The Best Walkthrough - Guide for Resident Evil
- Cheats |
- Unlockables |
- Hints |
- Easter Eggs |
- Glitches |
- Guides
Scroll down to read our guide named "The Best Walkthrough" for Resident Evil on PlayStation (PSX), or click the above links for more cheats.
"This document Copyright 2001 BAD WOLF" _____ ____ ____ _ ____ ____ _ _ _____ | \ | __| | __| | | | \ | __| | || | |_ _| | || | | | | | | | | || | | | | \| | | | | || | | |__ | |__ | | | || | | |__ | | | | | / | __| |__ | | | | || | | __| | | | | | |\ \ | | | | | | | || | | | | | | | | || | | |__ __| | | | | || | | |__ | |\ | | | |_||_| |____| |____| |_| |____/ |____| |_||_| |_| _____ _ _ _ _ | __| | | | | | | | | | | | | | | | | | | | |__ | | | | | | | | | __| | | | | | | | | | | | |_| | | | | | | |__ \ / | | | |__ |____| \_/ |_| |____| *********************************************************************** Resident Evil - FAQ/Walkthrough Version 2.2 By: BAD WOLF [[email protected]] *********************************************************************** 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 ----------------------------------------------------------------------- 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. ----------------------------------------------------------------------- 2: Revision History Version 1.0 7/01/01 - First Edition *********************************************************************** 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. *********************************************************************** Version 1.2 11/26/01 - This is another copyright revision. *********************************************************************** Version 2.0 12/20/01 - Not much today really, just revising the Game Strategies a little. ----------------------------------------------------------------------- 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. ----------------------------------------------------------------------- 4: Jill Walkthrough ----------------------------------------------------------------------- _ _ _ _ | | | | | | | | | | | | | | | | __ | | | | | | | | | |_| | | | | |___ | |___ |_____| |_| |_____| |_____| ----------------------------------------------------------------------- ______ _____ _____ _____ ___ | _ | | _ | | _ | |_ _| /_ | | |_| | | |_| | | |_| | | | | | | ___| | _ | | _ / | | | | - THE MANSION | | | | | | | | \ \ | | _| |_ |_| |_| |_| |_| \_\ |_| |_____| ----------------------------------------------------------------------- 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 | | | | | | | | \ \ | | _| |_ |_| |_| |_| |_| \_\ |_| |_____| ----------------------------------------------------------------------- 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. ----------------------------------------------------------------------- _____ _____ _____ _____ ____ | _ | | _ | | _ | |_ _| /__ \ | |_| | | |_| | | |_| | | | / / | ___| | _ | | _ / | | / / - 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. -----------------------------------------------------------------------