins the game. Look for the piggy bank. Pick up the coins surrounding it and put them into the piggy bank.
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