Resident Evil Zero is a nightmare. Honestly, it’s not just the zombies or the giant leeches that make it tough; it’s the inventory management. You don’t have item boxes. Every time you drop a shotgun or a crank to make room for a green herb, it stays right there on the floor. If you're looking for a walkthrough Resident Evil Zero players can actually rely on, you have to start by accepting that backtracking is your new best friend. It’s a polarizing game, but once you master the "Partner Zapping" system, the game’s rhythm starts to make sense.
The story kicks off with Rebecca Chambers, a rookie S.T.A.R.S. member, and Billy Coen, a convict on the run. You’re trapped on a train called the Ecliptic Express. This isn't the mansion or the Raccoon City streets. It’s cramped. It’s claustrophobic. And it’s the only place where a zombie can corner you in a hallway no wider than a doorway.
Surviving the Ecliptic Express
The train is basically a massive puzzle. You’ll find yourself constantly switching between Rebecca and Billy. Here’s the thing most people miss: Billy is your tank. He has higher defense and can move heavy objects. Rebecca is fragile but she’s the only one who can combine herbs. Use them like a team, not two separate characters. When you enter a new room, let Billy take the lead. He can soak up a few bites while Rebecca hangs back with the handgun.
The first major hurdle is the rooftop. You need to send one character up to restore power while the other stays below. Send Billy. Why? Because there’s a massive scorpion waiting to crash the party soon after. This boss, the Stinger, is a classic Resident Evil gatekeeper. It’s got a hard shell, so aim for the head. Use the shotgun you found in the second-floor cabin. Don’t waste your handgun ammo here unless you absolutely have to. Stay close to its face and blast away when it lowers its guard.
Once the train crashes, the game shifts to the Training Facility. This is where the real Resident Evil Zero experience begins. You’ll be greeted by a massive hall with a portrait of Marcus. This hall is your makeshift item box. Since there are no magic trunks to teleport your items, you should drop everything you don't immediately need right here in the main hall. It’s central, it’s safe, and you’ll pass through it dozens of times.
Mastering the Training Facility and the Centurion
The Training Facility is sprawling. You’ve got to find the Fire and Water keys. This involves a lot of "you go here, I'll go there" gameplay. For instance, the room with the giant clock requires one person to stay by the controls while the other moves through the now-accessible doors. It’s tedious, sure, but it’s the core of the game’s logic.
Then comes the Centurion. This giant centipede is one of the more frustrating bosses because it kidnaps Rebecca. You’re playing as Billy solo here. The trick is to stay to the side of the creature. If you stand right in front of it, it’ll steamroll you. Use the grenade launcher if you’ve found it by now. Fire rounds—not acid—work best against the oversized bug.
- Pro Tip: Don’t bring the Hookshot everywhere. It takes up two inventory slots. Leave it in the main hall until the game explicitly hints that you need to climb something.
- Always keep Billy in "Team" mode during combat so he can cover Rebecca automatically.
- Rebecca should hold the chemicals; Billy should hold the heavy weapons.
The puzzles in the facility are legendary for being obtuse. The animal statue puzzle is a prime example. You have to light the torches in a specific order based on the food chain. Deer, Wolf, Horse, Lion, Snake, Eagle. If you mess it up, you get attacked. It’s a weird bit of lore-based puzzling that feels very 2002, but it’s essential for progress.
The Lab and the Final Push
Eventually, you’ll leave the facility behind and head toward the laboratory and the factory. This is where the difficulty spikes. The Eliminators—those fast, aggressive monkeys—are arguably the worst enemies in the game. They have tiny hitboxes and move like they’ve had ten espressos. If you see them, don’t try to be a hero with a handgun. Use the shotgun and aim down. One hit will knock them back, giving you a window to finish them off before they jump on your face again.
The walkthrough Resident Evil Zero veterans always emphasize is the management of the Magnum. You get it fairly late, and ammo is incredibly scarce. Save every single round for the Queen Leech. Don’t use it on the Hunters. Don’t use it on the zombies. If you enter the final boss fight without Magnum rounds or Grenade Launcher shells, you are going to have a very bad time.
The Queen Leech has two forms. The first form is a straightforward slug-fest. Billy should draw fire while Rebecca blasts from a distance. The second form is where things get tricky. You have to protect Rebecca while she opens the roof shutters to let in sunlight. This is a scripted sequence where Billy has to distract the boss. Run circles around the arena. Keep the Queen’s attention on you. If she turns toward Rebecca, shoot her once to get her attention back. You don’t even need to do high damage; you just need to be annoying.
Final Tactical Advice for Your Run
To truly master Resident Evil Zero, you have to play differently than you would in RE1 or RE2. The lack of item boxes means you need to be strategic about where you dump your gear. I recommend creating "supply hubs" at the Training Facility Main Hall, the Laboratory entrance, and the Treatment Plant save room.
Don't be afraid to leave the Handgun behind once you have the Shotgun and the Grenade Launcher. Space is too valuable. Billy can carry the heavy hitters, and Rebecca can carry the ammo and health.
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- Prioritize the Grenade Launcher: It is the most versatile weapon in the game. Flame rounds are king for Leech Men.
- Burn the Leech Men: Speaking of them, don't use bullets. They explode when they die from gunfire, causing massive damage. Use Molotov cocktails or Flame rounds to melt them safely.
- Check the Map: The map screen actually lists every item you’ve dropped in a room. If you forget where you left the Crank, check the map. It’s a lifesaver.
Efficiency is the name of the game. If you find yourself running across the entire map just to grab a herb, you're doing it wrong. Consolidate your items as you move from one major zone to the next. The jump from the Train to the Facility is a point of no return for any items left on the floor, so make sure you’re carrying the essentials when the cutscene triggers. Once you reach the Treatment Plant, the finish line is in sight. Stay focused on Billy's health, keep Rebecca's mixing kit ready, and you'll see the credits roll on one of the toughest entries in the franchise.