The Best Walkthrough - Guide for Resident Evil
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"This document Copyright 2001 BAD WOLF"
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Resident Evil - FAQ/Walkthrough Version 2.2
By: BAD WOLF [[email protected]]
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Last updated: 12/20/01
Table of Contents
1: Introduction
2: Revision History
3: Game Strategies
4: Jill Walkthrough
5: Chris Walkthrough
6: Thanks
7: E-mail Policy
8: Copyright
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1: Introduction
Hello, and welcome to BAD WOLFS Resident Evil FAQ/Walkthrough for the
Playstation. Since I am a loyal fan of survival horror, I felt it was my
moral duty to do a guide on my favorite oldie Playstation game, Resident
Evil. You will be faced with many puzzles, tricks, and traps throughout
your adventure, but I will be here to help you along when you run into
trouble. Now, to quote S.D. Perry, "BRING ON THE NIGHT..."also read the copyright
part listed below at the end.
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2: Revision History
Version 1.0 7/01/01 - First Edition
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Version 1.1 7/22/01 - I have redone the copyright and added a new e-mail
policy. These changes are also being made to all my other documents so that
readers will be informed.
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Version 1.2 11/26/01 - This is another copyright revision.
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Version 2.0 12/20/01 - Not much today really, just revising the Game
Strategies a little.
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3: Game Strategies
---------------
YOUR CHARACTERS
---------------
**************
JILL VALENTINE
**************
She is the easier of the two to play this game with, as she begins the game
with a HANDGUN, she can pick locks, hold two more items than Chris, doesn't
have to rely on the partner character to do everything, finds the BAZOOKA,
and a bunch of other things.
I don't like playing as her, due to the fact her quest is so easy and
boring. The only reason to play as her, unless you are a beginner, is for
speed games. Her only disadvantage is that she can take lesser damage than
Chris before biting it. People who are rookies should try her game first.
**************
CHRIS REDFIELD
**************
This guy's scenario is a lot harder than Jill's. He has to go looking for
extra keys, must complete puzzles that Jill could normally skip over, needs
other characters to do everything for him, gets a FLAMETHROWER(and even
then, only for one small part), holds a measly six items, and begins the
game with only the COMBAT KNIFE.
His only edge is the fact that he can suffer more damage than Jill, so you
shouldn't spend inventory space hauling around healing items. Play with him
if you want a real challenge.
---------------
SUPPORTING CAST
---------------
*************
ALBERT WESKER
*************
He is the mission's commander, calling all the shots. Oddly, he doesn't
seem very concerned about what's going on, as if his mind is in another
place.
************
BARRY BURTON
************
Jill's partner character. Has questionable detective skills, like staring
at unimportant bloodspots for hours on end and forgetting to handcuff
suspects. Has the worst voice acting in the history of video games. "Chris
is our ol' partner ya know."
It's almost like Mr. Ed did his voice! He also supplies weapons for all
team members, which would explain why Chris is armed at the beginning of the
game only with a highly...lethal...butterknife! Okay so it's really a
combat knife, but still, it might as well be one. Expect to hear lots of
Barry bashing from me throughout Jill's walkthrough.
****************
REBECCA CHAMBERS
****************
She is the partner character of Chris. She is the newest member of this
elite police unit at age 18(!) and often nervous around other members for
fear of making a mistake. Like Barry, she has some of the worst acting I
have ever seen, because she sounds like someone who auditioned for a Barbie
commercial.
Also has questionable detective skills, but doesn't bungle to as great an
extent as Barry. She's a newbie so she has an excuse. What's yours Barry?
You've been a policeman for over 15 years. :)
--------------
COMBAT TACTICS
--------------
********
AUTO AIM
********
This is very important in Resident Evil as you will need it a lot to target
fast enemies like dogs or crows. Also you will need it when going around
blind corners. If you are unsure if an enemy is hiding around a corner and
the camera won't let you see back there, then move to a strategic location
and hold R1. If your character auto-aims something, you know there are
enemies around the corner.
*************
WHEN TO SHOOT
*************
You cannot shoot enemies at a distance when they are flat on the ground.
You must stand next to them and shoot down. If a zombie is rising or
falling from the floor, don't shoot because your bullets will magically pass
through them,
***********
IS IT DEAD?
***********
Okay, so you shot a zombie five times and it's on the ground. It's dead,
right? Not so fast there. It may just be waiting for you to walk past so
it can chomp on your knee. The easiest way to tell if an enemy is dead is
if a blood pool spreads around it. Also if there is threatening music, it
will end when all enemies in the area are dead.
*********************
ONE HIT SHOTGUN KILLS
*********************
If you wait for a zombie to get roughly arms-length away, you can point your
shotgun up and blow their head off in one shot! It can also work with dogs,
but you'll need real good timing.
***********
PERSPECTIVE
***********
This game is played in with preset camera angles at fixed locations, like in
a movie. Due to this, it can be easy to get confused over directions.
Whenever I say left or right, I mean it from the character's perspective.
---------------
ITEMS AND FILES
---------------
**************
FILES AND MAPS
**************
You will find many documents during your investigation of the Spencer
Estate. These papers will provide clues as to what the heck is going on
around here, as well as give hints as to solving puzzles. I often won't
tell you to pick them up, as this walkthrough's good enough to get you
through the game. You can pick up files you see though if you want to.
They don't take up inventory space anyway.
*********
INVENTORY
*********
The game will only allow you to carry around eight items as Jill, and six
items as Chris. I will tell you good inventory setups for both characters,
but you still may have to backtrack a few times if you pick up unnecessary
items, especially as Chris.
****
KEYS
****
Keys are items you need to unlock doors. There is typically only a few
doors you can use a key on. When you use a key on the last door it can be
used to unlock, you will be asked if you wish to throw it away. Do so,
because there are no more doors that will need it.
*************
HEALING ITEMS
*************
These are extremely vital to survival. If you don't have your health you
don't have anything. The majority of the game, a healing item should be in
your inventory at all times, but every now and then, I will not allow you to
take a healing item with you. This is usually because I am trying to make
room for a place where you will take another healing item, so you won't be
unprotected for long.
If you're a newcomer to the Resident Evil universe, you're probably a little
confused about how to use the RED HERBS, BLUE HERBS, and GREEN HERBS you
find about the estate. The GREEN HERB will heal you 1/3 of your health, the
BLUE HERB will cure POISON status, and the RED HERB must be mixed with a
GREEN HERB to have an effect. RED HERBS cause GREEN HERBS to have triple
the healing power, which will totally fill up your life meter.
This is a chart on what kind of mixes you can do and what their effects will
be. By the way, you must mix the ingredients in order from left to right
for some of these to work:
GREEN = 1/3 health
GREEN + GREEN = 2/3 health
GREEN + GREEN + GREEN = full health
BLUE = cure poison
GREEN + BLUE = 1/3 health and cure poison
GREEN + GREEN + BLUE = 2/3 health and cure poison
RED = nothing
RED + GREEN = full health
RED + GREEN + BLUE = full health and cure poison
***********
INK RIBBONS
***********
You need these to save at TYPEWRITERS, but I will usually not tell you where
they are because you get so many more than you could ever need for even
several games. They are typically found around TYPEWRITERS, so you usually
won't need to look far. Be careful, as the game progresses, there will be
decreasing numbers of these around TYPEWRITERS, so early in the game you may
want to grab a few in save rooms and keep them in your chest in case of
emergencies.
I'll only tell you to save when there's a really dangerous situation around
the corner, but feel free to save as often as you like.
************
GUNS N' AMMO
************
These are VERY important for escaping this deathtrap alive. At the start of
the game you will have virtually no ammo and weak weapons so you may want to
run from enemies at first. Later, as you progress, you will have so much
ammo and powerful guns you'll be swimming in them. You'll then be able to
kill almost anything.
For the majority of the game, we will be packing the SHOTGUN and the BAZOOKA
for Jill's game and the SHOTGUN and the MAGNUM mostly for Chris. The
HANDGUN will be used some at the start, but we will ditch it early in Part
One.
The COMBAT KNIFE will not be used at all except to stick thru a statue at a
zombie at one point and cut something out of your way late in the game.
Don't even consider using it on zombies, let alone a dog or anything else.
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4: Jill Walkthrough
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| ___| | _ | | _ / | | | | - THE MANSION
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In the late afternoon of July 25, 1998, a helicopter flies over the Raccoon
Forest district of Raccoon City. Seven people are inside. Their names are
Jill Valentine, Chris Redfield, Barry Burton, Rebecca Chambers, Joseph
Frost, Brad Vickers, and Albert Wesker. They make up the Alpha Team of the
S.T.A.R.S. unit of the Raccoon City Police Department.
Their mission is to rescue the Bravo Team who disappeared here, and
investigate the strange murders that have been occuring in the woods. The
latter was the Bravo Team's original objective.
Jill sees smoke rising from the trees. Brad lands the helicopter close to
the smoke as the sun slowly fades behind the Arklay Mountains. A mist
envelopes the area. As they move closer to the black cloud, they discover
the Bravo Team's helicopter. No one is around, but for a strange reason a
lot of their gear is still there.
Alpha Team begins searching the area for their missing teammates. After a
few moments, Joseph shouts "Hey! Come here!" He pulls something out of the
grass. It's a S.T.A.R.S Beretta...with a hand still attached!
Joseph screams and drops the gun as a dark shape swoops over him and pins
him to the ground. The other Alpha members look in terror as more dark
shapes arrive and proceed to tear Joseph apart. It's a pack of wild dogs,
but these dogs have flesh decaying from them! The rest of the Alpha Team
opens fire and kills the animals, but not before Joseph is killed.
Brad gets scared and lifts off without the rest of his team. Chris yells
"No! Don't go!" but his cry is futile as the helicopter flies out of sight.
Suddenly, more dogs appear. The Alpha Team flees through the forest while
firing shots to keep the dogs at bay. Chris spots a mansion in the fog and
tells Jill to run to it. Jill, Wesker, and Barry manage to get inside, but
Chris is missing...
They may think they have made it to safety, but in fact this nightmare is
far from over. You now determine the fate of this mission. Good luck!
MAIN HALL
Now that the team is temporarily safe, they examine their surroundings.
Jill tries to go back outside to look for Chris, but Wesker stops her. Just
then, a gunshot is heard in the distance. Wesker orders Barry and Jill to
investigate, while he "handles this." What is there to handle in this room
anyway?
DINING ROOM
After entering the room, Barry says, "A dining room." Bright boy. Now,
equip your HANDGUN and run along the table after Barry. Then, all of a
sudden, a smudge on the floor grabs Barry's attention. "WHAT! What IS
this?" Barry declares. Jill then says, "What is IT?" Barry shouts,
"BLOOD!"
He then asks you to look for more clues while he stares at the blood on the
floor, as if expecting it to move or something. Go out the door near where
Barry is crouching. That grandfather clock's ticking is probably getting on
your nerves anyway.
EAST WHITE HALL
Don't bother trying any of the other doors you see here, because every one
of them is locked. Instead, go to the small alcove at the end of the
corridor. You will see someone who looks like he's...chewing...on a body!
He turns around to look at you and he has a rotten face. It's like he's
a...ZOMBIE! Shoot the zombie and examine the body.
When you check the body, you discover it's Kenneth Sullivan's body! He was
one of the members of the Bravo Team, but now he's dead. If you check the
body two more times, you will get two CLIPS. Go back to the DINING ROOM.
DINING ROOM
Jill runs back into the room, but before she can tell him what happened, the
zombie comes back to life and lurches through the door. Barry blasts it
with his gun, and Jill says "Kenneth was killed too, maybe by this
creature!" Are you blind Jill? It was chewing on his neck! She says that
they should go back and report this to Wesker, and Barry nods in agreement.
Take the EMBLEM from over the fireplace, then leave through the double doors
on the other end of the room.
MAIN HALL
What's going on? Wesker has disappeared. When Barry tells you to help look
for him, either look underneath the staircase, or go upstairs then come back
down.
Barry says they should split up and hunt for Wesker and the others, starting
on the first floor. He says he will check the DINING ROOM again, and Jill
says she will try the doors on the other side of the hall. Before leaving,
he gives you a LOCKPICK, which will be a very good friend of yours during
Part 1 of the game.
You are now alone. Don't try to go out the front door or you'll get a nasty
suprise. Instead, take the blue doors.
BLUE ROOM
There are many nice paintings in this room, and a statue of a woman and a
vase in the center of the place. If you examine this statue closer, you
will see a rolled-up paper inside it. Push the stepladder over to the
statue, and you will be able to get the 1ST FLOOR MAP.
This is optional, but if you want to, you can push the display case away
from the door with the curtain and find a hidden area. There is a zombie on
the floor that will bite your knee if you walk over him before killing him.
If you don't want to waste ammo, you can slide around on the right side. On
the shelf, you will find INK RIBBONS.
When you have finished exploring, unlock the door near the curtained door
with the LOCKPICK.
L-SHAPED HALL
Look at the "creepy stuff" in the display cases on the inner wall if you
want to, then turn down the hall and run. Why? Because dogs leap through
the windows, is that a good enough reason? Now get to the other door at the
end of this hall.
You can also get a CLIP hidden under a moveable case, but you'll be pretty
much forced to kill the dogs because the case-moving process is so slow. I
don't think it's really worth the effort.
WEST WHITE HALL
Ignore the rusted iron door you see, because you don't have the right key
for it yet. Instead, pick up the GREEN HERB on the floor and go down the
hall a little. You will see another door but it just leads to the MANSION
BATHROOM which has nothing useful in it for Jill. Ignore it.
MANSION BATHROOM
You can search around here if you want to, but you won't find anything
except toiletries.
WEST WHITE HALL
Continue down the hall, and at the very end you will be between a set of
double doors, and a single door. Take the single door.
CONNECTING CHAMBER
There is nothing here to see, so why don't we go to the next room?
LIVING ROOM
Awesome, there's a SHOTGUN hanging on the wall! Why don't you go pick it
up? When you remove it, note that the hooks it was hanging on rise up. Oh,
it's probably nothing. Leave the room.
CONNECTING CHAMBER
Uh oh! The ceiling is falling! Stay calm though, help is on the way.
After a moment or two, Barry will arrive and kick the door open. He shouts
for Jill to get out of there.
WEST WHITE HALL
Jill leaps out the door just before the room is filled up by the ceiling,
and then thanks Barry for saving her life. Then she gets irritated with him
because he wasn't searching the other side of the house like he was supposed
to.
Real smart, Jill. He saves you, then you get angry at him because he wasn't
supposed to keep you from becoming a jibble sandwich, he was supposed to be
staring at a bloodspot on the floor. Jill thanks her one last time, then he
starts back to the east wing. Take the double doors nearby.
NOTE: If you don't want to see this sequence, then you can get the BROKEN
SHOTGUN from the other side of the house and use it to keep the wall hooks
down while you escape with the good SHOTGUN. It's not really worth it if
you're playing as Jill. However, if you don't come to this room first
thing, then Barry won't save you from the ceiling trap and you WILL need the
BROKEN SHOTGUN to get the good SHOTGUN.
DARK CORRIDOR
Shoot the two zombies you see, then take the door on the left side of the
hall.
ART GALLERY
You find yourself in a hall of portarits, with ugly crows on the track
lighting. Don't concern yourself with them, because as long as you don't
shoot, they won't attack you.
Note that each painting shows a stage of a person's life, and that there is
a switch beneath each painting, except for the first one that is entitled
"From Cradle to Grave." Hmm...cradle to grave...I know! You should press
each switch under the painting in order from birth until death. If you
can't figure out what order to go in, here is the solution:
1. Newborn baby
2. Infant
3. Lively boy
4. Young man
5. Tired middle-aged man
6. Bold-looking old man
7. The painting entitled, "The End of Life"
If you pressed the buttons in the correct order, the "End of Life" painting
will crash to the floor and you will find the STAR CREST behind it. You can
now leave the room.
If you got the order wrong, the crows will attack. Leave the room and when
you return they will be docile again. The puzzle will reset so you can
start over.
DARK CORRIDOR
If you are wondering what you are supposed to do with that STAR CREST you
found, then take the door in the alcove in front of you.
COVERED PATH
Go down the stone walk and you will see a dog. Kill him with your HANDGUN,
because dogs take about the same amount of the more powerful SHOTGUN SHELLS
to kill anyway.
When the dog is dead, examine the door at the end of the corridor. It's
locked, but there is a panel to the left of the door. On the panel you
read:
When the sun sets in the west
And the moon rises in the east,
Stars will begin to appear in the sky
And wind will blow towards the ground.
Then the gate of new life will open.
Also note that there are four holes in the panel, shaped like that STAR
CREST you have. The poem gives out the names of each of the crests you need
to find to unlock the door: Sun, Moon, Star, and Wind. You already have
one, so there are still three more to find inside the mansion somewhere.
Place the STAR CREST in the diagram, then leave.
DARK CORRIDOR
Unlock the black door near the double doors.
WEST STAIRS HALL
Shoot the zombie at the bottom of the stairs, then take the GREEN HERB
nearby. Go through the little door under the stairs.
STORAGE ROOM
Welcome to your first save room. Take the white bag of the incredible
CHEMICAL and organize your inventory at the CHEST nearby:
HANDGUN, CLIP
EMBLEM, CHEMICAL
Go back out.
WEST STAIRS HALL
Go upstairs.
EAST STAIRS LANDING
Two zombies approach from either side when you arrive at the landing. Pelt
each of them until dead. Don't worry about killing the zombie lurking at
the far end of the hall. He is guarding an area you won't need to go to
until much, much later, and by then he'll be long gone. Take the door that
is in the offshoot to the right of the staircase.(Not the one next to the
railing).
RED PASSAGEWAY
A zombie approaches from a few steps away. Belt him and go the way he
WASN'T in front of, to the left. Take the door at the end of the hall.
RED ROOM
On the table in here, you will find the BOTANY BOOK. This book will provide
hints on how to mix the RED HERBS, GREEN HERBS, and BLUE HERBS you will find
around the Spencer estate.
According to the book, the GREEN HERB is used to heal wounds, the BLUE HERB
is used to cure poisons, and the RED HERB is used to triple the effects of
GREEN HERBS. Keep these tips in mind for the rest of the game. Leave out
the same door you used to get in.
RED PASSAGEWAY
Go around the corner past the blue door which is locked, and you will see
another zombie. Kill him and take the door at the end of the hall because
the door the other zombie was near is locked also.
UPPER MAIN HALL
You run into Barry-boy again up here. After some small talk, he says he has
"a weapon, it's really powerful...especially against living things!" WOW!
He then hands over some ACID ROUNDS, which is a type of ammunition for the
BAZOOKA, which we will be obtaining shortly. Hey, Barry, that's not a
weapon! It's ammo you numbutt! He then runs off back to the DINING ROOM,
to look at his pet bloodspot, I suppose. The next door we are going to is
the other door on the same wall as the one you used to enter here. Go to
it.
BLOODY CORRIDOR
There's not much to see here except for some bloodstains on the floor and
the wall. Leave out the other door besides the one you used to enter.
OUTDOOR BALCONY
Out here, you get a nice view of a WALL painted to look like the woods, and
you also find another dead body of one of your Bravo teammates, Forest
Speyer. He got pecked to death by crows, but at least he still has his
BAZOOKA with him. Take the gun, but be careful not to accidentally check
the body or crows will attack. Leave out the door you used to get in.
BLOODY CORRIDOR
Go out the other door.
UPPER MAIN HALL
Run across the baclony to the double doors on the other side of the hall.
DINING ROOM BALCONY
Arrghh, it's that awful ticking again. Kill off the deadheads here. Don't
be afraid to use your BAZOOKA if you run out of ammo for your HANDGUN.
Go to the statue up here and push it through the hole in the balcony
railing. I don't know why we are doing it, there's no logical reason.
Anyway, you'll hear a crash below from the statue you broke for no logical
reason. Take the door on the far side of the room.
WEST STAIRS LANDING
Kill the two zombies lurking around, then go down the stairs. The two doors
you see up here are locked. One needs a HELMET KEY and the other needs a
passcode. You won't get either of these until around Part 3, so ignore the
doors for now.
WEST STAIRS HALL
Immediately go into the space beneath the stairs and you will see a door.
Go through it. If you get to it fast enough the zombie milling around close
by won't even see you.
MEDICAL ROOM
Ahhh, don't you just love the music that plays in save rooms? Anyway,
you're probably running low on CLIPS at this point, so we'll dump the
HANDGUN for awhile and go with the SHOTGUN. Heal yourself if necessary,
then organize your inventory like this:
SHOTGUN, EMBLEM
CHEMICAL
Leave this room.
WEST STAIRS HALL
I recommend you dodge the zombies hanging around here, the corridor is wide
enough to pull it off. The first one's easy, he is hiding under the stairs
and should pose no threat. Go past the right side of the column to pass
number two, then move back to the left side of the hall to get past number
three. Take the brown door at the end of the hall.
GREEN CORRIDOR
Zip past the zombie you see immediately and go down the hall he was
guarding. You will come to a little black door at the end.
WATER GARDEN
Don't try to walk past the fountain, lest you be attacked by killer vines.
Instead, go to the little pump by the windows and pour the CHEMICAL into it.
The vines will die, giving you access to the most important item in this
part of the game, the ARMOR KEY. Take it from the ornament on the window.
Grab all the RED HERBS and GREEN HERBS you can from this room, then combine
them so that you are left with two RED-GREEN MIXTURES, and a GREEN-GREEN
MIXTURE. Leave the room.
GREEN CORRIDOR
Blow down the corridor and past the zombie again, but this time turn right.
Kill the zombie at the intersection of the hall, then use your LOCKPICK to
unlock the door on the right side of the corridor.
KEEPER'S BEDROOM
Take the CLIP off of the bed, then examine the desk. When you do so, a
zombie will pop out of the closet. Blow his stupid face off then get back
to your examination of the desk.
You will find the KEEPER'S DIARY on the desk. The keeper says he had to
take care of a "new creature," given to him by a "researcher." A day later,
there was an accident in a lab somewhere on the estate, which kind of
explains the previous entry. The guy says he has to wear a space suit now,
and he's annoyed with it.
He feels itchy now, and asks the doctor about it. He gives him a big
bandage and tells him he doesn't need the space suit anymore. The keeper is
glad, though now rotten chunks of flesh are falling off of his body. The
rest of the diary, you may notice the words are getting simpler and simpler,
and then the diary concludes with the words "Itchy. Tasty." It's pretty
obvious what's happened to him I believe.
I guess this somewhat explains why the heck there are zombies and monsters
around, because of some lab that's on the grounds. Leave the room.
GREEN CORRIDOR
Turn left and take the door near the zombie you left alive.
WEST STAIRS HALL
Unlock the nearby black door with the ARMOR KEY.
ARMORY
There isn't much firepower left for you to take I'm afraid. You can however
get a CLIP off of the shelf and SHOTGUN SHELLS after you unlock the drawer
in the desk. You can also get the BROKEN SHOTGUN here to use on the rack to
get the good SHOTGUN. However, if you already got past the ceiling trap
with Barry's help, then there is absolutely no reason to take this item.
Leave.
WEST STAIRS HALL
Dodge the zombies and go to the MEDICAL ROOM.
MEDICAL ROOM
Open up the CHEST:
SHOTGUN, SHOTGUN SHELLS
ARMOR KEY, EMBLEM
Leave.
WEST STAIRS HALL
Enter the GREEN CORRIDOR once again.
GREEN CORRIDOR
Turn right and run to the door at the very end of the corridor.
WEST WHITE HALL
This looks familiar, but instead of looking at Kenneth's dead body, unlock
the door next to the double doors at the end of the hall and enter.
PIANO BAR
This is a nice-looking place, but there is seemingly nothing to do here.
Walk around the piano and in the back alcove you will find two bookcases.
Push away the one in front of the other one, and take the MUSIC NOTES hidden
on the shelf.
Use the MUSIC NOTES on the piano, and Jill will do a superb recital of the
"Moonlight Sonata." Jill is so good at playing the piano she can even do it
while holding a SHOTGUN in her hands! This triggers the opening of a secret
passage in the wall. Go inside and you will see a statue with a GOLD EMBLEM
on it. Note that it looks a lot like the EMBLEM you have with you. Maybe
you should try placing the GOLD EMBLEM above the fireplace in the DINING
ROOM.
But after you take the GOLD EMBLEM, the wall seals up again. Place the
wooden EMBLEM in its place and that will fix the problem right up. Exit
this room.
WEST WHITE HALL
You remember where the DINING ROOM is? It's behind the only door on the
left side of the hall.
DINING ROOM
Plant the GOLD EMBLEM over the fireplace and that annoying ticking will
finally cease. The grandfather clock will chime three times, then move
aside to reveal a secret compartment. Take the SHIELD KEY here.
Next, search behind the table to find the remains of the statue you smashed
for no logical reason. In it's remains, you'll find a beautiful BLUE JEWEL.
Leave out the double doors.
MAIN HALL
Use the ARMOR KEY on the little door near the double blue doors on the east
side of the MAIN HALL. Enter into it.
GLOBE ROOM
Walk past the sculpture this room was named for, and take the CLIP off the
shelf. Then walk past the other shelves on your left. A zombie will
approach from the left. After removing his head from his body, unlock the
desk he was guarding. A box of SHOTGUN SHELLS is what you'll get. Now,
take the door on the other side of this little hall.
PLAYROOM
There are no threats here but a crawler zombie. Blast him and heal up with
the two GREEN HERBS on the floor. Right now, you should have two inventory
slots left. Take only ONE GREEN HERB. You will need the space for
something important a little later. Exit the room.
GLOBE ROOM
Go back to the MAIN HALL.
MAIN HALL
Mount the stairs.
UPPER MAIN HALL
Turn right up the stairs and use the door to the RED PASSAGEWAY.
RED PASSAGEWAY
Go past the first door and use the ARMOR KEY on the double blue doors.
KNIGHT ROOM
Hmm, two grates, two statues, one red button, crap, what are we supposed to
do here? I know! Push the statues over the grates, then press the red
button and see what happens! Make sure both grates are covered just right,
then press the shiny red button on the floor. Eureka, the cabinet in the
back of the room opened. Take the SUN CREST from the cabinet, then leave
the room.
NOTE: If you mess up covering the grates, or push them away from the holes
after pressing the button, then poison gas will leak into the room! Quickly
exit before you are poisoned or die! When you walk back inside again,
everything will be as it was before, as if nothing had happened.
RED PASSAGEWAY
Unlock the brown door with the ARMOR KEY, the one you passed on the way to
the KNIGHT ROOM.
RICHARD'S HALL
You will see two GREEN HERBS on the floor, but leave them there for now. As
you round the bend, you see poor Richard on the floor with a nasty bite
wound. He tells you he was bitten by a giant, poisonous snake. He then
sends you out of the room looking for the SERUM, raving about terrible
demons. You will not be able to go past this room until you get the SERUM
for Richard. He will die approxiomately 15 minutes after you find him. Not
that it matters, there's no real benefit to saving him in time, except it
will spare you a few small inventory difficulties. Anyway, back to the
walkthrough.
RED PASSAGEWAY
As you exit the room, your map automatically lights up. A red dot will show
you the room where the SERUM is. In this case, its the MEDICAL ROOM. Let's
be on our way there. Go into the UPPER MAIN HALL.
UPPER MAIN HALL
Run across the balcony to the DINING ROOM BACLONY.
DINING ROOM BACLONY
Go to the next room.
WEST STAIRS LANDING
Go down the stairs.
WEST STAIRS HALL
Now you know why I refer to this hall as the WEST STAIRS HALL. Go into the
MEDICAL ROOM.
MEDICAL ROOM
Take the SERUM from the shelf and organize your inventory like this:
If you want to fight an upcoming boss:
BAZOOKA, ACID ROUNDS
SHIELD KEY, SERUM
ANY HEALING ITEMS YOU NEED (leave at least one open spot)
If you want to avoid the boss and not fight:
SHOTGUN, SHOTGUN SHELLS
SHIELD KEY, SERUM
ANY HEALING ITEMS YOU NEED (leave at least one open spot)
Leave.
NOTE: Fighting this approaching boss has no benefit, to me it's nothing but
a waste of ammo and health. You will expend much less of both if you try to
avoid the boss, but you'll need to be good at dodging.
WEST STAIRS HALL
Go back up the stairs.
WEST STAIRS LANDING
Go back to the DINING ROOM BALCONY.
DINING ROOM BALCONY
Take the double doors.
UPPER MAIN HALL
Go to the door across from the doors you used to enter.
RED PASSAGEWAY
Take the first door you see.
RICHARD'S HALL
If you have the inventory space, take the two GREEN HERBS. Now go to
Richard and let him have the SERUM (he should be alive, as long as you don't
go off on some silly side quest of your own.) A groan and a moan later, he
coughs up his RADIO (which is completely useless throughout the game) and
dies. Search him twice for a CLIP and enter the next room.
ATTIC CORRIDOR
A zombie approaches out of sight from the hall to the left. Ignore him and
rush up the stairs to the door there. Unlock the door with the SHIELD KEY
then discard the key.
ATTIC
Gather up your courage and walk towards the columns in the middle of the
room. YIKES! It's that giant snake Richard told you about! For those who
wish to avoid him will as little sqabble as possible, follow these
directions. When you regain control, you can see some small shelves in the
back corner of the room. Run towards them and you will miss a lunge from
the snake. After he lunges, curve towards the pillar with the boxes. Run
past the pillar and turn right. Swipe the SHOTGUN SHELLS off the barrels if
you have time. Now, run around the wall and into the walled-in place where
the snake appeared from. Take the MOON CREST from its hidey-hole and try to
run back out. By now the snake has probably caught up and is blocking the
passage, you will likely get bitten here, but this is a GOOD thing. Now,
run back out of the attic.
Now, for those who want to be men and tangle with the snake, read here.
Take some distance from the snake and let loose with your BAZOOKA. ACID
ROUNDS are especially effective. Be careful about your aim. The head is
the only vunerable spot, and since the snake often slithers along the
ground, it is a difficult target to hit. Don't get it too close to the
snake either, or it will encircle you and prevent you from moving. Monitor
your health status, because if it gets too low, the snake will try to
swallow you, killing you in one attack. After about 3-6 hits, the snake
will give up and leave. You can now take the MOON CREST and leave.
NOTE: If you still have it do NOT use the SERUM AT ALL until you get out of
here with the MOON CREST. Otherwise, you may get bitten again by the snake.
No BLUE HERB in the entire game can cure the snake's venom, and since
there are no other SERUMS to find, you will be stuck in permanent POISON
status for the rest of the game.
ATTIC CORRIDOR
Strangely, the zombie has vanished. Just after going down the steps, Jill
passes out from the poison (if you were bitten during the battle). Barry
will arrive and take you to the MEDICAL ROOM if you gave the SERUM to
Richard. If you were not bitten during the fight at all, then no cutscene
will occur and you will stay in the ATTIC CORRIDOR. Also, if you still have
the SERUM with you and were bitten, then Jill will ask to take it. Do as
she says, and you will stay right where you are. If you are still in the
ATTIC CORRIDOR, go to the MEDICAL ROOM. I'm sure you can find it again, as
we've already been there and back a few times.
MEDICAL ROOM
Jill wakes up on the cot. Organize your inventory:
SHOTGUN, SHOTGUN SHELLS
BLUE JEWEL, SUN CREST
STAR CREST, MOON CREST
Leave.
WEST STAIRS HALL
Dodge the zombies and go to the GREEN CORRIDOR.
GREEN CORRIDOR
Remember that little door in the offshoot I told you not to go to? Well go
there now.
TIGER ROOM
Put the BLUE JEWEL in one of the tiger's eyes. The statue will then rotate
to reveal the fourth and final crest, the WIND CREST! Leave.
GREEN CORRIDOR
Enter the black door at the end of the hall.
WEST WHITE HALL
Enter the door to the DINING ROOM.
DINING ROOM
Go to the MAIN HALL.
MAIN HALL
Go up the stairs.
UPPER MAIN HALL
Turn right and enter the RED PASSAGEWAY.
RED PASSAGEWAY
Enter the door right after the blue doors.
EAST STAIRS LANDING
Go down the stairs. (Getting tired of these one-sentence room directions?
Don't worry, we're almost to where we need to go.)
EAST STAIRS HALL
Bypass the save room and go to the door at the end of the hall.
DARK CORRIDOR
Go into the door that is by itself in the dark offshoot.
COVERED WALK
You want revenge now for Joseph's death, so blast that dog for tearing up
your friend. Now go over and examine the diagram by the other door. On it
you read an interesting poem:
"When the Sun sets in the west and the Moon rises in the east, Stars will
begin to appear in the sky and Wind will blow towards the ground. Then the
gate of new life will open."
I actually think it sounds kind of cool. This is where you are supposed to
use all those crests you risked life and limb for to obtain. Plug the SUN
CREST, the MOON CREST, the STAR CREST, and the WIND CREST in the plate.
After all are secure in the diagram, you will hear the door unlock. Enter.
TOOL SHED
We went to all that trouble to unlock a TOOL SHED?! Oh well, you've already
got it unlocked anyway. Push the step ladder forward some so you can stand
on the side where you get on it. Push it to the shelf and take the SQUARE
CRANK. Leave out the double doors.
UPPER COURTYARD
YES! Two RED HERBS, three GREEN HERBS, and just around the corner, three
BLUE HERBS. Take the two RED HERBS and the three GREEN HERBS. Ignore the
BLUE HERBS, lest you be pounced upon by a pack of dogs. They're not
important anyway. After you take the RED HERBS and the GREEN HERBS, mix
them to make two RED-GREEN HERB MIXTURES. Now, after taking all the herbs
except the blue ones, charge around the corner and past the dogs. Weave
through the shrubs and to the gate at the other end of this rather dull
garden.
WATER RESEVOIR
Follow the stone path to a post with a square hole in it. Use the SQUARE
CRANK to drain the water almost instantly when ordinarily it would take
much, much longer. Go to the little ladder and jump down onto the new path.
Run across the pool and climb up the other ladder. Now start running down
the path. Why? Oh, because hundreds of snakes are falling from the trees
and they are infinite, would that be a good reason. Eventually you will
come to a small platform elevator. Board it and go down.
LOWER COURTYARD
Run around the little pool then sprint to the gate on the other side of the
next little pool. Don't bother to fuss with the dogs.
COURTYARD PATH
Take the two GREEN HERBS but forget the BLUE HERBS. Sprint down the path
and run in zigzags to avoid the dogs. After some curves, you will come to a
door. Enter the door.
-----------------------------------------------------------------------
END OF PART ONE
-----------------------------------------------------------------------
OPTIONAL AREAS AND QUESTS FOR PART ONE
--------------------
THE LIGHTER SUBQUEST
--------------------
There is a LIGHTER you can find in a bedroom on the second floor near the
EAST STAIRS LANDING. This LIGHTER is used for the small task of lighting a
candle in another room this walkthrough doesn't cover so you can get a few
extra EXPLOSIVE ROUNDS. If you want to do this little subquest, read below.
We will start at the EAST STAIRS LANDING.
EAST STAIRS LANDING
Unlock the door just to the left of the stairs with the ARMOR KEY. Enter.
STAG ROOM
Take the door to the left.
UPSTAIRS OFFICE
Press the switch hidden in the bug display case to empty an aqarium. Push
the aquarium away from the back corner of the room, then push the bookcase
into its place to reveal a cabinet. The cabinet contains a box of EXPLOSIVE
ROUNDS. Leave.
STAG ROOM
Take the door across from you. A zombie will then enter. For the time, run
away.
TWIN BEDROOM
Take the RED HERB, the SHOTGUN SHELLS hidden behind the right bed, and the
LIGHTER off the shelf.
STAG ROOM
Evade the zombie and run out of the room.
EAST STAIRS LANDING
Enter the RED PASSAGEWAY.
RED PASSAGEWAY
Go into the door after the blue doors.
RICHARD'S HALL
Go to the next door.
ATTIC CORRIDOR
Turn left at the fork and take the door at the end of the hall.
PRIVATE DINING ROOM
Search the cabinet on the left for a CLIP, then light the candles on the
table with the LIGHTER. Now push away the left bookcase to reveal a secret
room. By the light of the candles you will be able to grab the EXPLOSIVE
ROUNDS in the cabinet.
-----------------------------------------------------------------------
_____ _____ _____ _____ ____
| _ | | _ | | _ | |_ _| /__ \
| |_| | | |_| | | |_| | | | / /
| ___| | _ | | _ / | | / / - THE GUARDHOUSE
| | | | | | | | \ \ | | / /__
|_| |_| |_| |_| \_\ |_| |_____|
-----------------------------------------------------------------------
ENTRY CORRIDOR
Directly in front of you are some BLUE HERBS next to a stand with other
plants on it. You can also see the statue next to them there is
texture-mapped. This is used to cover the hole in front of a door down the
hall. If you don't cover it, a plant vine will shoot out and grab you by
the neck, robbing you of some health. If you ask me, the whole statue idea
is a waste of time. The vine does not take away that much health. Anyway,
go down the hall and take the first door on the right.
GUARDPOST
Take the FIRST AID SPRAY and the EXPLOSIVE ROUNDS off the bookshelf. Next,
heal yourself to FINE status and organize your inventory at the save box:
SHOTGUN, SHOTGUN SHELLS
BAZOOKA
Leave.
ENTRY CORRIDOR
Go to the door across the hall with a sign above it that says "001."
001 BEDROOM
Blow both zombies heads off, then unlock the desk to find some SHOTGUN
SHELLS. Next, go to the bed and take the RED BOOK off the bed. If you
check it, you will notice that it is empty. Why take an empty book, you
ask? Well, don't worry. Even the strangest objects in a RE game always
eventually serve some purpose. Take the little door by the entrance.
001 BATHROOM
Walk to the bathtub and drain the water. On the bottom is the C. ROOM KEY.
Take the key and leave.
001 BEDROOM
Enter back into the hall.
ENTRY CORRIDOR
Walk across to the offshoot and your character will get caught by a vine if
you didn't cover the hole before. No big deal, it causes little damage.
Press onward.
IVY HALL
Don't worry at all about any of that ivy covering the walls. None of it is
dangerous. Take the first door you come to.
WASP ROOM
As soon as you enter run diagonally across the room to the dark corner
there. Charge into it and take the 002 DORMITORY KEY off the desk. Then
turn tail and run out to the same door you used to enter. The reason?
There are three billion wasps zipping out of that hive to get you, and if
you don't move fast, you'll be covered with them and stung over and over
till you die.
IVY HALL
Run further down to the end of the hall. Unlock the door with the 002
DORMITORY KEY then discard it. Before you go charging in, move the statue
aside of its place on the left. Take all three GREEN HERBS and make a GRAY
HERB MIXTURE. Now enter the door.
002 BEDROOM
Ignore the door to the left, all you will get for using up a SHOTGUN SHELL
on a zombie in there is a CLIP. Instead, run to the litte desk and take the
SHOTGUN SHELLS inside it. Hey look, two texture-mapped bookcases. Shove
them aside to reveal a ladder. Go down it, into the "secret" passage.
BASEMENT CORRIDOR
Now we get to play the first installment of one of Capcom's most prevalent
puzzles in their RE games. This is sooooo boring. Run around the corner
and shove the box around the corner. Now push the box forward to the wall
across the hall, then shove it a looooong way down the hall near the corner,
but not too far, or you'll have to start all over! Next, push the box
closest to the water pool into it. Then go to the second box that was
behind it and push that box into the pool. And last, shove the box you
pushed all the way down the hall to the wall and then into the pool. You
now have a box bridge to cross the pool of water. Umbrella really needs to
hire some better architects. What idiot puts a giant pool in the middle of
the hall, but no bridge to cross it? Come to think of it, why put a pool in
the middle of the hall at all? Anyway, go down the hall some more and you
will see the rest of the hall is submerged in water. Go into the water and
open the double doors. Leave the GREEN HERBS where they are for now.
NEPTUNE DEVELOPMENT LAB
You now find yourself in a GIANT room, with it totally flooded by water.
Immediately begin running around the right side of the giant water tanks in
the middle of the room. Don't bother looking at the first door you pass.
Eventually, you will come to two doors. Move a little closer, and you will
see an POV shot of something following you underwater. As it turns out, it
is a shark codenamed Neptune and her two babies. But unfortunately for
them, you are already at the doors that will allow you to escape. Unlock
the left door with the C. ROOM KEY, the one on the right doesn't even have a
keyhole! Discard the key and enter.
DRAINAGE CONTROL ROOM
Walk over to the panel with the flashing light and pull the lever. All the
water will drain out of the basement. On your way out, press the flashing
button to unlock the room next door.
NEPTUNE DEVELOPMENT LAB
Enter the door nearby.
BASEMENT ARMORY
Yes! Two CLIPS and two boxes of SHOTGUN SHELLS are on the shelves! And
also, you can see a little sparkle on the shelf to the right. Take the 003
DORMITORY KEY and leave.
NEPTUNE DEVELOPMENT LAB
Run back to the exit and you will see the source of that flapping sound.
Hahaha, it looks like Jaws and its babies are now struggling for their
lives. Leave. Don't bother shooting them, you won't need to come back to
this room again unless you wanted to do the V-JOLT sidequest detailed in the
OPTIONAL AREAS section at the end of Part 2.
BASEMENT CORRIDOR
Run back to the ladder at the end of the hall.
002 BEDROOM
Go back into the hall.
IVY HALL
Run back down the hall to the next door.
WASP ROOM
Run across the room to the door marked "003." Discard the 003 DORMITORY KEY
also.
003 BEDROOM
Immediately enter the door to the left.
003 BATHROOM
Blow the zombies face off then take the FLAME ROUNDS off the floor. Leave.
003 BEDROOM
Ignore the desk, because this time it has nothing to offer you but INK
RIBBONS. Notice the bookshelf. One row has nothing in it but red books,
except for one white book. Take the white book and read the "V-JOLT" REPORT
if you wish, you don't have to follow this book's instructions if you don't
want to. Now, put the RED BOOK in the place of the white book to open up
yet another secret passage. Equip your BAZOOKA and enter the secret door.
CONFERENCE ROOM
Whoa! It's that giant plant the white book spoke about, called Plant 42.
Point your BAZOOKA up and fire three EXPLOSIVE ROUNDS immediately after
entering. The plant shrivels up. Jill decides to go closer to get a better
look. Big mistake. One of the vines grabs her and then, it's Barry to the
rescue! He destroys the plant with a FLAMETHROWER and then Jill thanks him.
He responds with a entusiastic "Yeeeeeehhhhhh." After talking to him, go
to the fireplace to get the HELMET KEY. Leave thru the double doors.
WASP ROOM
Run across the room to the door on the far left.
IVY ROOM
Jill hears gunshots close by, then sees Wesker. After he finishes up his
target practice, he tells you that you should go back to the mansion to look
for "clues," then runs off again rather hastily. Run over the wasps Wesker
shot down if you want to, then enter the door beyond them.
ENTRY CORRIDOR
Go to the GUARDPOST.
GUARDPOST
You should stock up on heavy artillery here and save, because things are
going to get tougher very soon. Here is what you should put in your
inventory:
BAZOOKA, ACID ROUNDS
HELMET KEY, HEALING ITEM
Leave.
ENTRY CORRIDOR
Run to the front door and exit (the one by the plants).
COURTYARD PATH
You can hear your radio beeping as you exit. That's Brad trying to hail
you. You don't have to answer him, as the radio is broken and you can't
respond to his messages anyway. Run for the wonderfully-squeaking gate at
the end of the "corridor."
LOWER COURTYARD
Run past the dogs and go back to the little elevator.
WATER RESEVOIR
You're going to have to make another run through the snakes to get back to
the other gate that leads to the exit. Run like crazy past the
snake-spawning trees, go through the pool, then leave out the gate.
UPPER COURTYARD
Dodge the dogs and go back to the TOOL SHED.
TOOL SHED
Go to the next door.
COVERED WALK
Run down the path to the back door of the mansion. Make sure you have your
BAZOOKA at the ready when you walk in.
-----------------------------------------------------------------------
END OF PART TWO
-----------------------------------------------------------------------
OPTIONAL AREAS AND SUBQUESTS
-------------------
THE V-JOLT SUBQUEST
-------------------
In this subquest, you will make a chemical called the V-JOLT to help destroy
Plant 42. This is totally optional for Jill and quite unneccesary as Plant
42 will still only take three hits from the BAZOOKA. If you must, this is
how you do it. Start in the ENTRY CORRIDOR.
ENTRY CORRIDOR
Go to the double red doors.
GAME ROOM
Turn left and run to the pool table in the back corner. Check the side of
the table facing away from the dartboard. You'll get a code that says
"345". Remember this number. Leave the room and don't bother to mess with
the spiders.
ENTRY CORRIDOR
Go down the corridor guarded by the vine. You'll get hit but it will still
be all right. Go into the door behind it.
IVY HALL
Enter the next door you come to.
WASP ROOM
Turn left and go to the other door you can see in the camera angle. Check
the keypad next to it. Input 345 into the keypad to unlock the door.
Enter. I guess next time you'll memorize the code so you don't have to do
all that extra crap, huh?
CHEMICALS LAB
This is where you will make the V-JOLT. You can solve this puzzle yourself
if you want to by reading the notes on the wall, or you can try my
directions. There are many chemicals in here that can be lethal if handled
improperly, so do exactly as I say or you may make a substance that creates
a poison gas!:
1 - Gather up three EMPTY BOTTLES.
2 - Fill one EMPTY BOTTLE with WATER from the sink, and fill another EMPTY
BOTTLE with UMB NO. 2. Mix the UMB NO.2 with the WATER to make NP-003.
3 - Fill an EMPTY BOTTLE with UMB NO.4. Mix the UMB NO.4 with NP-003 to
make UMB NO.7.
4 - Fill up an EMPTY BOTTLE with UMB NO.2 and another EMPTY BOTTLE with UMB
NO.4. Mix UMB NO.2 with UMB NO.4 to make YELLOW-6.
6 - Mix YELLOW-6 with UMB NO.7 to make UMB NO.13.
7 - Repeat STEP 2.
8 - Mix NP-003 with UMB NO.13 to finally get the V-JOLT!
Leave the lab.
WASP ROOM
Leave out the door to the right.
IVY HALL
Turn right and go down the hall to the door marked "002".
002 BEDROOM
Go to the "secret" ladder.
BASEMENT CORRIDOR
Run down the passageway to the double doors.
NEPTUNE DEVELOPMENT LAB
Turn right and enter the first door you see.
MESS HALL
Go to the other side of the room where the plant's root is. Pour the V-JOLT
on it to make the root wither and die.
-----------------------------------------------------------------------
______ _____ _____ _____ _____
| _ | | _ | | _ | |_ _| |___ |
| |_| | | |_| | | |_| | | | ___| |
| ___| | _ | | _ / | | |___ | - THE MANSION REVISITED
| | | | | | | | \ \ | | ___| |
|_| |_| |_| |_| \_\ |_| |_____|
-----------------------------------------------------------------------
DARK CORRIDOR
Upon entry you get a warm welcome from a creature that has become the bane
of every RE player's existence, the hunter. They're faster than you,
they're more resilient than you, and they can cut your head off if you are
in CAUTION or worse. But, in your hands, you hold the most powerful
anti-hunter weapon in the series, the BAZOOKA. Let him have an EXPLOSIVE
ROUND in the face then enter the first door on the left side of the hall
(this one needs the HELMET KEY.)
BTW, this place will be crawling with Hunters wherever you go. In a way,
they have replaced all the zombies you killed earlier! Stick to this
walkthrough or you will get your head cut off, I promise you that.
STUDY
Walk over to the desk and turn on the lamp. On the desk are MAGNUM ROUNDS,
but you should only bother to pick them up if you want to go on the MAGNUM
sidequest, which is in the OPTIONAL AREAS section at the end of Part Three.
Turn around and take the DOOM BOOK I from the bookshelf, then leave.
DARK CORRIDOR
Take the door in the same camera angle as the double doors.
EAST STAIRS HALL
Stay right where you are and get your BAZOOKA ready. You'll hear a "tic,
tic" noise. This is the noise hunters make when they are around. You will
soon learn to loathe it. Anyway, when you see the hunter come around the
corner, blast him. Notice the little paper hanging on the wall. It was
written by Barry, telling you that he left some supplies for you in the
STORAGE ROOM. Go into the little door beneath the stairs.
STORAGE ROOM
When you enter, you will see many items on the floor that Barry left for
you, including ACID ROUNDS, a FIRST AID SPRAY, and some SHOTGUN SHELLS. For
being so stupid, Barry sure knows how to pick the right presents. Take
everything and put it in the chest. Organize your inventory:
HANDGUN, CLIP
BAZOOKA, EXPLOSIVE ROUNDS
ARMOR KEY
This will likely be the last time we use the HANDGUN anymore in the game, so
after we put it back in the chest again, it will stay there for good. Also
pretend from now on that all the CLIPS you see are things of your
imagination. Go into the hall.
EAST STAIRS HALL
Equip your HANDGUN and go up the stairs.
EAST STAIRS LANDING
Walk up the stairs. You can see a hunter down the hall has its back to you.
You now want revenge for that immature practical joke that was pulled on
you when you came back here. Shoot him in the back with the HANDGUN then
run down the stairs again, but don't go ALL the way down them. Wait here
for the hunter to slowly walk down the hall. When he sees you at the bottom
of the stairs, he'll be in a frenzy to reach you, but they forgot to teach
him in school how to walk down stairs. From the safety of the stairs, you
can pelt him with the HANDGUN till he dies pathetically. Walk back up the
stairs. Now this time, walk to the right. When the camera changes to show
a hunter hiding around the corner, slowly walk backwards into its view.
When it sees you, start running back to the stairs and you can take him out
as easily as the last one. Now this time go back down the stairs all the
way.
EAST STAIRS HALL
Run to the black door at the end of the hall.
DARK CORRIDOR
Get that BAZOOKA ready and open the double doors.
EAST WHITE HALL
Run down the hall. As you turn the corner near the bathroom, a hunter pops
up from around the next corner. While he shrieks angrilly, give him an
EXPLOSIVE ROUND to the head to quiet him down. Reequip your HANDGUN and
unlock the metal door nearby with the ARMOR KEY.
BACK PORCH
Shoot up all the zombies then collect the SIX (!) GREEN HERBS they were
guarding. Leave.
EAST WHITE HALL
Enter the double doors at the other end of the hall.
DARK CORRIDOR
Enter the door closeby on the right.
EAST STAIRS HALL
Run to the STORAGE ROOM.
STORAGE ROOM
Set up your inventory like this if you want to be a tough guy but not have
to run back here later for inventory problems:
SHOTGUN, SHOTGUN SHELLS
HELMET KEY, ONE OR MORE HEALING ITEMS (two should be adequate)
Set up your inventory if you don't mind having to backtrack at the exchange
of an easier fight:
BAZOOKA, GRENADE ROUNDS (in the flavor of your choice)
SHOTGUN, SHOTGUN SHELLS
HELMET KEY, ONE OR MORE HEALING ITEMS (two should be adequate)
I HIGHLY recommend you save, as the fight with the second-toughest boss in
the game is near. Leave.
EAST STAIRS HALL
Go up the stairs.
EAST STAIRS LANDING
Turn left and go all the way down the hall to the last door.
FIREPLACE ROOM
Go take the GREEN HERB near the fireplace if you want it, then unlock the
other door in this small room with the HELMET KEY.
BALL ROOM
Go over and check the piano. Looks like an old friend has returned to greet
you, only this time, you don't have to worry about poison since you have
already taken the SERUM. Whilst the snake tries to pound you, he makes a
large hole in the floor, then you take over control. Shoot the snake a few
times from where you are standing, then run to the other side of the room
and shoot from there. NEVER lose your cool and get into a war of attrition
with the snake or it will kill you for sure. You must be mobile if you want
to stay alive. Also be sure to carefully monitor your health so you don't
drop too low and the snake swallows you whole! After the battle, check the
hole near the piano, and who should walk in but ol' Barry. He walks over to
you, right through the snake melting in the middle of the floor and casually
says, "Jill, have you found anything INTERESTING?" Man he's thick! He asks
if you would like to go down the hole. Jill says yes and goes down.
SECRET TOMB
Suprise, suprise, Barry drops the rope by accident and says he'll go look
for another one. Meanwhile, you are stranded in this secret room, with
nothing to occupy your interest except for a tombstone. If you check it,
you will discover a secret switch. Press the switch and another secret
passage will open up. I've never heard of a secret passage in another
secret passage! Now, just stay there and wait like a good girl for Barry to
come back. He eventually comes back and you climb out.
BALL ROOM
Barry says he's sorry to which Jill responds "I didn't know *that* was going
to happen." He then gives you a PASS NUMBER, which is useless unless you
want to go on the MAGNUM sidequest. After that, Barry will run off again,
leaving you alone. Check the hole and it says "there's a rope." If there's
a rope, what did Barry tie it to? I don't even see the rope! Lazy graphics
artists...anyway descend the "rope" again.
SECRET TOMB
Take the secret passage you opened up a short while ago.
BASEMENT CORRIDOR 1
A zombie comes from the other end of the hall. Blow his head off, then
investigate the right fork in the hall. You will find another zombie and a
box of SHOTGUN SHELLS. Blow off the zombie's face, take the SHOTGUN SHELLS
and leave thru the only door here.
BASEMENT CORRIDOR 2
Run around the corner and another corner and you can see two zombies
snacking on another fellow deadhead. Since they seem to be content with
their meal, why don't we leave them alone? Run to the next door. Even if
you kill all of them, all you will get as a reward is two GREEN HERBS.
KITCHEN
Don't bother looking around for ammunition, there is nothing here but
bloodstains and other crap. No big deal, but if you try to take the door
across from the one you used to enter, you will be attacked by a zombie that
knows how to open doors. (I actually think the FMV you see of the zombie
coming down the stairs is funny to watch with its stupid music.) Go to the
other side of the room and blast the zombie on the floor. Then take the
ancient elevator to the second floor of the mansion.
ELEVATOR LANDING
A zombie is immediately coming for you when you enter. Blow his head off
and enter the door behind him.
CLOSET
Take both bags of EXPLOSIVE ROUNDS off the shelves and take the BATTERY off
the chair. Leave.
2F ELEVATOR LANDING
If you look to your immediate left, you will see another zombie. There is
another corridor beyond him, but there is little there but more zombies and
a handful of herbs. You will only need to venture down the corridor back
there if you decide to go after the MAGNUM. See why I never get the MAGNUM
as Jill? You have to do so much extra stuff get it and you don't even find
any ammo for it hardly. If you really care about obtaining the MAGNUM that
much, I'll say again to look at the OPTIONAL AREAS section at the end of
Part Three.
Run past the elevator and take the GREEN HERB if you want it from the
alcove. Continue running and you will see a pair of blue doors with a
zombie standing guard. Ignore him for he is far too slow to get you before
you can get to the doors.
LIBRARY 1
Two zombies home in on you from the right. Blast both of them. If you run
back to the place where they came from, you can see a texture-mapped
bookcase. Push it away to reveal a secret door. Enter if you wish, but
after you are done screwing around in there, take the other non-secret door
in the room.
SECRET STUDY
You don't have to come in here, because there is nothing to obtain except
INK RIBBONS and a CLIP on the shelf. But if you look out the window, you
can see a heilport all lit up like a heavenly gate out of this place. The
picture you see of the heliport looks pretty cool. I like to look at it so
much that I often come here despite the fact there is nothing important to
obtain.
LIBRARY 2
Run around in here until you collide with a texture-mapped statue and one in
the wall that has a button. Press the button to shine a light on a spot on
the floor. Shove the moveable statue to the spot to make a bookshelf roll
aside, revealing a desk. Take the MO DISK off the desk and leave.
LIBRARY 1
Exit thru the blue double doors.
ELEVATOR LANDING
We are now going to retrace our steps all the way back to the EAST STAIRS
HALL. Forgive the one-sentence directions. Go back to the elevator and
take it down.
KITCHEN
Run to the door by the lockers.
BASEMENT CORRIDOR 2
Run to the door at the other end of the hall.
BASEMENT CORRIDOR 1
Run back to the ladder.
SECRET TOMB
Climb the rope.
BALL ROOM
Exit via the door.
FIREPLACE ROOM
Leave thru the blue door.
EAST STAIRS LANDING
Run down the hall and take the stairs.
EAST STAIRS HALL
Enter the STORAGE ROOM.
STORAGE ROOM
Set up your inventory like this:
BAZOOKA, GRENADE ROUNDS (whichever type has the most ammo)
BATTERY, SQUARE CRANK
Leave.
EAST STAIRS HALL
Run to the black door.
DARK CORRIDOR
Enter the door in the dark offshoot.
COVERED PATH
Zig left, then zag right to evade the hunter. Enter the TOOL SHED.
TOOL SHED
Run to the double doors.
UPPER COURTYARD
Run past the doggies to the gate.
WATER RESEVOIR
Run across the pool and evade the snakes again. Take the lift down.
LOWER COURTYARD
Instead of going to the guardhouse, this time we are going to go investigate
the area where the other elevator is. Put the BATTERY in the slot to get
the lift working again, then take it up.
UPPER COURTYARD
Run past the dogs and go to the gate. (suprise!)
WATER RESEVOIR
Go back to the post where the square hole is and use the SQUARE CRANK to
raise the water level again. Go back out the gate. Evade the dogs and go
to the lift. Run to the little walkway between the pools and climb down the
ladder. Down below, you'll be in a whole different world!
-----------------------------------------------------------------------
END OF PART THREE
-----------------------------------------------------------------------
OPTIONAL AREAS AND SUBQUESTS
-------------------
THE MAGNUM SUBQUEST
-------------------
In this quest you will get the MAGNUM, a very powerful handgun that can
destroy hunters with only one bullet. Jill does not have to do this unlike
Chris, because she has a BAZOOKA which you find considerably more ammo for.
While Chris gets a relatively small ammout of ammo for the MAGNUM, Jill will
find even less! Plus the hunters will cause more damage to Jill. If you
want to go on this almost pointless sidequest for Jill, read the
mini-walkthrough below. We'll start in the KITCHEN.
KITCHEN
Try to take the door to the stairs then blast the smarty-pants zombie who
knows how to go down stairs and open doors. Now take the door to the
stairs.
1F ELEVATOR LANDING
Leave out the double doors.
WEST WHITE HALL
Hey, we're back here again, only now there are hunters! Fortunately, the
one in front of you is facing away from you. Run full speed and brush past
his right shoulder. Then escape into the door to the right before the
hunter down the hall and the one you touched can sandwich you and chop you
up.
GREEN CORRIDOR
Walk a little until you hear a "tic, tic", then stop where you are and point
your BAZOOKA down the hall. When you hear the screech of the hunter wait
still. When he gets close, hit him with a grenade. Now, continue to slowly
move down the hall. Another hunter will pop out of the alcove that has the
door to the TIGER ROOM. Blast him as well. After he is dead, charge down
the hall and enter the WEST STAIRS HALL.
WEST STAIRS HALL
Run from the Hunters around here, they are easily evaded thanks to the wide
hall. Enter the MEDICAL ROOM.
MEDICAL ROOM
Heal yourself fully and organize your inventory:
BAZOOKA, GRENADE ROUNDS (any flavor)
HELMET KEY, MAGNUM ROUNDS
Leave.
WEST STAIRS HALL
Quickly get up the stairs before the hunters have a chance to attack.
WEST STAIRS LANDING
Take one step forward then turn and aim your SHOTGUN to the left manually.
Blast the hunter hiding offscreen till he dies. Walk forward and unlock the
door to the left with the HELMET KEY. Discard the key and enter.
TAXIDERMY ROOM
Don't bother trying to take the hunting rifles from the display. Instead
take the SHOTGUN SHELLS and the MAGNUM ROUNDS off the shelf, then push the
stepladder under the deer head over the fireplace. Next go over to the door
and turn off the light switch. Walk over to the taxidermy again, but this
time you can see one of the deer's eyes glowing...climb up the stepladder to
get the RED JEWEL from the deer's eye socket. Now go down again and leave
the room.
WEST STAIRS LANDING
You can hear a hunter's footsteps, but he's way on the other side of the
railing, so you can easily get away down the stairs without a fight. Be
careful though, he can stick his claws thru the railing if you get too
close.
WEST STAIRS HALL
Run down the hall evading the hunters. Enter the GREEN CORRIDOR.
GREEN CORRIDOR
Go to the door in the little alcove.
TIGER ROOM
Put the RED JEWEL in the tiger statue and at long last you get your hands on
the MAGNUM!
-----------------------------------------------------------------------
______ _____ _____ _____ _ _
| _ | | _ | | _ | |_ _| | | | |
| |_| | | |_| | | |_| | | | | |_| |
| ___| | _ | | _ / | | |___ | - THE UNDERGROUND CAVES
| | | | | | | | \ \ | | | |
|_| |_| |_| |_| \_\ |_| |_|
-----------------------------------------------------------------------
ENTRANCE TUNNEL
This is an interesting place, water drips from cracks in the wall and there
are all kinds of tricks and traps that could only be in a medieval horror
story. Take the door near the ladder.
BARRY'S CORRIDOR
When you enter, Barry just kind of pops up out of nowhere and greets you
heartily. He asks if you would like to help look for the owner of the
"voice coming from this hole." Anyway, I recommend you go with him to help
if you want the good ending. He then asks if you would like him to take the
lead. Say no and agree to go first. Go throug the door to the right.
GENERATOR ROOM
Run down the hall, ignoring the door you pass for now. You enter a large
chamber, the largest one in this area. This room is probably one of the
greatest mysteries in the game. There is a large pit in the center of the
room, surrounded by safety ropes. And next to that, is a room with a broken
generator. Why is all of this here? Maybe it was the first power generator
for the laboratory, but it wasn't big enough, so they built a new source of
power. Take the FIRST AID SPRAY and the EXPLOSIVE ROUNDS off the shelf in
front of the generator, then run back to the door you passed on the way
here.
ENRICO'S ROOM
Run around the corners and witness Enrico's supernatural power of
identifying people by *only* the sound of their footsteps! Enrico then says
that there is a traitor in their midst, but before he can reveal him, he is
shot by someone hiding offscreen. Barry quickly runs over to Enrico because
he wants to see Enrico's new bloodspot. Idiot. It looks like you will have
to chase the assasin alone. If you want a CLIP, you can search Enrico twice
for it, but now the HANDGUN is almost worthless against the new powerful
enemies, so I say you should leave it behind. Run back down the hall and
you will see the shooter dropped something. Take the HEX CRANK and leave.
GENERATOR ROOM
Run down the hall to the right. You'll get ambushed by a hunter, but I
recommend you run from it since you will never have to come back to this
room again.
BARRY'S CORRIDOR
A hunter confronts you here. You should also dodge him because you'll never
visit this room again either.
ENTRANCE TUNNEL
Go down the corridor and you will bump into a pit blocking the corridor.
Use the HEX CRANK on the little hole near the pit to rotate it around to the
top of the corridor, like it's on a giant wheel. Jill is a lot stronger
than she looks, a LOT stronger. Run to the door on the other side of where
the pit once was.
BOULDER DASH 1
This corridor appears to be a dead end at first. Well, since you're here,
why don't you go and examine that big rock at the end of the corridor. It
appears to be texture-mapped, so you know something good's about to happen!
Go back down the corridor and the boulder somehow shakes loose. But that's
not important, what's important is getting out of the way! Run back for
that little alcove you entered this room thru quick or you'll be a Jill
sandwich! After you manage to evade it, run back to where the boulder was
to find some FLAME ROUNDS. Before you can reach them, a hunter walks in
thru the door. Get the FLAME ROUNDS then step back into the corridor. Aim
your BAZOOKA and get ready. When the hunter sees you, it will let out a
scream. Press the fire button and hit him with a grenade. After he is
dead, run to where the boulder rolled to, It turns out that it crushed thru
a false wall, which reveals a room with a set of double doors. Get your
BAZOOKA fully loaded then step thru the door. People with arachnaphobia,
beware!
BLACK WIDOW'S LAIR
This is the easiest boss in the game, it's just more creepy looking than
difficult. Blast it several times with the BAZOOKA, it won't even last
through a full magazine! Now exit the room briefly to make all the baby
spiders vanish.
BOULDER DASH 1
Turn around and run back in.
BLACK WIDOW'S LAIR
Take the COMBAT KNIFE glittering in the background, and use it to hack away
the spider web from the exit. (this is the COMBAT KNIFE's only useful
purpose) Leave after the web completely disappears.
SNAKE TUNNEL
Enter the door to the left.
CAVES OFFICE
Take the FIRST AID SPRAY off the table and organize your inventory:
BAZOOKA, GRENADE ROUNDS (whichever flavor has the most ammo)
HEX CRANK, DOOM BOOK I
Leave.
SNAKE TUNNEL
Ahhh! The tunnel's crawling with snakes! Get to the door at the other
extreme end of the hall.
BOULDER DASH 2
Run thru the doorway to the right into another long tunnel which houses
another boulder, but before you decide to shake it from it's resting place,
notice the texture-mapped floor and the hexagonal hole to the left. Use the
HEX CRANK on the hole three times to move the part of the corridor without a
wall to the left side of the hall. Run up to the boulder then run away to
make it move, then duck into the new alcove you revealed. It'll be much
easier than the last boulder. In fact, you'll be practically to safety when
it starts rolling! Go back to where the boulder was to find the second MO
DISK. Go to the door in the secret alcove.
STATUE ROOM
Let's see what we have to work with here, a hexagonal hole, a differently
colored floor tile, a locked cabinet, and a statue. The solution is easy to
figure out, simply push the statue on the lighter tile to open the cabinent.
But unfortunately, the statue is against the wall, so we can't push it
over there. Instead, push the statue along the wall until the statue and
the light tile are perpendicular to the wall, then use the HEX CRANK on the
hole twice to make a wall pop out and push the statue away from the wall.
Now shove the statue on the tile and take the DOOM BOOK II from the cabinet.
Leave.
BOULDER DASH 2
Run back down the long hall to the room with the other door. Take the fork
you haven't explored yet and you will find an elevator. Take the lift out
of this dark and dreary place.
HIDDEN FOUNTAIN
Walk off the lift and you will run into two GREEN HERBS, two BLUE HERBS, and
a little fountain. BTW, don't bother examining the doors you see, they are
welded shut and there is no way to make them open. Instead, check both DOOM
BOOKS. Rotate them until the bounded side of the book is facing away from
you, then press X. After examining both books, you should have the EAGLE
MEDAL and the WOLF MEDAL. Now take both MEDALS and put them in their
corresponding holes on the pedestals of the fountain. Yet another secret
passage is revealed, but don't go into the empty fountain yet. Instead,
take as many GREEN HERBS as you can carry first, then go down the steps of
the fountain to an elevator. Take the elevator down. BTW, BLUE HERBS are
no longer important as there are no more poisonous creatures in the game, so
pretend from now on they are just fragments of your imagination.
-----------------------------------------------------------------------
END OF PART FOUR
-----------------------------------------------------------------------
OPTIONAL AREAS AND SUBQUESTS
There are none for Jill or Chris. You will explore every room in the caves
and see everything before you are allowed to leave here, even if you don't
stick to the walkthrough.
-----------------------------------------------------------------------
______ _____ _____ _____ _____
| _ | | _ | | _ | |_ _| | ___|
| |_| | | |_| | | |_| | | | | |___
| ___| | _ | | _ / | | |___ | - THE SECRET LABRATORY
| | | | | | | | \ \ | | ___| |
|_| |_| |_| |_| \_\ |_| |_____|
-----------------------------------------------------------------------
ENTRANCE ROOM
Wow, first a beautiful mansion, then the simple design of the guardhouse,
next dark and dreary caves, now finally a military complex. Don't bother
checking the door with the flashing light, it will only open under a "first
class emergency." Well, that's what the sign next to it says anyway. Take
the ladder down.
EMPTY ROOM
Well, it's almost completely empty except for a chest. Go over to it and
organize your inventory:
SHOTGUN, SHOTGUN SHELLS
MO DISK, MO DISK
Leave thru the door.
B2 STAIRS LANDING
Blast both zombies' heads off, then check the desk near the "VISUAL DATA
ROOM" for the third and final MO DISK. Take the stairs down.
LABRATORY MAIN CORRIDOR
Whoa, this is the best music on the whole CD! You can see a zombie dead
ahead, but instead of engaging him, turn right and enter those doors. Try
to avoid zombies in this hall as they regenerate every time you pass thru
this area.
BACK HALLWAY
Take the door you see to your immediate left.
SCIENTIST'S QUARTERS
Turn on the lights, then take the letter off the desk. Read it and it will
tell you someone's log-in name and password for the security system: JOHN
is the log-in name and ADA is the password. It also says the password to
unlock the VISUAL DATA ROOM we passed upstairs, but unfortunately it is in
code.
|\/| /\ |\ |\/|
It says: |/\| \/ | | |
| | /\ | | |
What you must do now is shove the texture-mapped bookcase aside to reveal a
hidden switch. Push the switch and now the room will be lit with black
lights, or that's what I think they are. Run to the picture in the corner
and you will see letters next to their item: TREE, APPLE, MAN, WOMAN. If
you turn off the blacklights, the item's name will be in code again. Turn
the blacklights on and off until you match the letters of the alphabet with
the code. In the end, you should get the password, which is MOLE. Be sure
to memorize the password on your next run through the game so you don't have
to come into this room and do all this mess again! Leave.
BACK HALLWAY
Leave out the double doors you used to enter.
LABORATORY MAIN CORRIDOR
Run straight ahead down the hall, and enter the first set of doors you see.
SMALL LAB
You can see some SLIDES on the floor, but they are useless unless you want
to look at Umbrella's latest lineup of monsters. Instead, start up the
computer you see in the corner. After watching Umbrella's logo appear,
enter your log-in name as JOHN and your password as ADA. The computer will
then load a menu giving you access to the doorlocks in parts of the complex.
Press B2 first. The computer will then ask for the password you
deciphered from the letter. Type in MOLE. After unlocking that door, press
B3. The computer will unlock the door there. After doing that, press
Cancel and log out. Leave.
LABORATORY MAIN CORRIDOR
Turn right and go up the stairs.
B2 STAIRS LANDING
Enter the double doors just ahead.
VISUAL DATA ROOM
Walk over to a metallic panel on the left wall. Open the panel and press
the bright red button underneath. A column on the opposite wall will slide
aside to reveal a secret bookcase, and, more importantly, the LAB KEY. Take
it and leave.
B2 STAIRS LANDING
Take the stairs down.
LABORATORY MAIN CORRIDOR
Enter the double doors to the right.
BACK HALLWAY
Enter the door on the right wall.
RECREATIONAL ROOM
Blast the approxiomatelly three billion zombies in here, then use the MO
DISK on the "passcode output machine" to get PASS CODE 01. Leave.
BACK HALLWAY
Leave out the double doors that you used to enter.
LABORATORY MAIN CORRIDOR
Run down the hall ahead of you yet again, but this time bypass the first set
of doors. Instead, blast the zombie in your way. Then take the second set
of double doors (its the one with the blue light) and unlock it with a loud
"KA-CLUNK!" and the LAB KEY. Discard it afterwards.
B3 ELEVATOR LANDING
Take the first set of doors you see.
AUTOPSY ROOM
Take the RED HERB and the SHOTGUN SHELLS and prepare for the arguably the
most difficult puzzle in the game. The goal is to get the stepladder under
the ventilation hole in the wall. Unfortunately, there is a switch in front
of the hole that will trigger poison gas if anything is put on top of it,
including you. You must first cover the holes in the floor with the boxes
while still leaving enough room for the ladder. I'll try my best to help
you here. Listen CAREFULLY:
1 - Push the ladder against the operating equipment in front of the door.
2 - Push the box that is not completely blocked by the operating table away
from it, towards the holes. When you have enough room, push it to towards
the broken vent cover on the floor, then shove it over the hole on the right
when the box has enough clearance from the button.
3 - Next, push the stepladder near, BUT NOT ALL THE WAY, to the opposite
wall from the door. Then push it to the right side of the operating table.
Be sure to leave enough room on either side of the ladder for you to pass
by.
4 - Push the remaining box alongside the operating table until you have
enough clearance to push it towards the holes. Then push it over the left
hole.
5 - Lastly, push the ladder over the button. You will hear it activate, but
the boxes are blocking the gas. Climb thru the little tunnel.
MORGUE
Go to the passcode output machine ahead of you and use an MO DISK to get
PASSCODE 02. Ignore the MAGNUM ROUNDS on the shelf unless you were hungry
enough for firepower to go on the sidequest for the MAGNUM in Part Three.
Unlock the door and exit.
LABORATORY MAIN CORRIDOR
Take the other set of double doors to your left.
B3 ELEVATOR LANDING
Dodge past the zombies and go to the double doors on the far right side of
the hall.
POWER ROOM 1
That's a lotta noise! You are now in Chimera territory. Run from these
suckers, they are really hard to hit and fighting will only cost you more
health. At the moment, you are at a junction. Turn right and go straight
down this path until you get to a dead end with a operating terminal. Turn
on the panel, then backtrack to the junction again. This time go left. Run
along the outer wall of the room and you will collide with a door. Enter
it.
POWER ROOM 2
Go straight down this hall and you will bump into a passcode output machine.
Use your last MO DISK to get PASSCODE 03. Yippee! We got all the
passcodes! Now turn left at the fork and the hall will lead you to double
doors. Enter them.
POWER ROOM 3
In here, the noise of machinery escelates to an almost deafening level. Run
around the left side of the big machine in the middle of the room, and you
will find a terminal. Activate the terminal to switch on the elevator.
Leave. There's nothing more to do here.
POWER ROOM 2
Whoa, that last room was so loud it almost makes this one seem quiet! Run
down the hall and turn left at the fork, then leave out the door.
POWER ROOM 1
Run straight along the outer wall and you will bump into the doors that will
take you out of Chimera territory. Of course you should take them.
B3 ELEVATOR LANDING
Cool, all the zombies have magically vanished. Run ahead and take the door
on the right wall.
LAB GUARDPOST
Take the GREEN HERB and the FLAME ROUNDS. Prepare your inventory:
BAZOOKA, EXPLOSIVE ROUNDS
FLAME ROUNDS, ACID ROUNDS
THREE HEALING ITEMS
Make sure you are fully healed up and have a fully loaded BAZOOKA. Leave.
B3 ELEVATOR LANDING
Turn right and go down the hall to the elevator. Press the flashing button
to start up the elevator. Barry will then again appear from nowhere and
say, "Jill, you're here too?" "Yes, you're here too?" Then they take the
elevator down.
B4 ELEVATOR LANDING
Everything in this room is automatically done for you. ALBERT WESKER IS THE
TRAITOR!!! And Barry is also helping him by holding you at gunpoint. It
turns out Albert has blackmailed Barry into helping him by holding his
family as hostages. Wesker orders Barry to leave. He obeys, then Wesker
reveals he really doesn't have anything planned if Barry refuses to help.
Ol' Barry hears all, so he conks Wesker on the head with his MAGNUM. Jill
forgives him for his actions, then he asks if they could go see Tyrant.
Jill agrees, as Barry has saved her life too many times to count tonight.
TYRANT DEVELOPMENT LAB
Barry and Jill stride into the lab and gaze at the most hideous creature in
this game, the Tyrant. Jill asks Barry to try to kill it, but instead he
just happens to press the button on the Star Wars-like control panels that
releases the Tyrant instead. And what does Barry do? He just kind of
stands there and lets himself get slashed. Now it's up to you to defeat
Tyrant. Start by running away from Tyrant to one corner of the room. Fire
off a grenade from there when Tyrant gets in range, then run to the next
corner and fire off another grenade from there. Repeat until dead. Like
the spider, he won't even last through a whole magazine of any flavor.
Looks like the ultimate bioweapon is really the ultimate failure.
Afterwards, check Barry. He will get up and say he "was really careless."
That doesn't begin to describe what he's done througout this game!!! After
the chitchat, leave the room.
B4 ELEVATOR LANDING
Wesker is gone...and now the alarm is going off! This place could now
explode at any time! Barry and Jill automatically board the elevator.
B3 ELEVATOR LANDING
Barry runs off on his own, *again*. Head for the door leading to the
LABORATORY MAIN CORRIDOR.
LABORATORY MAIN CORRIDOR
The zombies have now been replaced by Chimeras. Turn right and run down the
hall until you bump into the stairs again. Take the double doors next to
them.
BACK HALLWAY
Run to the other set of double doors at the end of the hall and input all
three passcodes to unlock the door. Enter.
PRISON HALL
Run to the end of the hall and open the door.
PRISON CELL
Chris thanks you for freeing him, then you two take off.
PRISON HALL
Run back to the other door.
BACK HALLWAY
Chris runs off on his own, why does everyone in Resident Evil always insist
on "splitting up to cover more ground?" Anyway, run for the double doors at
the other end of the hall.
LABORATORY MAIN CORRIDOR
Run up the nearby stairs.
B2 STAIRS LANDING
Blow away all the zombies with the BAZOOKA. Hey, the game's almost over, so
there's no need to be conserving ammo anymore! Go to the door they were
guarding.
EMPTY ROOM
You catch up to Chris here, and he tells you to hurry up. Before you do
that, organize your inventory for the last time, and this one's really
simple to set up:
AS MANY HEALING ITEMS AS YOU CAN CARRY! (Leave one slot open)
I know I didn't put any weapons down, but you won't need them, trust me. :)
Go up the ladder.
ENTRANCE ROOM
Go open the door with the flashing light, a self-destruct sequence
definitely qualifies as a first class emergency!
EMERGENCY EXIT
Run down the corridor, on the way, you'll get one last radio message from
Brad, then you will come to an elevator with the battery pulled out. Put
the BATTERY on the floor into the slot and the elevator will activate.
Also, the tape announces there are three minutes until the barbecue, so
you'd better hurry up and go in the elevator!
HELIPORT
Immediately after exiting, go to the little red box on the right. Take a
FLARE, then stand in the middle of the helipad where the H is and use the
FLARE. After a long moment, Brad comes with the helicopter. Looks like
it's all over....CRASH!!! Uh oh, Tyrant is back, and badder than ever.
Don't even bother shooting at him if you ignored my command not to bring
weapons, he is almost invincible. Instead, run along the white line making
a square around the helipad and never stop running. Whenever you get too
far away, Tyrant will run after you with a charging swipe, but as long as
you keep running, it will almost always miss. Watch out if you see him
extent his claw, because that attack is almost undodgeable. Check your
health often and heal when in orange CAUTION or in DANGER. When about 30
seconds are left on the clock, Brad will drop a ROCKET LAUNCER to Jill. Get
over to the ROCKET LAUNCHER FAST! Go over to it and press X, the game will
then ask, "Will you take the ROCKET LAUNCHER?" Of course you will, but then
the game puts you back in the battle. Quickly go to your inventory screen
and equip it, then exit out of the menu, aim and grin as you press the fire
button. The Tyrant then blows up in a nice and pixelated explosion (even
with my PS2's graphics setting set at Smooth.) Anyway, you and your
comrades escape in the chopper and the game is over. Now, if that was not
challenging enough, try Chris's scenario below this one.
-----------------------------------------------------------------------
END OF JILL'S SCENARIO
-----------------------------------------------------------------------
OPTIONAL AREAS AND SUBQUESTS
Well, rescuing Chris is kind of a subquest, if you don't care about getting
a good ending. You can skip over the AUTOPSY ROOM puzzle, the MORGUE, the
RECREATIONAL ROOM, and the whole MO DISK deal if you don't care about a less
than perfect ending.
-----------------------------------------------------------------------
_____ _ _ _____ _ _____
| ___| | | | | | _ | | | | ___|
| | | |_| | | |_| | | | | |___
| | | _ | | _ / | | |___ |
| |___ | | | | | | \ \ | | ___| |
|_____| |_| |_| |_| \_\ |_| |_____|
-----------------------------------------------------------------------
_____ _____ _____ _____ ___
| _ | | _ | | _ | |_ _| /_ |
| |_| | | |_| | | |_| | | | | |
| ___| | _ | | _ / | | | | - THE MANSION
| | | | | | | | \ \ | | _| |_
|_| |_| |_| |_| \_\ |_| |_____|
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MAIN HALL
The opening cinema drops off Wesker, Chris and Jill in the impressive MAIN
HALL. After an intelligent conversation, Alfie-boy pushes Chris thru a door
while he and Jill stay in the MAIN HALL in case of trouble.
DINING ROOM
After entering the room, run along the table and go out the next door. That
grandfather clock's ticking is probably getting on your nerves anyway.
WEST WHITE HALL
Don't bother trying any of the other doors here, all of them are locked.
Instead, go to the small alcove at the end of the corridor. A cutscene
introducing you to the zombie will ensue. After its over, run to the corner
of the room behind you and stand there until the zombie comes out of hiding.
When he is relatively close, run towards the hall past his grasp. The
zombie will be stuck on the wall for a moment, giving you time to run into
the alcove and examine Kenneth's body three times for 2 clips. Go back into
the dining room.
DINING ROOM
You're scared to death now, so you should run back to the MAIN HALL like the
wimp you are.
MAIN HALL
What is this? Wesker and Jill have disappeared. All that's left is Jill's
HANDGUN. Take it and go upstairs.
UPPER MAIN HALL
Enter the double doors on the left.
DINING ROOM BALCONY
Equip your HANDGUN and shoot the zombie on the right. Then equip your
COMBAT KNIFE and run on the left side of the balcony. You will collide with
a female statue with a zombie on the other side. With the statue in the
way, you can safely cut up the zombie. Continue pushing the statue to the
gap in the railing, then shove it over the side. After the loud crash, run
to the next door.
WEST STAIRS LANDING
Shoot all the zombies with the HANDGUN, then descend the stairs.
WEST STAIRS HALL
Enter the small door closeby the stairs.
MEDICAL ROOM
When you enter the room, you are attacked by somebody with a can of
bugspray. "WHAT!? OH! OH NO!" It's Rebecca Chambers, the new girl. The
first time I saw this cinema, I thought she was about to follow up with
"I've ruined everything and it's all my fault! *Starts crying with loud
sobs*" Anyway, Rebecca ponders how her team's helicopter could have
crashed, saying she serviced it before take off (Hey, she answered her own
question!). Take the SWORD KEY off the bed, because this is what Chris will
need to unlock every door that Jill could open with the LOCKPICK. Organize
your inventory:
HANDGUN, HANDGUN BULLETS
SWORD KEY
Try to leave. She then asks if she could help you by coming along with you.
If you are after the good ending, allow her to tag along. I will assume
you said yes. Say yes to Rebecca that she can come. Then Rebecca says she
has to stay behind. Oh well.
WEST STAIRS HALL
Dodge the zombies in this hall everytime you come thru here. Run to the
door at the other end of the hall. It's near the black door.
GREEN CORRIDOR
Turn right and run down that hall, ignoring the first zombie. Run past the
second zombie at the intersection, then shoot him. This way you won't get
sandwiched between this zombie and the ones coming from behind. Unlock the
door on the right with the SWORD KEY. Enter.
SMALL BEDROOM
Take the CLIP off the bed, then examine the diary on the desk. When the
zombie crashes out of the closet, get around the bed and shoot it from
there. Take the SHOTGUN SHELLS out of the closet and leave.
GREEN CORRIDOR
Go to the black door at the end of the corridor.
WEST WHITE HALL
Look familiar? The zombie you left at Kenneth's body will never catch you.
Run for the door at the end of the hall near the double doors. Unlock it
with the SWORD KEY and enter.
PIANO BAR
Run around the cool piano to collide with two bookcases, one of them
texture-mapped. Push away the texture-mapped bookcase to reveal the MUSIC
NOTES. Take the MUSIC NOTES to the piano and use them there. Unfortunately,
Chris knows squat about playing pianos. Rebecca then catches up to Chris
and says she will play for him. I don't know why, there isn't any logical
reason to be playing a piano in a time of crisis like this. Anyway, Rebecca
tries to play "Moonlight Sonata," but she pretty much butchers it. She
then asks you if she could stay here and practice. It doesn't matter what
you say, she will stay right here until she gets the song right. She'll be
ready for you in about 8 minutes. I timed it myself with a stopwatch.
Leave.
WEST WHITE HALL
Enter the only door on the left side of the hall.
DINING ROOM
Leave the EMBLEM over the fireplace for now, instead, look at the rubble of
the statue on the other side of the table and take the BLUE JEWEL. Go back
the way you came.
WEST WHITE HALL
Enter the first door on the left.
GREEN CORRIDOR
Take the door in the alcove just ahead of you.
TIGER ROOM
Put the BLUE JEWEL in the tiger, and it will swivel to give you the WIND
CREST. Leave.
GREEN CORRIDOR
Go back out the black door.
WEST WHITE HALL
Enter the DINING ROOM.
DINING ROOM
Leave out the double doors.
MAIN HALL
Go to the blue double doors across the room from you.
ART ROOM
If you're a rookie at this game, you can get the 1ST FLOOR MAP from the lady
statue in the middle of the room by pushing the stepladder to it. Also
optional is to push the display case away from the door on the left to get
an INK RIBBON, but you'll have to waste some ammo on a sleeper zombie first.
After you're done messing around here, unlock the door with the SWORD KEY
and discard the key. Enter the door now.
L - SHAPED HALL
Look at the "creepy stuff" in the display cases on the inner wall if you
want to, then turn down the hall and run. Why? Because dogs leap through
the windows, is that a good enough reason? Now get to the other door at the
end of this hall. BTW, you can also get a CLIP hidden under a moveable
case, but you'll be pretty much forced to kill the dogs because the
case-moving process is so slow. If you ask me, 15 measly bullets is not
worth the time and health you'll waste to get them.
EAST WHITE HALL
Ignore the rusted iron door, you don't have the right key for it yet. Leave
the GREEN HERB on the floor unless you are wounded and need to be patched
up. Go down the hall a little. You will see another door. Enter it.
MANSION BATHROOM
Drain the tub and take the SMALL KEY from it. Leave.
EAST WHITE HALL
Continuing, run down the winding hall some until you collide with two more
doors. Take the double doors.
DARK CORRIDOR
There are some zombies hanging around here, so blast them all with the
HANDGUN. See the door all by itself on the left wall? Go thru it.
ART GALLERY
Ooooh! Lots of neat pictures with buttons under them! Yeech! Crows, but
don't worry, they won't attack you as long as you don't do anything to
startle them. This is your first puzzle in the game, and it's really quite
easy. If you examine the paintings you will notice each of them is a stage
of a man's life. What you must do is put the paintings in order by age.
Here's the order you press the buttons in if you are too retarded to figure
it out:
Newborn baby
Infant
Lively boy
Young man
Middle-aged man
Bold-looking old man
The painting titled, "The End of Life"
When you complete the puzzle, you are rewarded with the STAR CREST. Run
back out of here, and don't worry, the crows won't bother you as long as you
don't shoot at them.
DARK CORRIDOR
Go thru the door here in the same camera angle as the double doors.
EAST STAIRS HALL
There are no threats here except for a single zombie milling around near the
stairs. Shoot him. Don't bother with the GREEN HERB just yet, pick it up
after you free up your inventory in the next room. Take the little door
beneath the stairs.
STORAGE ROOM
Now, take the CHEMICAL on the floor (well that's really a bag of weed
killer, probably a bad translation.) Organize your inventory like this:
HANDGUN, CLIP
CHEMICAL, SMALL KEY
Go back out.
EAST STAIRS HALL
Leave the GREEN HERB on the floor and go back thru the black door.
DARK CORRIDOR
Go out the double doors.
EAST WHITE HALL
Run all the way back to the door you used to enter this hallway the first
time. This time pick up the GREEN HERB. Combine the two GREEN HERBS before
leaving.
L-SHAPED CORRIDOR
Run past the dogs to the other door.
ART ROOM
Go out the blue double doors.
MAIN HALL
Go to the double doors across the hall from you.
DINING ROOM
Now, at long last, take the EMBLEM off the fireplace and leave out the other
door.
WEST WHITE HALL
Go to the door near the double doors.
PIANO BAR
Rebecca should have gotten better at playing the song by now, so after she
finishes the song, a secret door will open. Take the GOLD EMBLEM from the
statue. When the secret passage closes up, put the regular EMBLEM in its
place to open it up again. Walk past the statue that Rebecca has become and
leave.
WEST WHITE HALL
Run back to the DINING ROOM.
DINING ROOM
Put the GOLD EMBLEM in the place of the regular EMBLEM to make the clock
stop ticking, then it will slide aside to show a secret compartment. Take
the SHIELD KEY from it. Leave out the door nearby the fireplace.
WEST WHITE HALL
Run to the first door on the left.
GREEN CORRIDOR
Run straight down the hall until you get to the open area with the zombie.
Kill both zombies and run down the corridor they were protecting. Enter the
door at the end of the passageway. You are likely very low on ammo at this
point, but don't worry, help will be on the way very soon!
WATER GARDEN
Pour the CHEMICAL into the pump at the back of the room and the plants in
the fountain will die, giving you access to one of the most important keys
in the game, the ARMOR KEY. Take the ARMOR KEY. Ignore the HERBS on the
floor for now, we'll come back a little later to pick them up.
GREEN CORRIDOR
Run down the hall and enter the first door you see.
WEST STAIRS HALL
Enter the black door near you with the ARMOR KEY.
ARMORY
Take the CLIP and the BROKEN SHOTGUN off the shelf, then go over to the desk
and trade the SMALL KEY for a box of SHOTGUN SHELLS. Leave.
WEST STAIRS HALL
Dodge the zombies and go to the MEDICAL ROOM.
MEDICAL ROOM
Dump every HERB you have and put them in the chest, then organize your
inventory:
HANDGUN, HANDGUN BULLETS
Leave.
WEST STAIRS HALL
Enter the door close by the black door.
GREEN CORRIDOR
Go back to the WATER GARDEN.
WATER GARDEN
Take two RED HERBS and two GREEN HERBS to make two RED-GREEN HERB MIXTURES.
Then take the last two GREEN HERBS and leave.
GREEN CORRIDOR
Run down the hall and enter the first door you see.
WEST STAIRS HALL
Run down the hall and enter the MEDICAL ROOM. Organize your inventory:
HANDGUN, HANDGUN BULLETS
ARMOR KEY
Leave.
WEST STAIRS HALL
Go upstairs.
WEST STAIRS LANDING
Run around the railing and enter the door back there.
DINING ROOM BALCONY
Run out the double doors.
UPPER MAIN HALL
The next door we are going to is the far right door on the opposite wall as
the one you used to enter here. Go to it.
BLOODY CORRIDOR
There's not much to see here except for some bloodstains on the floor and
the wall. Take the SMALL KEY. Leave out the other door besides the one you
used to enter.
OUTDOOR BALCONY
Out here we get an impressive view of the surrounding forest, (not really,
it's a wall painted to look like a forest) and Forest's dead body, yuck!
But at his feet, you can see a CLIP. Slowly edge towards the gun and pick
it up, but be careful not to accidentally check the body, or Hitchcock's
little friends will come and attack. After getting the CLIP, leave, cuz
there's nothing to get from the dead body.
BLOODY CORRIDOR
Go out the other door.
UPPER MAIN HALL
Go down the stairs.
MAIN HALL
Unlock the little door near the blue doors with the ARMOR KEY.
GLOBE ROOM
Walk past the sculpture this room was named for, and take the CLIP on the
shelf. Then walk past the other shelves on your left. A zombie will
approach from the left. After shooting him, trade the SMALL KEY for the
SHOTGUN SHELLS at the desk. Ignore the door you see and leave out the door
you used to enter. There's nothing there but a couple of GREEN HERBS.
MAIN HALL
Go upstairs.
UPPER MAIN HALL
Turn right and enter the door on the left side of the wall.
RED PASSAGEWAY
Shoot down the zombie you see in the second camera angle, and unlock the
door nearby with the ARMOR KEY, but DO NOT enter into it yet. Instead,
continue along the hallway to a set of blue double doors. Unlock it with
the ARMOR KEY and enter.
KNIGHT ROOM
Hmm, two grates, two statues, one red button, crap, what are we supposed to
do here? I know! Push the statues over the grates, then press the red
button and see what happens! Make sure both grates are covered just right,
then press the shiny red button on the floor. Eureka, the cabinet in the
back of the room opened. Take the SUN CREST from the cabinet, then leave
the room.
RED PASSAGEWAY
Shoot down the zombie offscreen, then open the door at the end of the hall.
SMALL LIBRARY
Ignore everything in here and open the next door.
EAST STAIRS LANDING
Shoot the zombie to your right, then keep going towards the stairs. When
you near them, the camera will switch to show another zombie. Kill him as
well. Don't worry about killing the zombie lurking at the far end of the
hall. He is guarding an area you won't need to go to until much, much
later, and by then he'll be long gone. Go downstairs.
EAST STAIRS HALL
Enter the save room.
STORAGE ROOM
Organize your inventory:
SHELLS, BROKEN SHOTGUN
SHIELD KEY
Don't worry about not having a weapon right now, you'll get the SHOTGUN in a
little bit. Leave.
EAST WHITE HALL
Run down the hall and take the GREEN HERB. Then go back to the double doors
and take the door across from them.
CONNECTING CHAMBER
There is nothing here, so go to the next door.
LIVING ROOM
Take the SHOTGUN off the wall, then put the BROKEN SHOTGUN in its place to
keep the hooks down. Yeah! We finally got the stinkin' SHOTGUN!
CONNECTING CHAMBER
Since the hooks are still down under the weight of the BROKEN SHOTGUN, the
ceiling will not crush you and you can safely exit.
EAST WHITE HALL
Enter the double doors closeby.
DARK CORRIDOR
Enter the door in the same camera angle.
EAST STAIRS HALL
Enter the door under the stairs.
STORAGE ROOM
Go upstairs and bypass the save room.
EAST STAIRS LANDING
Enter the door in the alcove to the right of the stairs.
RED PASSAGEWAY
Enter the first door past the blue doors that you (hopefully) unlocked with
the ARMOR KEY earlier.
RICHARD'S HALL
You will see two GREEN HERBS on the floor, so take them both and combine
them into one mixture. Continue on and you will see Richard's dead body.
If you examine it twice, you will get a CLIP, but you won't need to use the
HANDGUN much anymore. Open the door past his body.
ATTIC CORRIDOR
Charge up the stairs in front of you and unlock the door there with the
SHILED KEY. Discard the key afterwards. Ignore the zombie that walks out
of the corridor. Enter the door here.
ATTIC
Gather up your courage and walk towards the columns in the middle of the
room. YIKES! It's a giant snake! For those who wish to avoid him will as
little sqabble as possible, follow these directions. When you regain
control, you can see some small shelves in the back corner of the room. Run
towards them and you will miss a lunge from the snake. After he lunges,
curve towards the pillar with the boxes. Run past the pillar and turn
right. Swipe the SHOTGUN SHELLS off the barrels if you have time. Now, run
around the wall and into the walled-in place where the snake appeared from.
Take the MOON CREST from its hidey-hole and try to run back out. By now the
snake has probably caught up and is blocking the passage, you will likely
get bitten here, but this won't be any trouble. Now, run back out of the
attic.
Now, for those who want to be men and tangle with the snake, read here.
Take some distance from the snake and let loose with your SHOTGUN. Be
careful about your aim. The head is the only vunerable spot, and since the
snake often slithers along the ground, it is a difficult target to hit.
Don't get it too close to the snake either, or it will encircle you and
prevent you from moving. Monitor your health status, because if it gets too
low, the snake will try to swallow you, killing you in one attack. After
about 5-8 hits, the snake will give up and leave. You can now take the MOON
CREST and leave.
ATTIC CORRIDOR
As you exit the room, Chris is overtaken by the poison. Rebecca will then
enter and say that she will go look for the SERUM. You will now get to play
as Rebecca for a few minutes. She has only 15 bullets for her HANDGUN, but
fortunately as Chris, we have already cleared out a lot of the rooms, so
this won't be a major problem.
RICHARD'S HALL
As you exit the room, your map automatically lights up. A red dot will show
you the room where the SERUM is. In this case, its the MEDICAL ROOM. Let's
be on our way there. Go into the RED PASSAGEWAY.
RED PASSAGEWAY
Go to the door to your left.
UPPER MAIN HALL
Run across the balcony to the DINING ROOM BACLONY.
DINING ROOM BACLONY
Go to the next room.
WEST STAIRS LANDING
Go down the stairs.
WEST STAIRS HALL
Now you know why I refer to this hall as the WEST STAIRS HALL. Go into the
MEDICAL ROOM.
MEDICAL ROOM
Take the SERUM from the shelf and leave.
WEST STAIRS HALL
Go back up the stairs.
WEST STAIRS LANDING
Go back to the DINING ROOM BALCONY.
DINING ROOM BALCONY
Take the double doors.
UPPER MAIN HALL
Go to the door across from the doors you used to enter.
RED PASSAGEWAY
Take the first door you see.
RICHARD'S HALL
Enter the next door.
ATTIC CORRIDOR
Rebecca gives Chris the SERUM. When he revives, he will be in whatever
state he was in when the battle with the snake ended. Leave.
RICHARD'S HALL
Go to the next door.
RED PASSAGEWAY
Enter the door right after the blue doors.
EAST STAIRS LANDING
Go down the stairs.
EAST STAIRS HALL
Enter the save room.
STORAGE ROOM
Organize your inventory:
SHOTGUN, SHOTGUN SHELLS
MOON CREST, STAR CREST
SUN CREST, WIND CREST
Leave.
DARK CORRIDOR
Go into the door that is by itself in the dark offshoot.
COVERED WALK
You want revenge now for Joseph's death, so blast that dog for tearing up
your friend. Now go over and examine the diagram by the other door. On it
you read an interesting poem:
"When the Sun sets in the west and the Moon rises in the east, Stars will
begin to appear in the sky and Wind will blow towards the ground. Then the
gate of new life will open."
I actually think it sounds kind of cool. This is where you are supposed to
use all those crests you risked life and limb for to obtain. Plug the SUN
CREST, the MOON CREST, the STAR CREST, and the WIND CREST in the plate.
After all are secure in the diagram, you will hear the door unlock. Enter.
TOOL SHED
We went to all that trouble to unlock a TOOL SHED?! Oh well, you've already
got it unlocked anyway. Push the step ladder forward some so you can stand
on the side where you get on it. Push it to the shelf and take the SQUARE
CRANK. Leave out the double doors.
UPPER COURTYARD
YES! Two RED HERBS, three GREEN HERBS, and just around the corner, three
BLUE HERBS. Take the two RED HERBS and two GREEN HERBS. Use them to make
two RED-GREEN HERB MIXTURES. Then take the last GREEN HERB. Ignore the
BLUE HERBS, lest you be pounced upon by a pack of dogs. They're not
important anyway. Now, after taking all the herbs except the blue ones,
charge around the corner and past the dogs. Weave through the shrubs and to
the gate at the other end of this rather dull garden.
WATER RESEVOIR
Follow the stone path to a post with a square hole in it. Use the SQUARE
CRANK to drain the water almost instantly when ordinarily it would take
much, much longer. Go to the little ladder and jump down onto the new path.
Run across the pool and climb up the other ladder. Now start running down
the path. Why? Oh, because hundreds of snakes are falling from the trees
and they are infinite, would that be a good reason? Eventually you will
come to a small platform elevator. Board it and go down.
LOWER COURTYARD
Run around the little pool then sprint to the gate on the other side of the
next little pool. Don't bother to fuss with the dogs.
COURTYARD PATH
You don't have the space for the HERBS so ignore them. Sprint down the path
and run in zigzags to avoid the dogs. After some curves, you will come to a
door. Enter the door.
-----------------------------------------------------------------------
END OF PART ONE
-----------------------------------------------------------------------
OPTIONAL AREAS AND QUESTS FOR PART ONE
--------------------
THE LIGHTER SUBQUEST
--------------------
There is a LIGHTER you can find in a bedroom on the second floor near the
EAST STAIRS LANDING. This LIGHTER is used for the small task of lighting a
candle in another room this walkthrough doesn't cover so you can get a few
extra EXPLOSIVE ROUNDS. If you want to do this little subquest, read below.
We will start at the EAST STAIRS LANDING.
EAST STAIRS LANDING
Unlock the door just to the left of the stairs with the ARMOR KEY. Enter.
STAG ROOM
Take the door to the left.
UPSTAIRS OFFICE
Press the switch hidden in the bug display case to empty an aqarium. Push
the aquarium away from the back corner of the room, then push the bookcase
into its place to reveal a cabinet. The cabinet contains a box of EXPLOSIVE
ROUNDS. Leave.
STAG ROOM
Take the door across from you. A zombie will then enter. For the time, run
away.
TWIN BEDROOM
Take the RED HERB, the SHOTGUN SHELLS hidden behind the right bed, and the
LIGHTER off the shelf.
STAG ROOM
Evade the zombie and run out of the room.
EAST STAIRS LANDING
Enter the RED PASSAGEWAY.
RED PASSAGEWAY
Go into the door after the blue doors.
RICHARD'S HALL
Go to the next door.
ATTIC CORRIDOR
Turn left at the fork and take the door at the end of the hall.
PRIVATE DINING ROOM
Search the cabinet on the left for a CLIP, then light the candles on the
table with the LIGHTER. Now push away the left bookcase to reveal a secret
room. By the light of the candles you will be able to grab the EXPLOSIVE
ROUNDS in the cabinet.
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_____ _____ _____ _____ ____
| _ | | _ | | _ | |_ _| /__ \
| |_| | | |_| | | |_| | | | / /
| ___| | _ | | _ / | | / / - THE GUARDHOUSE
| | | | | | | | \ \ | | / /__
|_| |_| |_| |_| \_\ |_| |_____|
-----------------------------------------------------------------------
ENTRY CORRIDOR
Directly in front of you are some BLUE HERBS next to a stand with other
plants on it. You can also see the statue next to them there is
texture-mapped. This is used to cover the hole in front of a door down the
hall. If you don't cover it, a plant vine will shoot out and grab you by
the neck, robbing you of some health. If you ask me, the whole statue idea
is a waste of time. The vine does not take away that much health. Anyway,
go down the hall and take the first door on the right.
GUARDPOST
Take the FIRST AID SPRAY and the CLIP (if you want it) off the bookshelf.
Next, heal yourself to FINE status and organize your inventory at the save
box:
SHOTGUN, SHOTGUN SHELLS
Leave.
ENTRY CORRIDOR
Go to the door across the hall with a sign above it that says "001."
001 BEDROOM
Blow both zombies heads off, then go to the stand near the closet. Take the
SMALL KEY out of the cup, then unlock the desk with the SMALL KEY to find
some SHOTGUN SHELLS. Next, go to the bed and take the RED BOOK off the bed.
If you check it, you will notice that it is empty. Why take an empty
book, you ask? Well, don't worry. Even the strangest objects in a RE game
always eventually serve some purpose. Take the little door by the entrance.
001 BATHROOM
Walk to the bathtub and drain the water. On the bottom is the C. ROOM KEY.
Take the key and leave.
001 BEDROOM
Enter back into the hall.
ENTRY CORRIDOR
Walk across to the offshoot and your character will get caught by a vine if
you didn't cover the hole before. No big deal, it causes little damage.
Press onward.
IVY HALL
Don't worry at all about any of that ivy covering the walls. None of it is
dangerous. Take the first door you come to.
WASP ROOM
As soon as you enter run diagonally across the room to the dark corner
there. Charge into it and take the 002 DORMITORY KEY off the desk. Then
turn tail and run out to the same door you used to enter. The reason?
There are three billion wasps zipping out of that hive to get you, and if
you don't move fast, you'll be covered with them and stung over and over
till you die.
IVY HALL
Run further down to the end of the hall. Unlock the door with the 002
DORMITORY KEY then discard it. Ignore the moveable statue for now and
enter the door.
002 BEDROOM
Ignore the door to the left, all you will get for using up a SHOTGUN SHELL
on a zombie in there is a CLIP. Go into the room and ignore the desk as it
is locked and we don't have a SMALL KEY for it. Hey look, two
texture-mapped bookcases. Shove them aside to reveal a ladder. Go down it,
into the "secret" passage.
BASEMENT CORRIDOR
Now we get to play the first installment of one of Capcom's most prevalent
puzzles in their RE games, the box puzzle. This is sooooo boring. Run
around the corner and shove the box around the corner. Now push the box
forward to the wall across the hall, then shove it a looooong way down the
hall near the corner, but not too far, or you'll have to start all over
again! Next, push the box closest to the water pool into it. Then go to
the second box that was behind it and push that box into the pool. And
last, shove the box you pushed all the way down the hall to the wall and
then into the pool. You now have a box bridge to cross the pool of water.
Umbrella really needs to hire some better architects. What idiot puts a
giant pool in the middle of the hall, but no bridge to cross it? Come to
think of it, why put a pool in the middle of the hall at all? Anyway, go
down the hall some more and you will see the rest of the hall is submerged
in water. Go into the water and open the double doors. Leave the GREEN
HERBS where they are for now.
NEPTUNE DEVELOPMENT LAB
You now find yourself in a GIANT room, with it totally flooded by water.
Immediately begin running around the right side of the giant water tanks in
the middle of the room. Don't bother looking at the first door you pass.
Eventually, you will come to two doors. Move a little closer, and you will
see an POV shot of something following you underwater. As it turns out, it
is a shark codenamed Neptune and her two babies. But unfortunately for
them, you are already at the doors that will allow you to escape. Unlock
the left door with the C. ROOM KEY, the one on the right doesn't even have a
keyhole! Discard the key and enter.
DRAINAGE CONTROL ROOM
Walk over to the panel with the flashing light and pull the lever. All the
water will drain out of the basement. On your way out, press the flashing
button to unlock the room next door.
NEPTUNE DEVELOPMENT LAB
Enter the door nearby.
BASEMENT ARMORY
Yes! Two CLIPS and two boxes of SHOTGUN SHELLS are on the shelves!
Disregard the CLIPS but take the SHOTGUN SHELLS. Also, you can see a little
sparkle on the shelf to the right. Take the 003 DORMITORY KEY and leave.
NEPTUNE DEVELOPMENT LAB
Run back to the exit and you will see the source of that flapping sound.
Hahaha, it looks like Jaws and its babies are now struggling for their
lives. Enter the door on the left of the double doors. Don't bother
shooting them, they can barely even move anyway!
MESS HALL
Walk a little into the room and you can see a GIANT plant root. Just ignore
it for now. Scoot past and get the SMALL KEY from the box. Leave.
NEPTUNE DEVELOPMENT LAB
Exit out the double doors.
BASEMENT CORRIDOR
Run back to the ladder at the end of the hall.
002 BEDROOM
Use the SMALL KEY on the desk for more SHOTGUN SHELLS. Go back into the
hall.
IVY HALL
Move aside the statue nearby and use all the GREEN HERBS there to make a
GRAY HERB MIXTURE. Run back down the hall to the next door.
WASP ROOM
Run across the room to the door marked "003." Discard the 003 DORMITORY KEY
also.
003 BEDROOM
Ignore the bathroom, because again all Chris will recieve is a CLIP. Don't
fuss with the desk, because this time it has nothing to offer you but INK
RIBBONS. Notice the bookshelf. One row has nothing in it but red books,
except for one white book. Take the white book and read the "V-JOLT" REPORT
if you wish, you'll need to make use of its information very shortly. Now,
put the RED BOOK in the place of the white book to open up yet another
secret passage. Enter the secret door.
CONFERENCE ROOM
Whoa! It's that giant plant the white book spoke about, called Plant 42.
Chris makes the mistake of going in to get a closer look. Big mistake. He
gets grabbed by a vine. Then as usual, its Becky to the rescue. Chris
gives her a file and tells her to make the V-JOLT to kill the root in the
basement. You'll now need to control Rebecca again so she can make the
V-JOLT and kill the plant's roots.
WASP ROOM
A map lights up and another flashing red dot shows you where to go when you
have the chemical ready. It's the MESS HALL in the basement. Run across
the room to the door on the far left.
IVY ROOM
Turn left and enter the door you run into there.
ENTRY CORRIDOR
Go to the double red doors. Rebecca will get grabbed by the vine but she'll
be okay.
GAME ROOM
Turn left and run to the pool table in the back corner. Check the side of
the table facing away from the dartboard. You'll get a code that says
"1245". Remember this number. Leave the room and don't bother to mess with
the spiders.
ENTRY CORRIDOR
Go down the corridor guarded by the vine. You'll get hit again but it will
still be all right. Go into the door behind it.
IVY HALL
Enter the next door you come to.
WASP ROOM
Turn left and go to the other door you can see in the camera angle. Check
the keypad next to it. Input 1245 into the keypad to unlock the door.
Enter. I guess next time you'll memorize the code so you don't have to do
all that extra crap, huh?
CHEMICALS LAB
This is where you will make the V-JOLT. You can solve this puzzle yourself
if you want to by reading the notes on the wall, or you can try my
directions. There are many chemicals in here that can be lethal if handled
improperly, so do exactly as I say or you may make a substance that creates
a poison gas!:
1 - Gather up three EMPTY BOTTLES.
2 - Fill one EMPTY BOTTLE with WATER from the sink, and fill another EMPTY
BOTTLE with UMB NO. 2. Mix the UMB NO.2 with the WATER to make NP-003.
3 - Fill an EMPTY BOTTLE with UMB NO.4. Mix the UMB NO.4 with NP-003 to
make UMB NO.7.
4 - Fill up an EMPTY BOTTLE with UMB NO.2 and another EMPTY BOTTLE with UMB
NO.4. Mix UMB NO.2 with UMB NO.4 to make YELLOW-6.
6 - Mix YELLOW-6 with UMB NO.7 to make UMB NO.13.
7 - Repeat STEP 2.
8 - Mix NP-003 with UMB NO.13 to finally get the V-JOLT!
Leave the lab.
WASP ROOM
Leave out the door to the right.
IVY HALL
Turn right and go down the hall to the door marked "002".
002 BEDROOM
Go to the "secret" ladder.
BASEMENT CORRIDOR
Run down the passageway to the double doors.
NEPTUNE DEVELOPMENT LAB
Turn right and enter the first door you see.
MESS HALL
Go to the other side of the room where the plant's root is. Pour the V-JOLT
on it to make the root wither and die. The game now moves back to where
Chris is.
CONFERENCE ROOM
The plant drops Chris as it withers up...or does it? The plant bounces back
and now you must kill it for good. Run around the perimeter of the room,
staying out of reach of the vines. Pause occasionally to fire off one and
only one SHOTGUN SHELL. After about 8-10 shots, the plant will die. Take
the HELMET KEY from the fireplace and leave out the double doors.
WASP ROOM
Rebecca confronts Chris. The first thing Chris says is "We got...to the
ROOT...of the problem!" Hahaha...you'll really impress the ladies with that
one. Rebecca will give you a radio, and then runs off AGAIN. If you want
to, you can go into the CHEMICAL LAB where Rebecca went to, and she can
treat your wounds from the battle with Plant 42. When you are done around
here, run to the door that leads to the IVY HALL.
IVY HALL
Chris runs into Wesker finishing up some target practice. After he's done
shooting the wasps, he orders Chris to go back to the mansion to hunt for
more clues, then leaves you alone. Let's do what he says, after all, we
have seen everything there is to see here. Leave out the door past the dead
bugs on the floor.
ENTRY CORRIDOR
Go past the hole in the floor. As we have killed the plant attached to the
vine, the vine will not attack. Enter the GUARDPOST.
GUARDPOST
Organize your inventory:
SHOTGUN, SHOTGUN SHELLS
HELMET KEY
Before you go, I recommend you save your game. The game is going to up the
challenge in a short while. When you are all set, leave.
ENTRY CORRIDOR
Turn left and leave out the front door.
COURTYARD PATH
You can hear your radio beeping as you exit. That's Brad trying to hail
you. You don't have to answer him, as the radio is broken and you can't
respond to his messages anyway. Run for the wonderfully-squeaking gate at
the end of the "corridor."
LOWER COURTYARD
Run past the dogs and go back to the little elevator.
WATER RESEVOIR
You're going to have to make another run through the snakes to get back to
the other gate that leads to the exit. Run like crazy past the
snake-spawning trees, go through the pool, then leave out the gate.
UPPER COURTYARD
Dodge the dogs and go back to the TOOL SHED.
TOOL SHED
Go to the next door.
COVERED WALK
Run down the path to the back door of the mansion. Make sure you have your
SHOTGUN fully loaded and at the ready when you walk in.
-----------------------------------------------------------------------
END OF PART TWO
-----------------------------------------------------------------------
OPTIONAL AREAS AND SUBQUESTS
There are none in Part Two for Chris unless you count the 002 and 003
BATHROOMS where you obatain a CLIP in each at the price of one SHOTGUN
SHELL.
-----------------------------------------------------------------------
______ _____ _____ _____ _____
| _ | | _ | | _ | |_ _| |___ |
| |_| | | |_| | | |_| | | | ___| |
| ___| | _ | | _ / | | |___ | - THE MANSION REVISITED
| | | | | | | | \ \ | | ___| |
|_| |_| |_| |_| \_\ |_| |_____|
-----------------------------------------------------------------------
DARK CORRIDOR
Upon entry you get a warm welcome from a creature that has become the bane
of every RE player's existence, the hunter. They're faster than you,
they're more resilient than you, and they can cut your head off if you are
in CAUTION or worse. Let him have a few SHOTGUN SHELLS in the face then
enter the first door on the left side of the hall (this one needs the HELMET
KEY.)
BTW, this place will be crawling with Hunters wherever you go. In a way,
they have replaced all the zombies you killed earlier! Stick to this
walkthrough or you will get your head cut off, I promise you that.
STUDY
Walk over to the desk and turn on the lamp. On the desk are MAGNUM ROUNDS,
take them because it is vital that Chris gets the MAGNUM, unlike Jill. Turn
around and take the DOOM BOOK I from the bookshelf, then leave.
DARK CORRIDOR
Take the door in the same camera angle as the double doors.
EAST STAIRS HALL
Stay right where you are and get your SHOTGUN ready. You'll hear a "tic,
tic" noise. This is the noise hunters make when they are around. You will
soon learn to loathe it. Anyway, when you see the hunter come around the
corner, blast him over and over till he dies. Notice the little paper
hanging on the wall. It was written by Wesker, telling you that he left
some supplies for you in the STORAGE ROOM. Go into the little door beneath
the stairs.
STORAGE ROOM
When you enter, you will see many items on the floor that Barry left for
you, including a CLIP, a FIRST AID SPRAY, and some SHOTGUN SHELLS. Wesker's
really nice. Take everything and put it in the chest. Organize your
inventory:
HANDGUN, CLIP
This will likely be the last time we use the HANDGUN anymore in the game, so
after we put it back in the chest again, it will stay there for good. Also
pretend from now on that all the CLIPS you see are things of your
imagination. Go into the hall.
EAST STAIRS HALL
Equip your HANDGUN and go up the stairs.
EAST STAIRS LANDING
Walk up the stairs. You can see a hunter down the hall has its back to you.
You now want revenge for that immature practical joke that was pulled on
you when you came back here. Shoot him in the back with the HANDGUN then
run down the stairs again, but don't go ALL the way down them. Wait here
for the hunter to slowly walk down the hall. When he sees you at the bottom
of the stairs, he'll be in a frenzy to reach you, but they forgot to teach
him in bio-weapon school how to walk down stairs. From the safety of the
stairs, you can pelt him with the HANDGUN till he dies pathetically. Walk
back up the stairs. Now this time, walk to the right. When the camera
changes to show a hunter hiding around the corner, slowly walk backwards
into its view. When it sees you, start running back to the stairs and you
can take him out as easily as the last one. Now this time go back down the
stairs all the way.
EAST STAIRS HALL
Go into the save room.
STORAGE ROOM
Organize your inventory:
SHOTGUN, SHOTGUN SHELLS
ARMOR KEY
Leave.
DARK CORRIDOR
Get that SHOTGUN ready and open the double doors.
EAST WHITE HALL
Run down the hall. As you turn the corner near the bathroom, a hunter pops
up from around the next corner. While he shrieks angrilly, give him several
SHOTGUN SHELLS to the head to quiet him down. Unlock the metal door nearby
with the ARMOR KEY.
BACK PORCH
Shoot up all the zombies then collect the SIX (!) GREEN HERBS they were
guarding. Leave.
EAST WHITE HALL
Enter the double doors at the other end of the hall.
DARK CORRIDOR
Enter the door closeby on the right.
EAST STAIRS HALL
Run to the STORAGE ROOM.
STORAGE ROOM
Set up your inventory like this:
SHOTGUN, SHOTGUN SHELLS
HELMET KEY, ONE OR MORE HEALING ITEMS (two should be adequate)
I HIGHLY recommend you save, as the fight with the second-toughest boss in
the game is near. Leave.
EAST STAIRS HALL
Go up the stairs.
EAST STAIRS LANDING
Turn left and go all the way down the hall to the last door.
FIREPLACE ROOM
Go take the GREEN HERB near the fireplace if you want it, then unlock the
other door in this small room with the HELMET KEY.
BALL ROOM
Go over and check the piano. Looks like an old friend has returned to greet
you, only this time, you don't have to worry about poison since you have
already taken the SERUM. Whilst the snake tries to pound you, he makes a
large hole in the floor, then you take over control. Shoot the snake a few
times from where you are standing, then run to the other side of the room
and shoot from there. NEVER lose your cool and get into a war of attrition
with the snake or it will kill you for sure. You must be mobile if you want
to stay alive. Also be sure to carefully monitor your health so you don't
drop too low and the snake swallows you whole! He will die with about 7-10
shots. After the battle, check the hole near the piano. It asks if you
want to jump down the hole. Be prepared, once you go down there, there's no
turning back!
SECRET TOMB
You are stranded in this secret room, with nothing to occupy your interest
except for a tombstone. If you check it, you will discover a secret switch.
Press the switch and another secret passage will open up. I've never
heard of a secret passage in another secret passage! Take the ladder down.
BASEMENT CORRIDOR 1
A zombie comes from the other end of the hall. Blow his head off, then
investigate the right fork in the hall. You will find another zombie and a
box of SHOTGUN SHELLS. Blow off the zombie's face, take the SHOTGUN SHELLS
and leave thru the only door here.
BASEMENT CORRIDOR 2
Run around the corner and another corner and you can see two zombies
snacking on another fellow deadhead. Since they seem to be content with
their meal, why don't we leave them alone? Run to the next door. Even if
you kill all of them, all you will get as a reward is two GREEN HERBS.
KITCHEN
Don't bother looking around for ammunition, there is nothing here but
bloodstains and other crap. Take the SMALL KEY off the counter, and next go
to the other side of the room and blast the zombie on the floor. Then take
the ancient elevator to the second floor of the mansion.
2F ELEVATOR LANDING
A zombie is immediately coming for you when you enter. Blow his head off
and enter the door behind him.
CLOSET
Take both bags of EXPLOSIVE ROUNDS off the shelves and take the BATTERY off
the chair. Leave.
ELEVATOR LANDING
If you look to your immediate left, you will see another zombie. There is
another corridor beyond him, but there is little there but more zombies and
a handful of herbs. You will only need to venture down the corridor back
there if you are desperate for HERBS. Just after entering the door there,
you can grab two GREEN HERBS and a BLUE HERB.
Run past the elevator and take the GREEN HERB if you want it from the
alcove. Continue running and you will see a pair of blue doors with a
zombie standing guard. Ignore him for he is far too slow to get you before
you can get to the doors.
LIBRARY 1
Two zombies home in on you from the right. Blast both of them. Trade the
SMALL KEY at the desk for some MAGNUM ROUNDS. If you run back to the place
where they came from, you can see a texture-mapped bookcase. Push it away
to reveal a secret door. Enter if you wish, but after you are done screwing
around in there, take the other non-secret door in the room.
SECRET STUDY
You don't have to come in here, because there is nothing to obtain except
INK RIBBONS and a CLIP on the shelf. But if you look out the window, you
can see a heilport all lit up like a heavenly gate out of this place. The
picture you see of the heliport looks pretty cool. I like to look at it so
much that I often come here despite the fact there is nothing important to
obtain.
LIBRARY 2
Run around in here until you collide with a texture-mapped statue and one in
the wall that has a button. Press the button to shine a light on a spot on
the floor. Shove the moveable statue to the spot to make a bookshelf roll
aside, revealing a desk. Take the MO DISK off the desk and leave.
LIBRARY 1
Exit thru the blue double doors.
2F ELEVATOR LANDING
We are now going to go get the MAGNUM. Take the elevator down.
KITCHEN
Try to take the door to the stairs then blast the smarty-pants zombie who
knows how to go down stairs and open doors. Now take the door to the
stairs.
1F ELEVATOR LANDING
Leave out the double doors.
WEST WHITE HALL
Hey, we're back here again, only now there are hunters! Fortunately, the
one in front of you is facing away from you. Run full speed and brush past
his right shoulder. Then escape into the door to the right before the
hunter down the hall and the one you touched can sandwich you and chop you
up.
GREEN CORRIDOR
Walk a little until you hear a "tic, tic", then stop where you are and point
your SHOTGUN down the hall. When you hear the screech of the hunter wait
still. When he gets close, blast him over and over till he dies. Now,
continue to slowly move down the hall. Another hunter will pop out of the
alcove that has the door to the TIGER ROOM. Blast him as well. After he is
dead, charge down the hall and enter the WEST STAIRS HALL.
WEST STAIRS HALL
Run from the Hunters around here, they are easily evaded thanks to the wide
hall. Enter the MEDICAL ROOM.
MEDICAL ROOM
Heal yourself fully and organize your inventory:
SHOTGUN, SHOTGUN SHELLS
HELMET KEY, MAGNUM ROUNDS
Leave.
WEST STAIRS HALL
Quickly get up the stairs before the hunters have a chance to attack.
WEST STAIRS LANDING
Take one step forward then turn and aim your SHOTGUN to the left manually.
Blast the hunter hiding offscreen till he dies. Walk forward and unlock the
door to the left with the HELMET KEY. Discard the key and enter.
TAXIDERMY ROOM
Don't bother trying to take the hunting rifles from the display. Instead
take the SHOTGUN SHELLS and the MAGNUM ROUNDS off the shelf, then push the
stepladder under the deer head over the fireplace. Next go over to the door
and turn off the light switch. Walk over to the taxidermy again, but this
time you can see one of the deer's eyes glowing...climb up the stepladder to
get the RED JEWEL from the deer's eye socket. Now go down again and leave
the room.
WEST STAIRS LANDING
You can hear a hunter's footsteps, but he's way on the other side of the
railing, so you can easily get away down the stairs without a fight. Be
careful though, he can stick his claws thru the railing if you get too
close.
WEST STAIRS HALL
Run down the hall evading the hunters. Enter the GREEN CORRIDOR.
GREEN CORRIDOR
Go to the door in the little alcove.
TIGER ROOM
Put the RED JEWEL in the tiger statue and at long last you get your hands on
the MAGNUM! Leave.
GREEN CORRIDOR
Leave thru the black door to the left.
WEST WHITE HALL
QUICKLY get to the door to the left to avoid becoming a hunter sandwich.
DINING ROOM
This room is clear of hunters thankfully. Leave out the double doors.
MAIN HALL
There are also no hunters around here to ruin your day. Leave out the blue
double doors.
ART ROOM
Three rooms in a row and still no hunters in sight, where are those guys?
Did they run and hide like sissies when they found out we got to the MAGNUM?
Anyway, leave out the right door.
L-SHAPED CORRIDOR
The dogs are gone, replaced by two spiders. Just keep running and they'll
never catch you.
EAST WHITE HALL
Boldly run down this hall to the double doors as you killed off this room's
only hunter already.
DARK CORRIDOR
Go to the EAST STAIRS HALL.
EAST STAIRS HALL
Enter the STORAGE ROOM.
STORAGE ROOM
Set up your inventory like this:
MAGNUM, MAGNUM ROUNDS
BATTERY, SQUARE CRANK
Leave.
EAST STAIRS HALL
Run to the black door.
DARK CORRIDOR
Enter the door in the dark offshoot.
COVERED PATH
Zig left, then zag right to evade the hunter. Enter the TOOL SHED.
TOOL SHED
Run to the double doors.
UPPER COURTYARD
Be careful, the dogs will be relentless in this part. Run past the doggies
to the gate.
WATER RESEVOIR
Run across the pool and evade the snakes again. Take the lift down.
LOWER COURTYARD
Instead of going to the guardhouse, this time we are going to go investigate
the area where the other elevator is. Put the BATTERY in the slot to get
the lift working again, then take it up.
UPPER COURTYARD
Run past the dogs and go to the gate. (suprise!)
WATER RESEVOIR
Go back to the post where the square hole is and use the SQUARE CRANK to
raise the water level again.
UPPER COURTYARD
Go back out the gate. Evade the dogs and go to the lift.
LOWER COURTYARD
Run to the little walkway between the pools and climb down the ladder. Down
below, you'll be in a whole different world!
-----------------------------------------------------------------------
END OF PART THREE
-----------------------------------------------------------------------
OPTIONAL AREAS AND SUBQUESTS
None for Chris, unless you are suidicial enough to try to collect all the
items you missed during your first run thru the mansion.
-----------------------------------------------------------------------
______ _____ _____ _____ _ _
| _ | | _ | | _ | |_ _| | | | |
| |_| | | |_| | | |_| | | | | |_| |
| ___| | _ | | _ / | | |___ | - THE UNDERGROUND CAVES
| | | | | | | | \ \ | | | |
|_| |_| |_| |_| \_\ |_| |_|
-----------------------------------------------------------------------
ENTRANCE TUNNEL
This is an interesting place, water drips from cracks in the wall and there
are all kinds of tricks and traps that could only be in a medieval horror
story. Take the door near the ladder.
BARRY'S CORRIDOR
When you enter now, the corridor will be empty, but you can bet that's going
to change by the time you leave! Anyway, take the FLAMETHROWER off the wall
and take the door to the right. It's time to go find those hunters and make
some frog legs for dinner!
GENERATOR ROOM
Run down the hall, ignoring the door you pass for now. You enter a large
chamber, the largest one in this area. This room is probably one of the
greatest mysteries in the game. There is a large pit in the center of the
room, surrounded by safety ropes. And next to that, is a room with a broken
generator. Why is all of this here? Maybe it was the first power generator
for the laboratory, but it wasn't big enough, so they built a new source of
power. Take the either the FIRST AID SPRAY or the SHOTGUN SHELLS off the
shelf in front of the generator, then run back to the door you passed on the
way here. You could dump the FLAMETHROWER later and come back, but it will
be much too dangerous to come back here in a little bit. I say leave behind
the SHOTGUN SHELLS as health is a much bigger concern right now.
ENRICO'S ROOM
Run around the corners and talk to Enrico. He then says that you are a
doublecrosser, but before he can shoot you, he is shot himself by someone
hiding offscreen. If you want a CLIP, you can search Enrico twice for it,
but now the HANDGUN is almost worthless against the new powerful enemies, so
I say you should leave it behind. Run back down the hall and you will be
ambushed by hunters. Barbecue them with the FLAMETHROWER. You can see the
shooter dropped something. Take the HEX CRANK and leave.
GENERATOR ROOM
Run down the hall to the right. You'll get ambushed by a hunter, but I
recommend you run from it since you will never have to come back to this
room again.
BARRY'S CORRIDOR
A hunter pops out of the alcove with the exit door. Kill him because you'll
probably get slashed to death while trying to put the FLAMETHROWER back on
its rack to unlock the door.
ENTRANCE TUNNEL
Go down the corridor and you will bump into a pit blocking the corridor.
Use the HEX CRANK on the little hole near the pit to rotate it around to the
top of the corridor, like it's on a giant wheel. Run to the door on the
other side of where the pit once was.
BOULDER DASH 1
This corridor appears to be a dead end at first. Well, since you're here,
why don't you go take the FLAMETHROWER and examine that big rock at the end
of the corridor. It appears to be texture-mapped, so you know something
good's about to happen! Go back down the corridor and the boulder somehow
shakes loose. But that's not important, what's important is getting out of
the way! Run back for that little alcove you entered this room thru quick!
After you manage to evade it, run back to where the boulder was to find some
MAGNUM ROUNDS. Before you can reach them, a hunter walks in thru the door.
Get the MAGNUM ROUNDS then step back into the corridor. Aim your MAGNUM and
get ready. When the hunter sees you, it will let out a scream. Press the
fire button and hit him with a slug. After he is dead, run to where the
boulder rolled to, It turns out that it crushed thru a false wall, which
reveals a room with a set of double doors. Get your MAGNUM fully loaded
then step thru the door. People with arachnaphobia, beware!
BLACK WIDOW'S LAIR
This is the easiest boss in the game, it's just more creepy looking than
difficult. Blast it several times with the MAGNUM, it won't even last
through a full magazine! POW! POW! POW! Dead. Now exit the room briefly
to make all the baby spiders vanish.
BOULDER DASH 1
Turn around and run back in.
BLACK WIDOW'S LAIR
Use the FLAMETHROWER to burn away the web. Leave after the web completely
disappears.
SNAKE TUNNEL
Enter the door to the left.
CAVES OFFICE
Take the FIRST AID SPRAY off the table and organize your inventory:
MAGNUM, MAGNUM ROUNDS
HEX CRANK, DOOM BOOK I
FLAMETHROWER
Leave.
SNAKE TUNNEL
Ahhh! The tunnel's crawling with snakes! Get to the door at the other
extreme end of the hall. Put the FLAMETHROWER on the rack to unlock it then
leave.
BOULDER DASH 2
Run thru the doorway to the right into another long tunnel which houses
another boulder, but before you decide to shake it from it's resting place,
notice the texture-mapped floor and the hexagonal hole to the left. Use the
HEX CRANK on the hole three times to move the part of the corridor without a
wall to the left side of the hall. Run up to the boulder then run away to
make it move, then duck into the new alcove you revealed. It'll be much
easier than the last boulder. In fact, you'll be practically to safety when
it starts rolling! Go back to where the boulder was to find the second MO
DISK. Go to the door in the secret alcove.
STATUE ROOM
Let's see what we have to work with here, a hexagonal hole, a differently
colored floor tile, a locked cabinet, and a statue. The solution is easy to
figure out, simply push the statue on the lighter tile to open the cabinent.
But unfortunately, the statue is against the wall, so we can't push it
over there. Instead, push the statue along the wall until the statue and
the light tile are perpendicular to the wall, then use the HEX CRANK on the
hole twice to make a wall pop out and push the statue away from the wall.
Now shove the statue on the tile and take the DOOM BOOK II from the cabinet.
Leave.
BOULDER DASH 2
Run back down the long hall to the room with the other door. Take the fork
you haven't explored yet and you will find an elevator. Take the lift out
of this dark and dreary place.
HIDDEN FOUNTAIN
Walk off the lift and you will run into two GREEN HERBS, two BLUE HERBS, and
a little fountain. BTW, don't bother examining the doors you see, they are
welded shut and there is no way to make them open. Instead, check both DOOM
BOOKS. Rotate them until the bounded side of the book is facing away from
you, then press X. After examining both books, you should have the EAGLE
MEDAL and the WOLF MEDAL. Now take both MEDALS and put them in their
corresponding holes on the pedestals of the fountain. Yet another secret
passage is revealed, but don't go into the empty fountain yet. Instead,
take as many GREEN HERBS as you can carry first, then go down the steps of
the fountain to an elevator. Take the elevator down. BTW, BLUE HERBS are
no longer important as there are no more poisonous creatures in the game, so
pretend from now on they are just fragments of your imagination.
-----------------------------------------------------------------------
END OF PART FOUR
-----------------------------------------------------------------------
OPTIONAL AREAS AND SUBQUESTS
There are none for Jill or Chris. You will explore every room in the caves
and see everything before you are allowed to leave here, even if you don't
stick to the walkthrough.
-----------------------------------------------------------------------
______ _____ _____ _____ _____
| _ | | _ | | _ | |_ _| | ___|
| |_| | | |_| | | |_| | | | | |___
| ___| | _ | | _ / | | |___ | - THE SECRET LABRATORY
| | | | | | | | \ \ | | ___| |
|_| |_| |_| |_| \_\ |_| |_____|
-----------------------------------------------------------------------
ENTRANCE ROOM
Wow, first a beautiful mansion, then the simple design of the guardhouse,
next dark and dreary caves, now finally a military complex. Don't bother
checking the door with the flashing light, it will only open under a "first
class emergency." Well, that's what the sign next to it says anyway. Take
the ladder down.
EMPTY ROOM
The room is almost completely empty except for a chest. Go over to it and
organize your inventory:
SHOTGUN, SHOTGUN SHELLS
MO DISK, MO DISK
Leave thru the door.
B2 STAIRS LANDING
Blast both zombies' heads off, then check the desk near the "VISUAL DATA
ROOM" for the third and final MO DISK. Ignore the GREEN HERBS for now.
Take the stairs down.
LABRATORY MAIN CORRIDOR
Whoa, this is the best music on the whole CD! You can see a zombie dead
ahead, but instead of engaging him, turn right and enter those doors. Try
to avoid zombies in this hall as they regenerate every time you pass thru
this area.
BACK HALLWAY
Take the door you see to your immediate left.
SCIENTIST'S QUARTERS
Turn on the lights, then take the letter off the desk. Read it and it will
tell you someone's log-in name and password for the security system: JOHN
is the log-in name and ADA is the password. It also says the password to
unlock the VISUAL DATA ROOM we passed upstairs, but unfortunately it is in
code.
|\/| /\ |\ |\/|
It says: |/\| \/ | | |
| | /\ | | |
What you must do now is shove the texture-mapped bookcase aside to reveal a
hidden switch. Push the switch and now the room will be lit with black
lights, or that's what I think they are. Run to the picture in the corner
and you will see letters next to their item: TREE, APPLE, MAN, WOMAN. If
you turn off the blacklights, the item's name will be in code again. Turn
the blacklights on and off until you match the letters of the alphabet with
the code. In the end, you should get the password, which is MOLE. Be sure
to memorize the password on your next run through the game so you don't have
to come into this room and do all this mess again! Leave.
BACK HALLWAY
Leave out the double doors you used to enter.
LABORATORY MAIN CORRIDOR
Run straight ahead down the hall, and enter the first set of doors you see.
SMALL LAB
You can see some SLIDES on the floor, but they are useless unless you want
to look at Umbrella's latest lineup of monsters. Instead, start up the
computer you see in the corner. After watching Umbrella's logo appear,
enter your log-in name as JOHN and your password as ADA. The computer will
then load a menu giving you access to the doorlocks in parts of the complex.
Press B2 first. The computer will then ask for the password you
deciphered from the letter. Type in MOLE. After unlocking that door, press
B3. The computer will unlock the door there. After doing that, press
Cancel and log out. Leave.
LABORATORY MAIN CORRIDOR
Turn right and go up the stairs.
B2 STAIRS LANDING
Enter the double doors just ahead.
VISUAL DATA ROOM
Walk over to a metallic panel on the left wall. Open the panel and press
the bright red button underneath. A column on the opposite wall will slide
aside to reveal a secret bookcase, and, more importantly, the LAB KEY. Take
it and leave.
B2 STAIRS LANDING
Take the stairs down.
LABORATORY MAIN CORRIDOR
Enter the double doors to the right.
BACK HALLWAY
Enter the door on the right wall.
RECREATIONAL ROOM
Blast the approxiomatelly three billion zombies in here, then use the MO
DISK on the "passcode output machine" to get PASS CODE 01. Leave.
BACK HALLWAY
Leave out the double doors that you used to enter.
LABORATORY MAIN CORRIDOR
Run down the hall ahead of you yet again, but this time bypass the first set
of doors. Instead, blast the zombie in your way. Then take the second set
of double doors (its the one with the blue light) and unlock it with a loud
"KA-CLUNK!" and the LAB KEY. Discard it afterwards.
B3 ELEVATOR LANDING
Take the first set of doors you see.
AUTOPSY ROOM
Take the RED HERB and the SHOTGUN SHELLS and prepare for the arguably the
most difficult puzzle in the game. The goal is to get the stepladder under
the ventilation hole in the wall. Unfortunately, there is a switch in front
of the hole that will trigger poison gas if anything is put on top of it,
including you. You must first cover the holes in the floor with the boxes
while still leaving enough room for the ladder. I'll try my best to help
you here. Listen CAREFULLY:
1 - Push the ladder against the operating equipment in front of the door.
2 - Push the box that is not completely blocked by the operating table away
from it, towards the holes. When you have enough room, push it to towards
the broken vent cover on the floor, then shove it over the hole on the right
when the box has enough clearance from the button.
3 - Next, push the stepladder near, BUT NOT ALL THE WAY, to the opposite
wall from the door. Then push it to the right side of the operating table.
Be sure to leave enough room on either side of the ladder for you to pass
by.
4 - Push the remaining box alongside the operating table until you have
enough clearance to push it towards the holes. Then push it over the left
hole.
5 - Lastly, push the ladder over the button. You will hear it activate, but
the boxes are blocking the gas. Climb thru the little tunnel.
MORGUE
Go to the passcode output machine ahead of you and use an MO DISK to get
PASSCODE 02. Take the MAGNUM ROUNDS on the shelf. Unlock the door and
exit.
LABORATORY MAIN CORRIDOR
Take the other set of double doors to your left.
B3 ELEVATOR LANDING
Dodge past the zombies and go to the double doors on the far right side of
the hall.
POWER ROOM 1
That's a lotta noise! You are now in Chimera territory. Run from these
suckers, they are really hard to hit and fighting will only cost you more
health. At the moment, you are at a junction. Turn right and go straight
down this path until you get to a dead end with a operating terminal. Turn
on the panel, then backtrack to the junction again. This time go left. Run
along the outer wall of the room and you will collide with a door. Enter
it.
POWER ROOM 2
Go straight down this hall and you will bump into a passcode output machine.
Use your last MO DISK to get PASSCODE 03. Yippee! We got all the
passcodes! Now turn left at the fork and the hall will lead you to double
doors. Enter them.
POWER ROOM 3
In here, the noise of machinery escelates to an almost deafening level. Run
around the left side of the big machine in the middle of the room, and you
will find a terminal. Activate the terminal to switch on the elevator.
Leave. There's nothing more to do here.
POWER ROOM 2
Whoa, that last room was so loud it almost makes this one seem quiet! Run
down the hall and turn left at the fork, then leave out the door.
POWER ROOM 1
Run straight along the outer wall and you will bump into the doors that will
take you out of Chimera territory. Of course you should take them.
B3 ELEVATOR LANDING
Cool, all the zombies have magically vanished. Run ahead and take the door
on the right wall.
LAB GUARDPOST
Take the GREEN HERB and the MAGNUM ROUNDS. Prepare your inventory:
MAGNUM, MAGNUM ROUND
THREE HEALING ITEMS
Make sure you are fully healed up and have a fully loaded MAGNUM. Leave.
B3 ELEVATOR LANDING
Turn right and go down the hall to the elevator. Press the flashing button
to start up the elevator. Rebecca will then again appear from nowhere.
Then they take the elevator down.
B4 ELEVATOR LANDING
Everything in this room is automatically done for you. ALBERT WESKER IS THE
TRAITOR!!! He's planning on doublecrossing not only you, but Umbrella as
well, and he says he's got everything he needs so that he's untouchable.
Chris yells at Wesker that he's been murdering his teammates, then asks if
he killed Enrico too. Wesker says "Yeah, like this," then shoots Rebecca.
NOOOOOOOOO!!! NOT REBECCA!!! Wesker then pushes Chris into the Tyrant's
room.
TYRANT DEVELOPMENT LAB
Wesker pushes Chris into the lab and shows him the most hideous creature in
this game, the Tyrant. Chris finally does something smart in this game, he
laughs at the Tyrant. Wesker gets ticked off and releases the creature.
But, instead of destroying Chris like it's supposed to, it turns on Wesker
and impales him. Now it's up to you to defeat Tyrant. Start by running
away from Tyrant to one corner of the room. Fire off a shot from there when
Tyrant gets in range, then run to the next corner and fire off another shot
from there. Repeat until dead. Like the spider, he won't even last through
a whole magazine of the MAGNUM. Looks like the ultimate bioweapon is really
the ultimate failure. Afterwards, examine the computer near Wesker's corpse
to unlock the door to the room.
B4 ELEVATOR LANDING
Chris walks out and sees Rebecca alive and well, thanks to a bullet-proof
vest. It would have to be paper-thin to fit under *that* tiny shirt.
Anyway, go to the elevator and leave.
B3 ELEVATOR LANDING
Rebecca stops Chris and says they should blow this place to smitherenes.
WHY??? That would destroy all the evidence that could be used to take
Umbrella down! But, Chris returns to his stupid streak again and says that
it's probably the only way out of here. It is not, all Chris would have had
to have done is check Wesker for his keys. What an idiot. Oh well, there
had to be a sequel, so Capcom did have to make it so this place blows up.
After the conversation, enter the LABORATORY MAIN CORRIDOR
LABORATORY MAIN CORRIDOR
The zombies have now been replaced by Chimeras. Turn right and run down the
hall until you bump into the stairs again. Take the double doors next to
them.
BACK HALLWAY
Run to the other set of double doors at the end of the hall and input all
three passcodes to unlock the door. Enter.
PRISON HALL
Run to the end of the hall and open the door.
PRISON CELL
Jill thanks you for freeing her, then you two take off.
PRISON HALL
Run back to the other door.
BACK HALLWAY
Jill runs off on her own, why does everyone in Resident Evil always insist
on "splitting up to cover more ground?" Anyway, run for the double doors at
the other end of the hall.
LABORATORY MAIN CORRIDOR
Run up the nearby stairs.
B2 STAIRS LANDING
Blow away all the zombies with the MAGNUM. Hey, the game's almost over, so
there's no need to be conserving ammo anymore! Go to the door they were
guarding.
EMPTY ROOM
You catch up to Jill here, and she tells you to hurry up. Before you do
that, organize your inventory for the last time, and this one's really
simple to set up:
AS MANY HEALING ITEMS AS YOU CAN CARRY! (Leave one slot open)
I know I didn't put any weapons down, but you won't need them, trust me. :)
Go up the ladder.
ENTRANCE ROOM
Go open the door with the flashing light, a self-destruct sequence
definitely qualifies as a first class emergency!
EMERGENCY EXIT
Run down the corridor, on the way, you'll get one last radio message from
Brad, then you will come to an elevator with the battery pulled out. Put
the BATTERY on the floor into the slot and the elevator will activate.
Also, the tape announces there are three minutes until the barbecue, so
you'd better hurry up and go in the elevator!
HELIPORT
Immediately after exiting, go to the little red box on the right. Take a
FLARE, then stand in the middle of the helipad where the H is and use the
FLARE. After a long moment, Brad comes with the helicopter. Looks like
it's all over....CRASH!!! Uh oh, Tyrant is back, and badder than ever.
Don't even bother shooting at him if you ignored my command not to bring
weapons, he is almost invincible. Instead, run along the white line making
a square around the helipad and never stop running. Whenever you get too
far away, Tyrant will run after you with a charging swipe, but as long as
you keep running, it will almost always miss. Watch out if you see him
extent his claw, because that attack is almost undodgeable. Check your
health often and heal when in orange CAUTION or in DANGER. When about 30
seconds are left on the clock, Brad will drop a ROCKET LAUNCER to Chris.
Get over to the ROCKET LAUNCHER FAST! Go over to it and press X, the game
will then ask, "Will you take the ROCKET LAUNCHER?" Of course you will, but
then the game puts you back in the battle. Quickly go to your inventory
screen and equip it, then exit out of the menu, aim and grin as you press
the fire button. The Tyrant then blows up in a nice and pixelated explosion
(even with my PS2's graphics setting set at Smooth.) Anyway, you and your
comrades escape in the chopper and the game is over. Congratulations! You
have beaten Chris's and Jill's scenario with everyone rescued!
-----------------------------------------------------------------------
END OF CHRIS'S SCENARIO
-----------------------------------------------------------------------
OPTIONAL AREAS AND SUBQUESTS
Well, rescuing Chris is kind of a subquest, if you don't care about getting
a good ending. You can skip over the AUTOPSY ROOM puzzle, the MORGUE, the
RECREATIONAL ROOM, and the whole MO DISK deal if you don't care about a less
than perfect ending.
-----------------------------------------------------------------------
6: Thanks
- Thanks to myself because if it wasn't for me, this FAQ wouldn't exist!
-
- Thanks to Capcom! I am really looking forward to Resident Evil: Code
Veronica X.
-
- BIG, Big thanks to cheat codes.com the best cheat site o the net.
-----------------------------------------------------------------------
7: E-mail Policy
I have recieved a lot of stupid e-mail in the past, but now it is starting
to get ridiculous so I am going to start enforcing what kinds of messages
will and will not get answered.
Please DO:
- read the whole document before sending a question.
- put the name of the game in the message topic. It makes it A LOT easier
for me to pick out which messages are on games and which are not. Also if
the name is not there, I might accidentally delete it, thinking it is junk
mail.
- spell correctly. I won't be able to help much with your problem if you
send me something like "Hy mn cn u hlp me wth ths 1 prblm, I cnt bt ths 1
lvl ok thnks gby."
- be polite. Any mail with excessive flaming will be instantly deleted.
Please DO NOT:
- write the title of the message as "About your walkthrough" or something
similar to that.
- flame. I hate flaming. Especially messages with the f-word or the
s-word. These will be instantly deleted.
- send advertisements. These will be considered junk mail and will be
deleted instantly.
- ask me something that is already answered in the walkthrough or the
manual. C'mon, would you rather spend a few minutes skimming my guide, or
would you rather spend a few hours, days, or even weeks waiting for me to
get back to you?
- forget to include the name of the game in the message or on the title. I
am not a psychic. I cannot tell what game you are after if you do not
include the name in it.
-----------------------------------------------------------------------
8: Copyright
This guide is the sole property of bad wolf the author of this guide.
Don't rip off this guide in part or whole, or I will be forced to act
against you. Don't rip off this guide then alter it to death and claim it
as your own. This guide may not be used for ANY profitable reasons
whatsoever, even if no money is made.Also if you want to publish it to some other
site or copy,edit or any changes
first of all contact me.[[email protected]]
since cheat codes is the first place I send every piece of my work, they are sure
to have the most up-to-date version of my guides.
Also, if you find this guide on any other site, notify me immediately.
Good bye.
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