_______ _______ _______ _________ ______ _______ _ _________ ( ____ )( ____ \( ____ \\__ __/( __ \ ( ____ \( ( /|\__ __/ | ( )|| ( \/| ( \/ ) ( | ( \ )| ( \/| \ ( | ) ( | (____)|| (__ | (_____ | | | | ) || (__ | \ | | | | | __)| __) (_____ ) | | | | | || __) | (\ \) | | | | (\ ( | ( ) | | | | | ) || ( | | \ | | | | ) \ \__| (____/\/\____) |___) (___| (__/ )| (____/\| ) \ | | | |/ \__/(_______/\_______)\_______/(______/ (_______/|/ )_) )_( _______ _________ _ ( ____ \|\ /|\__ __/( \ | ( \/| ) ( | ) ( | ( | (__ | | | | | | | | | __) ( ( ) ) | | | | | ( \ \_/ / | | | | | (____/\ \ / ___) (___| (____/\ (_______/ \_/ \_______/(_______/ ---------------------------------FOR GAMECUBE---------------------------------- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ --------------------------------By DjSiXpAcK14--------------------------------- ******************************************************************************* Resident Evil (Remake) Nintendo GameCube FAQ & Walkthrough Copyright 2003 by DjSiXpAcK14 Version 2.0 September 18, 2003 "If you like to watch hamsters dance for no particular reason, this FAQ is for you." =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= Table of Contents =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= NOTE: You can use the Ctrl+F function of your browser to easily navigate this FAQ/WALKTHROUGH. Type the text in the search box just as it appears here. Don't include the numbers. 1. Intro 2. Version Info 3. The Basics of RE 4. RE Characters 5. Prologue 6. Walkthrough for Jill 7. Walkthrough for Chris 8. Walkthrough for Jill (Speed) [By: "mmnin"] 9. Enemies/Bosses 10.Items 11.Files 12.Puzzles 13.Wesker's Report + Notes 14.Wesker's Report 2 + Notes 15.Endings for Jill Valentine 16.Endings for Chris Redfield 17.Endings for Both Characters 18.Resident Evil Games 19.Resident Evil Timeline (By WeskerFanGirl) 20.Cheats and Codes 21.Links 22.Credits, Contact Info, and Everything Else =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= 1. Intro =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= This entire file is Copyright 2003 DjSiXpAcK14. If you want to use it, just ask me. =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= 2. Version Info =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= ======================= Version 2.0 ======================= This walkthrough now has 79 characters or less on every line likes it's supposed to. A whole BUNCH of stuff from Big Steve. You'll surely find his tips in the walkthrough. And, of course, I added WeskerFanGirl's amazing Resident Evil Timeline. ======================= Version 1.9 ======================= That's right. The Grenade Launcher cheat doesn't work in the PAL version of the game. Sorry. What? Barry's Magnum works wonders against Tyrant 1? Thanks, Big Steve. East, west, they're all the same. But thanks to Miles G for telling me where I messed up. ======================= Version 1.7 ======================= Wow. Of all you mean people who read my Walkthrough for Jill, only one found the fatal flaw in it. Shame on all of you. Except for of course the mighty ShadowFox, who informed me of this mistake. Thank you much, ShadowFox. I like foxes. ======================= Version 1.6 ======================= Whoops. Forgot a part of the Speed Walkthrough, but it's okay now. ======================= Version 1.5 ======================= Woo! Someone listened to my pleas! This FAQ/Walkthrough now contains a Speed Walkthrough for Jill by "mmnim". Much thanks to him. ======================= Version 1.2 ======================= I changed the main ASCII title to match my other FAQs and updated my e-mail. It is now short enough that even you may be able to remember it. ======================= Version 1.1 ======================= Much thanks to Matthew Kruger. His feedback led me to 2 mistakes. They're both marked in the walkthrough. Thanks a bunch! ======================= Version 1.0 ======================= Completed: 1. Intro 2. Version Info 3. The Basics of RE 4. RE Characters 5. Prologue 6. Walkthrough for Jill 7. Walkthrough for Chris 8. Enemies/Bosses 9. Items 10.Files 11.Puzzles 12.Wesker's Report + Notes 13.Wesker's Report 2 + Notes 14.Endings for Jill Valentine 15.Endings for Chris Redfield 16.Endings for Both Characters 17.Resident Evil Games 18.Resident Evil Story & Plot 19.Cheats and Codes 20.Links 21.Credits, Contact Info, and Everything Else =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= 3. The Basics of RE =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= ======================= Controls ======================= This is a description of all the buttons on the Gamecube controller, and their functions while playing the game. A - Action Button. It is used to open doors, pick up items, and fire a weapon when the R button is pushed. It is also used to select the highlighted option of a menu selection. B - Run. When the Control Stick is pressed to any direction, hold the B button to run. Y - Displays the status screen. X - Nothing. Z - Displays the Map. R - Aims at closest enemy. L - Change aim.Uses Defense Items when Manual Defense Item is selected in the Controller Settings. Control Stick - Used to move the character in a given direction. Control Pad - used to move the character in a given direction. C Stick - 180 Turn (Any Direction) Start - Displays Options Menu. It also pauses the game and stops the flow of time, which can slow the production of Crimson Heads. ======================= Game Difficulty ======================= When you start a new game, you are asked this question: Which best describes your opinion about games? I. MOUNTAIN CLIMBING- beyond hardships lies accomplishment. II. HIKING- the destination can be reached quite comfortably. If you answer Mountain Climbing, you will play in Normal difficulty. If you answer Hiking, you will play in Easy difficulty. -----Easy----- Ammo and healing items are plentiful, zombies are weak. Recommended for beginners and people who play the game not for the challenge, but for the story. -----Normal----- Zombies are hard to kill, and I recommend you use kero only in the frequently traveled rooms. -----Hard----- For those who play the game for the challenge. Zombies are extremely powerful, so it is recommended that use kero very scarcely, and rarely actually kill a zombie, but either move around them, or shoot them only enough to make them fall down. -----Invisible Enemy Mode----- Don't quit just yet! They're not reallly invisible, they're really just clear. It adds difficulty to the game, but it's not quite as bad as it sounds. NOTE: You can unlock this game setting by completing Real-Survival Mode. -----Real-Survival Mode----- You may have taken those item boxes for granted, but in this mode, they don't transfer items to each other. -----One Tough Zombie----- Forrest, the zombie normally found in only one room, now has bombs strapped all over him. He also likes to follow you around, even through doors. This handicap was definitely appropriately named. NOTE: You can unlock this game setting by completing both Jill and Chris's game. ======================= Health-Replenishing Items ======================= --------- FINE Always Green, this position indicates you are at full health. CAUTION (YELLOW) This position indicates you may have been attacked once by a normal enemy. CAUTION (RED-ORANGE) Low Health. This is the time to cure if you are fighting a powerful boss. DANGER (RED) One more hit and you will die. Cure as quickly as possible. FIRST AID SPRAY Restores health to "Fine" status. GREEN HERB Raises health one notch. 2x GREEN HERB MIXTURE Raises health two notches. Looks like a pile of green powder. 3x GREEN HERB MIXTURE Raises health three notches. Looks like a big pile of green powder. RED HERB Nothing. GREEN HERB + RED HERB Restores health to "Fine" status. Looks like red and green piles of powder. BLUE HERB Cures poison. GREEN HERB + BLUE HERB Cures poison and raises health two notches. Looks like two dots of green and blue. GREEN HERB + GREEN HERB + BLUE HERB Cures poison and raises health three notches. Looks like one big green dot and a small blue dot. GREEN HERB + RED HERB + BLUE HERB Restores health to "Fine" status and cures poison. Looks like one brown pile. ======================= Chris vs. Jill ======================= Chris can get the FLAMETHROWER (temporarily). Jill can get the GRENADE LAUNCHER. Chris has 6 item slots. Jill has 8 item slots. Chris is always helping Rebecca. Jill is always being helped by Barry. Chris has a lighter and has to carry around old keys. Jill has a lockpick and has to find a lighter. Chris starts out with a survival knife and a lighter. Jill starts out with a handgun and a survival knife. Jill can cheat to get hundreds of any type of grenade round. Chris can't. Chris uses FLASH GRENADES. Jill uses her STUN GUN with BATTERY PACKs. Chris says d*mn when the radio doesn't work. Jill says sh*t when the radio doesn't work. Chris doesn't get attacked by the zombie in Room 001. Jill does get attacked by the zombie in Room 001. Chris has to fight PLANT 42 and waste tons of valuable ammo. Jill can mix a few chemicals and not have to fight it at all. Chris has to find all the ammo he uses. Jill is a big cheater and can cheat to get hundreds of GRENADE ROUNDS. Chris gets 42 shots for the MAGNUM REVOLVER (easy). Jill gets 36 shots for the MAGNUM REVOLVER (easy). In case you haven't noticed, the game is a lot easier and less scary if you play as Jill. =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= 4. Characters =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= As described on ResidentEvil.com. In alphabetical order. Richard Aiken A very important member of S.T.A.R.S. serving as Bravo’s communications expert. The only link back to headquarters for teams out in the field, Richard actually has to pull double duty, as radioman for both units since Alpha Team really has no trained operator, except for Jill. B.O.W. Umbrella's term for Bio-Organic Weapon. Barry Burton Barry is a former SWAT team member with more than 16 years of experience. Regarded as one of S.T.A.R.S. most exceptional members, he is a highly skilled weapons expert and supplies and maintains weapons for the underground organization. Barry is very much a family man with strong values. Past experiences have made him wary of others. Rebecca Chambers The youngest member of the group, Rebecca has been recruited for her knowledge of field medicine and First Aid. She is nervous around other members, both because of her age and due to her lack of experience. Rebecca is eager to please and will take on any task assigned to her without hesitation. Joseph Frost Previous member of S.T.A.R.S. Bravo Team, and already stationed in Raccoon City, Joseph was recently promoted to serve as vehicle specialist for Alpha Team. Many members of Bravo Team are jealous of his promotion, but he was moved up by Wesker himself. Joseph is young, enthusiastic and very curious. Enrico Marini Bravo Team’s leader and Wesker’s second in command for the S.T.A.R.S. unit. Enrico feels threatened by the arrival of the Alpha Team, thinking that Chris or Barry may end up replacing him as #2 to Wesker. Nonetheless, Enrico is a dedicated S.T.A.R.S. operative and is always proud to lead the unit when Wesker lets him. Chris Redfield* A member of the S.T.A.R.S. Alpha team. After being kicked out of the Air Force, Chris became a drifter until he met Barry Burton. Barry recruited him for S.T.A.R.S and then got him reassigned to a smaller unit at Raccoon City headquarters to prove himself quickly. Forest Speyer Forest is a great sniper in addition to his duties as Bravo’s vehicle specialist. He is a consummate professional and his work earns him great respect from the other members. He instantly clicks with Chris, and it seems they’ll end up good team-mates. S.T.A.R.S. Special Tactics and Rescue Service. S.T.A.R.S. was founded under the jurisdiction of the Raccoon City Police Department to deal with increasing terrorism and crime. Kenneth J. Sullivan A quiet but very talented field scouting officer. Also an expert in chemistry. He wonders why his chemical experience would be necessary in Raccoon City but quickly discounts his hesitancy since Wesker himself sought him to enlist in S.T.A.R.S. T-Virus One of Umbrella’s first bio-organic creations which mutates living beings into monsters. Tyrant Another one of Umbrella’s deadly bio-orgainc creations featured in many Resident Evil games. Umbrella A large, powerful pharmaceutical company secretly providing the military with deadly bio-organic weaponry—the cause of the Resident Evil. Jill Valentine* An intelligent solider that has saved many S.T.A.R.S. members from danger in the past, Jill was reassigned to Raccoon City just like Chris. Brad Vickers Brad is a computer expert and excels in information gathering. Unfortunately, his fear of dying draws much heat from his fellow soldiers. His lack of enthusiasm for rushing into danger has earned him the nickname “Chickenheart.” While Chris is a qualified pilot, Brad has become the helicopter pilot for Alpha Team. Albert Wesker* Leader of S.T.A.R.S. He seems fearless, but he also appears to be hiding something... *=Altered by DjSiXpAcK14 due to either spoilers or irrelevance to this game. =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= 5. Prologue =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= "Arklay Mountains, Raccoon City, 24th A spokesperson at the Raccoon City Police Department reported that an investigation helicopter of the special task force S.T.A.R.S. Bravo Team is missing. According to the announcement from the Raccoon City Police Department, the team was sent in to investigate the Arklay Mountain and Raccoon Forest area, where a number of people have been reported missing. Contact with the team has been lost since the last communication before dawn. The Raccoon City Police Department suspects the team has been involved in some trouble. Now it will send the S.T.A.R.S. Alpha Team to investigate and collect information from witnesses. Recently there have been a number of bizarre murders reported near Raccoon City. This incident is likely to make Raccoon City residents feel even more uneasy. The special task force S.T.A.R.S. (Special Tactics and Rescue Service) was founded in 1996 under control of the Raccoon City Police Department to counteract increasing city terrorism and other crimes." -Raccoon Press evening issue, July 24, 1998. =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= 6. Walkthrough for Jill =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= -----Intro----- I seemed to have frequent problems with walkthroughs not including all the files or items. So, this walkthrough is for the EASY difficulty level. However, this walkthrough can be used with other difficulty levels. You can do this by displaying the map during play. If the room you are in is highlighted in gray, you have found all the items or files and all the items that should be in the room are there. If it is red, you have not found all the items or the files, or there is an item missing in the area that should be there. I'm trying to make this walkthrough the best out there, so I'm going to list every item found in every room. If I miss something, feel free to E-mail me. _Cutscene_ You're now in the mansion with Barry and Wesker. Chris is missing. ======================= Main Hall ======================= What was that gunshot? Wesker says to check it out. ======================= Dining Hall ======================= There's INK RIBBON on the table in front of you. Now run to the other side of the room. _Cutscene_ Go through the door to your right. ======================= Kenneth Hallway ======================= Run down the hall to Jill's left. _Cutscene_ What the heck?! Don't waste any ammo on it, just run back through the door you came in through to tell Barry! ======================= Dining Hall ======================= _Cutscene_ Whoa! That was freaky. Let's report back to Wesker in the Main Hall, which is located through the door on the other side of the room. _Cutscene_ Where'd he go? Oh well. ======================= Main Hall ======================= _Cutscene_ Alright. Let's look for him. Just run up and down the stairs. _Cutscene_ You got the LOCKPICK! Oh boy! Go through the double doors opposite the doors you came from. ======================= Woman Drawing Water Room ======================= Ahh...your first puzzle! -----Statue Puzzle----- See that dresser thing in front of the doorway? Push it to the right once, then get behind it and push it up against the tall statue in the middle of the room. Now, walk up against it and push the A button to climb on top of it. Finally, grab the sparkle out of the pot to receive a MAP OF THE MANSION 1F. NOTE: To view your map, you can either press the Z button or select it on the menu. Now, lets see whats in that walkway the dresser was blocking. So run through, around the turn, and grab that sparkle on the shelf. It's a DAGGER. Now go out the way you came in. WHOA! A zombie! I wouldn't waste any ammo on him, just use your newly-acquired DAGGER on him and run out the door you came in. ======================= Main Hall ======================= Let's check out the door that was beyond the zombie that was eating Kenneth. Take the double doors on the left/west side of the room. ======================= Dining Hall ======================= Open the door at the other side of the room. ======================= Kenneth Hallway ======================= Run down to Kenneth's body and check it to get KENNETH'S VIDEO, which is filed and not considered an item. Now, go through the door past his body. ======================= Bird Cage Stairway ======================= Run down the hall and check the bird cage for a HANDGUN MAGAZINE. To the right of the stairs are two GREEN HERBS. If you were hurt by the zombie that was eating Kenneth, you should use one and save the other. Now run up the stairs and through the door at the end. ======================= Mirror Hallway ======================= There are two GREEN HERBS on Jill's left. From the door you came in, go (Jill's) right, then left. As the camera angle changes, you can see a zombie that must be pretty stupid since he hasn't seen you. Why not take advantage of this? Alright. Run quickly to the right of the zombie and past him. He should lunge at you, but he'll also miss. Now run down the hall and grab that sparkle attached to the statue. It's the GOLDEN ARROW. Now, examine it to remove the head. Now you have the ARROWHEAD. There's a HANDGUN MAGAZINE in front of the mirror, too. Continue down the hallway and unlock and go through the door to the right of the mirror. ======================= Dining Hall 2F ======================= There's a zombie here, but he's very easy to avoid. Run to Jill's left to reveal a sparkle. It's a DAGGER. Now continue to the double doors at the end. ======================= Main Hall ======================= Run down one set of stairs and through the door here. ======================= Graveyard ======================= Run down the steps and along the path to the picture depicting Cupid. Use the ARROWHEAD to make Cupid rise, revealing a long set of steps. Descend them. ======================= Death Mask Room ======================= Run across the room and under the coffin *shudders* to grab the BOOK OF CURSE. Examine the back of it to get the Mansion Key. Examine the Mansion Key to get the SWORD KEY. Now go back up the stairs. ======================= Graveyard ======================= Go up the stairs and back into the mansion. ======================= Main Hall ======================= Alright! Now we need to find those Death Masks. So run up the stairs and unlock the single door on the west side of the mansion with the sword key. Proceed through. NOTE: Thanks, Miles G, I DID mean east side of the mansion. Take the door on the EAST side of the mansion. ======================= Old Hallway ======================= Don't worry. This place looks scary, but in EASY mode, you'll never fight any zombies here. Run down the hall past the mysterious steel double doors to the stand with the WOODEN MOUNT on it. Pick it up, and go through the door at the end of the hall. ======================= Study ======================= Turn right and take the HANDGUN MAGAZINE on the desk, but don't take the sparkly closest to you just yet. Now go to the other end of this room and grab the sparkly there. It's a LIGHTER. Grab the BOTANY BOOK next to it, and leave via the other door in this room. NOTE: If you have an empty item slot before you leave this room, you can go ahead and grab the sparkle I told you not to. ======================= East Stairway ======================= Run forward quickly! There is a zombie beside you! Take him out with your HANDGUN. Unlock the door he was in front of but don't go through. There's another zombie at the bottom of the stairs, but let's forget about him for now. Run down through the door at the opposite end of the hall. ======================= Fireplace Room ======================= Use the WOODEN MOUNT on the strange design above the fireplace, then use the LIGHTER to start a fire. Now try to take back the WOODEN MOUNT, and you get a MAP OF THE MANSION 2F. Leave the HERBS there for now and leave the way you came in. ======================= East Stairway ======================= Now run down the hall to the stairs. You now need to take out the zombie at the bottom of the stairs. Be creative, and zombies don't care how honorable you are, so shoot him when he's not looking, shoot him when he's down, and anything else terribly dishonorable but affective you can think of. Now grab the GREEN HERB at the bottom of the stairs (if you have room) and enter the room beside the stairs. ======================= East Save Room ======================= Grab the HANDGUN MAGAZINE by the lantern, and the BODY DISPOSAL file on the floor beside the lantern. Dump all your items in the item box except for the LIGHTER. Much thanks to ShadowFox for this: If you didn't pick up the sparkle in the Study, go back and get it. It's the DOG WHISTLE. To get to the Study, you'll need to go through the door here, up the stairs, and out the door at the end of the hall that doesn't lead to the Fireplace Room. Then go to closest end of this hallway and you're in the Study. Now pick up the FUEL CANTEEN in front of the stepladder. Fill it up using the kerosene tank next to the door. Before you save, run outside and use your LIGHTER & FUEL CANTEEN to burn the bodies of the zombies in the East Stairway. Then fill up your FUEL CANTEEN again with some more kero. Now get out these items: HANDGUN HANDGUN MAGAZINE SWORD KEY FULL-HEALING ITEM INK RIBBON LIGHTER FUEL CANTEEN Now save on the type writer and dump the INK RIBBON in the item box. NOTE: Crimson heads appear 30min-60min and inhabit the body of a normal dead zombie. They are much stronger and faster, so you should do your best to kill only zombies you intend to burn, or have blown off their head (or leg). TIP: If you read the BODY DISPOSAL file, then you should know that after a certain amount of time, zombies come back to life stronger. According to the game, you have to either burn the body or shoot off their head, but actually, you can shoot off their leg, too. TIP: There are three ways to tell if a zombie is dead. 1. Walk up FAIRLY close to it and back up. If the zombie is alive, Jill will back up quickly. If it is dead, she will back up normally. 2. Face away from the zombie and press R. If the zombie is alive, your gun will point at it. 3. If you can see a pool of blood under the zombie, it's dead. If you can't, it's not. 4. If it plays scary music when a zombie opens a door or breaks through a window, it will stop when all the enemies in the room are dead. TIP: When fighting a Crimson Head, be sure to stay on their left. They're all right-handed! Alright. Now exit the room through the only door. ======================= East Stairway ======================= Open the only other door you can without going up the stairs, regardless of the condition of the doorknob. ======================= Family Portrait Room ======================= Take the double doors on Jill's left. ======================= Zombie Window Hall ======================= Don't get scared! The zombies don't come through the windows. Run past the windows and take the first door you see. ======================= East Bathroom ======================= Creepy...Pull the plug to drain the dirty water... _Cutscene_ Pfft...what a sissy. Anyway, take the DAGGER out of the tub and leave. ======================= Zombie Window Hall ======================= Continue down the hall to the metal door that appears locked on your map. Pick it with the LOCKPICK and proceed through. ======================= East Path ======================= Run around the bend, don't worry. The Cerberus (zombie-dogs) can't get you. Take the big green and white bag. It's the CHEMICAL. Examine it for HERBICIDE. There are also two RED HERBS and two GREEN HERBS here. You'll have to mix them as soon as you pick them up to carry them all. There's also a kero tank here, in case you need some later in the game. Run back through the same door. ======================= Zombie Window Hall ======================= Take the door at the top of the screen. ======================= Ornamental Plate Hallway ======================= Run forward and WHOA! There's those Cerberus we saw just a second ago. There's another one further down the hallway. Here, you are faced with a choice. 1. Save ammo and health and run through past the Cerberus. 2. Kill the Cerberus and push the shelves across from the windows they break out of for a HANDGUN MAGAZINE and a DAGGER. The Cerberus take about 4 shots each with the HANDGUN if you hit them, but if you're a beginner, you'll probably have trouble doing that, so I recommend just running past them. Either way, unlock the door at the end of the hall and proceed through. ======================= Woman Drawing Water Room ======================= Ahhh...the memories. You may be hearing a zombie, but you're safe, he's behind the little dresser thing. They can walk up and down stairs, can climb out of bath tubs, but can't climb over a dresser a 1/3 of their height. Oh well. Use their AI to your advantage. Take the double doors at the other end. ======================= Main Hall ======================= _Cutscene_ Oh boy...thanks Barry. I don't have a GRENADE LAUNCHER yet! Go up the stairs and through the double doors on the west side of the mansion. ======================= Dining Hall 2f ======================= Go Jill's right, past the first door. Unlock the second door and proceed through. ======================= West Stairway ======================= Run around until you can see the stairs. Now press R and you'll automatically be directed down the hall. Hmmm. Fire at him once, then he'll start walking towards you. Don't fire until he's close to the fork where the hallways meet. Try to kill him there. Then there's another zombie coming up the stairs! Try your best to make his body fall onto the other zombie's. Now run down the stairs. Now enter the door beside the stairs. ======================= Mansion Drug Room ======================= Ahh a save room. Dump everything and pull out your FUEL CANTEEN and LIGHTER. Now run outside and burn the dead guy just outside the door and if you got the zombies to fall down on each other upstairs, you only need the amount of kerosene you would normally use on one to burn them both. Now get back in the save room. Here's the recommended inventory: HANDGUN HANDGUN MAGAZINE SWORD KEY FUEL CANTEEN INK RIBBON Now leave. ======================= West Stairway ======================= Run down past the pillar, around the corner to the door to the right of the door at the end. ======================= Tiny Bedroom ======================= Many items here. There's a BATTERY PACK for your STUN GUN right beside you, a BROKEN SHOTGUN on the shelf beside that, and INK RIBBON in the desk drawer with the light on it. There's also some kerosene here, so you can re-fill your FUEL CANTEEN. After obtaining all these items, head back to the save room. ======================= West Stairway ======================= Take the door beside the stairs. ======================= Mansion Drug Room ======================= Alright. Now save with your INK RIBBON, then assemble your inventory like this: HANDGUN HANDGUN MAGAZINE SWORD KEY DOG WHISTLE FULL-HEALING ITEM Now leave. ======================= West Stairway ======================= Run up the stairs and then around them once you get to the top, unlock the metal door here and proceed through. ======================= West Balcony ======================= Let's try that DOG WHISTLE out, as much as you probably _don't_ want to. You can hear some dogs running. Whoa! There they are. Kill them both, then take the sparkly. It's a COLLAR! YEA! Actually, you have to examine it. Push the switch to get a COIN. Now examine the back of the COIN to get...IMITATION OF A KEY. It looks like the ARMOR KEY, but it's not. Well, run down the porch where the dogs came from to another door. Unlock it, but run back to the door you came in to exit. ======================= West Stairway ======================= Run all the way down the hall this time to the door at the end. Unlock it and go through. ======================= Mirror Hallway ======================= Hey...Remember this place? That idiot zombie's in the same spot, but we don't need to go that way. Run through the doorway on the right and you'll see a zombie on the floor. Unfortunately, it's hard to keep this zombie from turning into a Crimson Head. We need to get to the door past him, so just run right past him and through the door. ======================= Knight Corridor ======================= Run up the stairs and keep going until you see a key that looks just like the one you have. It's actually a key. -----Knight's Puzzle----- Not too hard. Pick up the MANSION KEY off the ground and set down the IMITATION OF A KEY. Examine the MANSION KEY, it's the ARMOR KEY. Now leave through the door you came in. ======================= Mirror Hallway ======================= Now let's test those Crimson Head evading skills. You should be able to avoid him rather easily if you just run straight back to the door between the idiot zombie and him. ======================= West Stairway ======================= Run over to the stairs and you'll hear some scary music. It's a zombie who just came through the door to the West Balcony. He's probably up there on the list of top 10 easiest zombies to kill, as he has to walk all the way around the steps in order to even hurt you. Now run back down the stairs to the save room. ======================= Mansion Drug Room ======================= You can save your game here, and assemble your inventory as follows: HANDGUN HANDGUN MAGAZINE HERBICIDE ARMOR KEY We're going after our first DEATH MASK. Leave. ======================= West Stairway ======================= Go all the way down the hall and take the door on the end. ======================= Dark Corridor ======================= Grab the BATTERY PACK, then go down the hall to the left of the door. Go past the little mini-hall and through the next door. ======================= Keeper's Bedroom ======================= Grab the HANDGUN MAGAZINE on the bed in front of you, then run around and grab the KEEPER'S DIARY off of the desk. After you're done reading turn around and WHOA! That's pretty close! Stab him in the head or shock him, grab the BATTERY PACK, and run your butt outta there! Forget about killing them! ======================= Dark Corridor ======================= Continue to the end of the hall and unlock the door, but dont go through. Then go down that mini-hall we saw earlier and grab the DAGGER, next come out of the mini-hall and turn to Jill's right and go all the way down the hallway to the door at the end. ======================= Indoor Garden ======================= That's a pretty weird plant, eh? You can't go past it because it slaps you. See that pump? Let's put some HERBICIDE in there. Pump it to the _red_ pipe. _Cutscene_ Alright! The plant is dead and to the victor go the spoils! Run past the plant to get a DEATH MASK! Examine it, it's the MASK W/O EYES! Grab the _5 GREEN HERBS_ and exit. ======================= Dark Corridor ======================= Run back to the West Stairway, running over any zombies that may come through the windows before they get up. ======================= West Stairway ======================= Go back into the save room. ======================= Mansion Drug Room ======================= Dump any extra healing items you may have, and get out all this: HANDGUN HANDGUN AMMO ARMOR KEY Save if you wish. Leave. ======================= West Stairway ======================= Run up and around the stairs, and through the door at the end. ======================= Dining Hall 2F ======================= Hey! It's that zombie again. Take the long way around until you see a statue next to a part of broken railing. Get on the other side of the statue and push it in front of the gap, then push it off. If the zomebie bugs you, kill him. Now continue to the double doors. ======================= Main Hall ======================= Alright. You ready for the GRENADE LAUNCHER? Let's go! Open your map, and go through the door at the southeast corner of the room. You'll have to unlock it with your ARMOR KEY first, though. ======================= Forest Speyer Walkway ======================= Who's Forest Speyer? Well, you can either check my Characters section, but you'll find out in a second anyway. Proceed until you see a table with a HANDGUN MAGAZINE on it. Grab it and keep going. _Cutscene_ That's Forest. Grab his GRENADE LAUNCHER (Hint: You might want to equip it). Now grab a DAGGER from the bench behind you. It's kinda hard to see. Now keep going... As you approach the end, _Cutscene_ Now you can't tell me you didn't see that coming. Test out the GRENADE LAUNCHER on him...heh heh heh. Pfft...what a loser. He only took one shot. Oh well. Now you have more for ammo that you can shoot someone else with. Grab the two GREEN HERBS here and leave through the door you came in. ======================= Main Hall ======================= Ahhh...the power of grenades! Take the only other door on this side of the room. ======================= Old Hallway ======================= Run down to where you see those weird steel double doors. Unlock them with your ARMOR KEY, then proceed through. ======================= Armor Puzzle Room ======================= -----Armor Puzzle----- Here's the deal. You have to push them in in the right order. This is the correct order: 1. Far-Right 2. Close-Left 3. Close-Right 4. Far-Left (Auto) Now go to the table in the middle of the room and push the switch. Run to the far end of the room and grab the sparkly. It's a JEWELRY BOX. Another puzzle?! -----Jewelry Box Puzzle 1----- This is the simplest of the JEWELRY BOX puzzles. If you read on the top, it says "Sunlight will awaken me". Well, the sun has a two pieces of heart on it, and the moon has two bars on it. Sunlight will awaken it, so push the two heart switches on the other sides of the box. Aha! Another DEATH MASK! Examine this bad boy for the MASK W/O ALL. Now leave. ======================= Old Hallway ======================= Run back the way you came, except go through the door between the big steel doors and the one at the end. ======================= Richard's Little Hallway ======================= Run forward. _Cutscene_ ======================= Old Hallway ======================= Quick! Run to the door that leads back to the Main Hall. ======================= Main Hall ======================= Run across the room to the double doors on the other side. ======================= Dining Hall 2F ======================= Go to Jill's right and take the door furthest away. There may be a Crimson Head here. If there is, shoot him with the grenade launcher. ======================= West Stairway ======================= Run around and down the stairs, and enter the Mansion Drug Room. ======================= Mansion Drug Room ======================= Grab the SERUM off the shelf, drop off your MASK W/O ALL and any extra healing items, and pull out your LIGHTER. Now leave. ======================= West Stairway ======================= Run back to the Dining Hall 2F. ======================= Dining Hall 2F ======================= The double doors at the other side of the room. ======================= Main Hall ======================= Back to the Old Hallway. ======================= Old Hallway ======================= Quick! The door to Richard's Little Hallway! ======================= Richard's Little Hallway ======================= Run forward. _Cutscene_ He'll be alright. Don't grab the two GREEN HERBS here, and go through the other door here. ======================= Simple Hall ======================= One zombie here. Kill him, because if you don't, he'll attack you in the next room. Take the door at the end of the hallway. ======================= Small Dining Room ======================= Run to the other side of the table and light the candlestick. Now run back to the side of the table you were originally on and grab the HANDGUN MAGAZINE. Examine the cabinet in the southeast corner of this room for the SHOTGUN SHELLS. There's a cabinet against the wall on the side of the table that has chairs. Push it away to reveal a hidden passage. There's a zombie in here, and it's pretty close, so I'd use the GRENADE LAUNCHER. Examine the china cabinet in here for the MUSICAL SCORE. Now you can leave. ======================= Simple Hall ======================= Go back down the hall and take the door on the right. ======================= Richard's Little Hallway ======================= Go through the only other door in this room. ======================= Old Hallway ======================= Go past the steel doors and go through the next door. ======================= East Stairway ======================= Run down the stairs where you'll find a note on the wall. "I left you some bullets in the room on the right. Feel free to use 'em if you manage to get yourself in trouble." -Barry- Well, let's check out those bullets! ======================= East Save Room ======================= YES! There's 2 FIRST AID SPRAYs, 2 HANDGUN MAGAZINEs, and INCENDIARY SHELLS. This is a good time to save and get ready to find the two remaining DEATH MASKS. CHEAT: Grenade Launcher Glitch Because of the fact that it is a glitch that the game does not record and is extremely helpful in the game, the rest of this walkthrough will be written as if you have used this "cheat". If you choose not to, be sure to burn the bodies of zombies with the FUEL CANTEEN and LIGHTER. We'll be picking up the shotgun soon anyway, but it is recommended this glitch be used to your advantage. Here's how to do it: 1. Put the GRENADE LAUNCHER in your upper left item slot. 2. Put the INCENDIARY SHELLS in upper right item slot. 3. Open Status Screen 4. Equip GRENADE LAUNCHER 5. Open Item Box 6. Highlight INCENDIARY SHELLS with cursor 7. Press A twice 8. Highlight INCENDIARY SHELLS in Item Box 9. Press A twice Now you have over 200 INCENDIARY SHELLS loaded in your GRENADE LAUNCHER. You don't have to do it with INCENDIARY SHELLS, but with these you don't have to carry around a FUEL CANTEEN and LIGHTER, because it burns their bodies enough just by shooting them. NOTE: This cheat doesn't work in the PAL version of this game. Assemble your inventory like this: ARMOR KEY Now leave. ======================= East Stairway ======================= Run up the stairs and go left. Take the first door you see. ======================= Deer Head Room ======================= There's a GREEN HERB and RED HERB here. Take the door next to the two pictures on the wall. ======================= Tiny Bedroom ======================= Take the green FIRST AID BOX here, and take the FIRST AID SPRAY out of it. There's a GREEN HERB on the other side of the bed. There's also an INK RIBBON on the piece of furntiture beside the dresser with a candle on it. Leave. ======================= Deer Head Room ======================= Use the LOCKPICK on the door across from you and enter. ======================= Insect Room ======================= _Cutscene_ -----Fishing Puzzle----- Run to the frame on the other side of the room and grab a FISHHOOK. Then grab the FISHING LURE off of the frame to the right of the lab coat. Combine them to make the LURE OF A BEE. Now grab the BEE SPECIMEN off of the frame to the left of the door. Put the LURE OF A BEE where the BEE SPECIMEN was. Then put the BEE SPECIMEN in the frame to the right of the lab coat. Then push the switch underneath. The frame will rise, revealing the WIND CREST. Take it and leave before the bee stings you to death. ======================= Deer Head Room ======================= Go out the door that leads back to the East Stairway. ======================= East Stairway ======================= Go downstairs and into the save room. ======================= East Save Room ======================= Save if you want, then get out: GRENADE LAUNCHER ARMOR KEY MUSICAL SCORE Now leave. ======================= East Stairway ======================= Go up the stairs, go right, take the door at the end. ======================= Old Hallway ======================= Take the door at the other end of the hallway. ======================= Main Hall ======================= Go down the stairs and to the Dining Hall. ======================= Dining Hall ======================= Run on the side of the table with the typewriter and pick up the BLUE GEMSTONE. Take the EMBLEM from above the fireplace. Go through the only other door in this room. ======================= Kenneth Hall ======================= There's a zombie on your right. Kill him, then take the door on your left. ======================= Dark Corridor ======================= There may be a few zombies here, kill them then go in the door in the "mini-hallway" we saw before. ======================= Tiger Room ======================= Small room. Put the BLUE GEMSTONE in the tiger's eye to get SHOTGUN SHELLS. ======================= Dark Corridor ======================= Go back down the hall and through the door to Kenneth Hallway. ======================= Kenneth Hallway ======================= Take the next door on your left. ======================= Piano Room ======================= Grab the sparkly toward the back of the room. It's an INK RIBBON. Now run through the small corridor on the left of the piano. Push the obviously out-of-place bookshelf out of the way and grab the other MUSICAL SCORE. Combine the MUSICAL SCOREs to get, well, the MUSICAL SCORE. Now run over to the piano and play it. _Cutscene_ How beautiful.:-\ Go through the secret passage and pick up TREVOR's DIARY. Then take the GOLD EMBLEM and replace it with the EMBLEM. Makes you feel just like Indiana Jones, eh? Except you're gonna get a clean getaway, rather than getting almost run over by a boulder, which you'll get a chance to try later in the game. Leave the room. ======================= Kenneth Hallway ======================= Go back to the Dining Hall. ======================= Dining Hall ======================= Put the GOLD EMBELM where the EMBLEM used to be. -----Grandfather Clock Puzzle----- Examine the portrait next to the clock. The short sword has been thrust into the breast of one knight, while the long sword has pierced the head of the other. Now check the clock. lets get the long hand (large gear) to pierce the head (helmet). The short hand is already on the armor, so all we have to change is the large gear. Turn it right twice. I'm not sure if I got that right, but either way, turning the large gear right twice will solve the puzzle. This reveals a MANSION KEY, which when examined is the SHIELD KEY. Leave through the door you came in. ======================= Kenneth Hallway ======================= Take the door on the other side of the hall that leads to the Dark Corridor. ======================= Dark Corridor ======================= Go down the hall, take the last door on the left. ======================= West Stairway ======================= Get into the save room by the stairs. ======================= Mansion Drug Room ======================= Make your inventory look like this: GRENADE LAUNCHER ARMOR KEY SHIELD KEY BROKEN SHOTGUN SHOTGUN SHELLS MASK W/O ALL MASK W/O EYES You may want to save now, as we may fight a boss or two along the way. ======================= West Stairway ======================= Go up the stairs and take the door to the Dining Hall 2F. ======================= Dining Hall 2F ======================= Take the double doors to the Main Hall. ======================= Main Hall ======================= Run down the stairs and take the double doors on the east side of the mansion. ======================= Woman Drawing Water Room ======================= Take the white door. ======================= Ornamental Plate Hallway ======================= Run and take the door at the end. Dodge the Cerberus if you didn't kill them before. ======================= Zombie Window Hall ======================= Run around past the windows to the door on the left. What? Zombies came through the windows? Surprising... Well, take 'em out with your GRENADE LAUNCHER and get in that door. ======================= The Easy Squeezie Lemon Peezie Room ======================= That's right...probably the 2nd smallest room in the game, with the longest name. If you don't follow this wlakthru correctly, you'll end up finding out why it's called that. Take the only other door. Or is it Easy Peezie Lemon Squeezie? ======================= Shotgun Room ======================= There's a DAGGER on the edge of the table closest to the door. Now run to the back of the room, where you'll find a SHOTGUN on a wall! Yay! Take it, and put the BROKEN SHOTGUN in it's place. Now take the INK RIBBON off of the table behind you and exit. ======================= The Easy Squeezie Lemon Peezie Room ======================= Be happy! You're not going to die here! Yay! Leave through the only other door. ======================= Zombie Window Hall ======================= Take the door right in front of you. ======================= Family Portrait Room ======================= Take out the zombie hiding in the little hall toward the back of the room and to the right. Then unlock the door to the left, discard and enter. ======================= Stained Glass Window Display ======================= Yea, there's crows here, but they won't hurt you if you follow this walkthru right. -----Stained Glass Window Puzzle----- Not that hard. You just have to make the colors of the accesories worn by the people in the stained glass the same as the princess at the end of the hall. Push the first switch under the painting of the valiant. It should turn it orange. Then run around to the other side and push the switch under the picture of the saint that is currently yellow. It changes it green. Now continue to the red stained glass depicting a sage. Push the switch to make it purple. Now push the button under the picture of a princess at the end of the hall. Walk through to find a DEATH MASK! Examine it, it's the MASK W/O MOUTH. Now take the gate in the fence to the Graveyard. ======================= Graveyard ======================= Run over to the LONG set of stairs and descend them. ======================= Death Mask Room ======================= Let's put these DEATH MASKs into place. Put the MASK W/O EYES in the place on the left, then the MASK W/O ALL, then skip one, then put the MASK W/O MOUTH in its place. Each of these masks will make blood spew everywhere and all but the third will release a chain on the coffin. Now go back up the stairs. ======================= Graveyard ======================= Run up the steps and take the door here. ======================= Main Hall ======================= Run up the stairs and take the single door on the left that leads to the Old Hallway. ======================= Old Hallway ======================= Take the next door you see. ======================= Richard's Little Hallway ======================= Grab the 2 GREEN HERBs here that I told you to leave earlier, then take the other door. ======================= Simple Hallway ======================= There's probably a Crimson Head here, if there's not, incinerate his body then take the door at the top of the small staircase. Unlock it with the SHIELD KEY then discard. Yep, that key was only for one door. ======================= Yawn's Room ======================= Who's Yawn? Run toward the other end of the room. _Cutscene_ That's Yawn. ////////////////////////////////// ********************************** Boss: Yawn 1 Difficulty: Medium ********************************** \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ The truth is, you don't have to fight him at all. All you need is the DEATH MASK (MASK W/O NOSE) at the other end of the room. However, in Jill's game, Richard comes in to save you with his ASSAULT SHOTGUN. So, I'd have to recommend that you stay and fight with Richard. After all, he may let you have his ASSAULT SHOTGUN after the battle. NOTE FROM BIG STEVE: If you leave the room without letting Richard get eaten, you'll see a cutscene and will never get the ASSAULT SHOTGUN. Take a few shots at him with your GRENADE LAUNCHER, it'll take about 5, then he'll lay down and die. Whew. Glad that's over. _Cutscene_ Whoa that was cool. I mean... unfortunate. Well take a few more shots at the snake and then his head will hit the ground and the music will stop. Then you can stop firing. How convenient! The snake didn't eat Richard's ASSAULT SHOTGUN! That's good. There's some SHOTGUN SHELLS for your new weapon on the shelf by the door. Now leave. ======================= Simple Hallway ======================= (If Yawn bit you) _Cutscene_ You were poisoned! You need to get SERUM! Let's go! (If Yawn didn't bite you, go to the main hall, where we'll meet you at the end of this vertical line. | |======================= |Richard's Little Hallway |======================= | |Quick! Run to the door that leads back to the Old Hallway. |There's a zombie here, so shoot him and continue. | |======================= |Old Hallway |======================= | |Now take the door at the end that leads to the Main Hall. | |======================= |Main Hall |======================= | |Run across the room to the double doors on the other side. | |======================= |Dining Hall 2F |======================= | |Go to Jill's right and take the door furthest away. | |======================= |West Stairway |======================= | |Run around and down the stairs, and enter the Mansion Drug Room. | |======================= |Mansion Drug Room |======================= | |Grab the SERUM off the shelf and use it. Ahhh... you're okay now. Since you |were damaged by the poison, grab a healing item or two from the item box. |Now leave. |======================= |West Stairway |======================= | |Run back to the Dining Hall 2F. | |======================= |Dining Hall 2F |======================= | |The double doors at the other side of the room. | |======================= |Main Hall |======================= Alright. Now the people who did get poisoned are back with the people who did not. Let's take the door in the middle of the steps. ======================= Graveyard ======================= Run down the steps, across, then down the long set of steps. ======================= Death Mask Room ======================= Put the MASK W/O NOSE in it's place to cause the coffin to fall. Run over to the coffin to investigate. _Cutscene_ ////////////////////////////////// ********************************** Boss: The V-ACT Difficulty: Easy ********************************** \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ He looks like and is a beefed-up Crimson Head. He takes about 5 shots from either the GRENADE LAUNCHER or the ASSAULT SHOTGUN. I recommend you use the GRENADE LAUNCHER, though, because it knocks him down, making him easier to hit. That was quick. Check out the coffin for a switch and a STONE & METAL OBJECT. Then get the sparkly for SHOTGUN SHELLS. Now run back up the stairs. ======================= Graveyard ======================= Look at your map and you can see that there's a small place in the Graveyard that you haven't explored yet. Go in this little place and look in the Northwest corner for some SHOTGUN SHELLS. Take the gate that leads to the Stained Glass Display Room. ======================= Stained Glass Window Display ======================= Follow the path to the door at the end. ======================= Family Portrait Room ======================= Run straight forward and take the door on the left. ======================= Outer Path ======================= Run to the end and put the STONE & METAL OBJECT in the indentation. Then proceed through the door. ======================= Supply Shed ======================= Grab the BATTERY PACK at the top of the small staircase, then take the FIRST AID SPRAY toward the bottom. There are some SHOTGUN SHELLS to the left of the door. Go through the door at the bottom of the small staircase. ======================= Weather Vane Pass ======================= Run down the path until you come to a red weathervane. Stop it so it points west. Then run further down the path until... _Cutscene_ Keep going until you come to a blue weathervane. Make this one face north. Now run to the end and open the door. ======================= Cemetery ======================= WALK!! Don't run or the crows will try to eat you. Just walk over to the other double doors/gate thing. ======================= Cottage Path ======================= Run up the path and up the stairs to the cottage. Grab the 2 GREEN HERBs here and enter. ======================= Cottage ======================= Run past the fire and grab the MAP OF THE COURTYARD. Then walk into the room here. Grab A FAMILY PICTURE from the desk with the typewriter. Then go out the other side (where the item box is) and step down at the end of the hall opposite the item box. Grab the CRANK from the wooden box under the lantern. Examine the end, it's the SQUARE CRANK. Now step back up and organize your inventory like this: GRENADE LAUNCHER SQUARE CRANK WIND CREST FULL-HEALING ITEM You may want to save also. Now leave out the door you came in. NOTE FROM BIG STEVE: Did you hear a door swing open? If you look out the window, you can see who it is.... _Cutscene_ ////////////////////////////////// ********************************** Boss: Lisa Trevor 1 Difficulty: Impossible ********************************** \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ She can't be harmed by bullets. :-\ Just run your butt outta there! Well ig you shoot her enough, she falls down and worms come out of her head. Then she gets back up again. ======================= Cottage Path ======================= Run back. Watch out for the zombie. ======================= Cemetery ======================= Walk slowly down the path and take a left down a smaller path. Here you will find two tombstones. -----Wind Crest Puzzle----- Put the WIND CREST in the tombstone on the right to get the MOON CREST, STAR CREST, and SUN CREST. Examine the back of each and push the switches. Then place them in their spots on the tombstone to the left. _Cutscene_ Now you get the MAGNUM REVOLVER! ~!~Final Fantasy Victory Theme~!~ The ever-powerful MAGNUM REVOLVER!!! Oh boy! However! I must recommend you DO NOT fire it until I give you permission. As in many Resident Evil games, the MAGNUM is the most powerful weapon you can get without doing anything special. Guns you can get from doing special things are like the ROCKET LAUNCHER and the SAMURAI EDGE. Anyway! Walk to the end of the path and take the gate you came in here for the first time with. ======================= Weathervane Pass ======================= Run all the way back up to the door at the end. ======================= Supply Shed ======================= Take the double doors in this room. ======================= Cerberus Walkway ======================= There's three of 'em here. Take them all out, then pick up the GREEN HERB on the east side of the room, as well as the BLUE HERB beside it. Then take the big double door/gate at the top of the small staircase. ======================= Pool ======================= Run over to the square hole and use your SQUARE CRANK on it. Then take the ladder down, run across, take the ladder up, run down the path, and take the elevator down. NOTE FROM BIG STEVE: If you press START quickly enough as the cutscene begins, the screen will be blank as the water drains. ======================= Waterfall Viewing Point ======================= Look at your map. The room you're in looks just like a T-shirt. Look in the western arm pit for a GREEN HERB. Creative, eh? Now run on the western side of the waterfall and take the gate there. ======================= Snake Way ======================= Grab the RED HERB here, then run quickly to avoid being bit by a snake to the door at the end. ======================= Residence Main Hall ======================= Go forward, then turn right and you can see a hall with a few doors. Take the one on the right. ======================= Residence Save Room ======================= There's FIRST AID SPRAY, a BATTERY PACK, and an INK RIBBON here. You probably ran out of item slots for all of them, but be sure you get all the items in your inventory or the item box, so you can use them later if you need to. All you really need is the GRENADE LAUNCHER and the LIGHTER. Save if you want and leave. ======================= Residence Main Hall ======================= There's 3 BLUE HERBs here, but seriously, why would you need 3? Well, they're there if you need them. Take the double doors at the end of the hall. ======================= Residence Bar ======================= There's a big spider right of above your head. He's poisonous, even when he's dead and dying, so you should try to take shots at him from a distance. -----Oil Lamp/Pool Ball Puzzle: Part 1----- Now go to the left of the double doors and use your LIGHTER to light the red oil lamp. Now run around the railing and down the stairs.There's a green oil lamp here. Light it as well. Now run up all the steps to the pool table room. Light the orange oil lamp in the corner. Now examine the pool table. 2 = Blue 3 = Red 4 = Purple 5 = Orange 6 = Green Now, remember the number of each ball that is the same color as an oil lamp. Red = 3 Orange = 5 Green = 6 There's a GREEN HERB near the red oil lamp, another GREEN HERB between the entrance and the stairs, SHOTGUN SHELLS on the table closest to the stairs, a RED BOOK on the counter, and a FIRST AID BOX on the counter as well. The FIRST AID BOX contains a GREEN & BLUE HERB MIX. Now leave through the door you came in. ======================= Residence Main Hall ======================= See that box in front of you? Push it three times. It should sound like this: SHHHOVEEE step step SHHHOVEEE step step SHHHOVEEE step step. Then get on the north side of the box and push it against the large wooden crate. But before we take the door here, let's take a quick trip to the save room. ======================= Residence Save Room ======================= All you need is the GRENADE LAUNCHER. Leave. ======================= Residence Main Hall ======================= Now climb up on top of the box you just pushed, then on top of the large dark brown one, then down, down, and through the door. ======================= Side Hall ======================= Run all the way to the end and be very careful about taking the MAP OF THE RESIDENCE. Wait until it's finished saying "There's a hole in the wall here", then press A and DONT press it again. For the Curious George's out there, if you do, some bees will come through and attack you. Now backtrack to Room 002. Proceed through. _Cutscene_ Suspicious. Continue. ======================= Room 002 ======================= _Cutscene_ Barry's starting to seem kinda suspicious... But hey! He leaves us bullets and healing items, so who cares?! Grab the PLANT 42 REPORT off the desk, then use the door to the right of the door you came in from. ======================= Room 002 Bathroom ======================= Grab the sparkly by the sink, it's the RESIDENCE KEY. Examine the back, it's actually the KEY FOR ROOM 001 (Wouldn't it make more sense for it to be the Room 001 Key?). Now leave. AHHH! ... Kill him and leave. ======================= Room 002 ======================= Exit to the Side Hall. ======================= Side Hall ======================= Run all the way down the hall to the door at the end. ======================= Residence Main Hall ======================= In case you're wondering, if you run over that hole, Plant 42 will grab you. It doesn't hurt that much, but it is annoying. Climb over the boxes, then enter Room 001. ======================= Room 001 ======================= That's kinda disturbing... Run forward, he can't hurt you. Grab the item on the chair, it's a HANDGUN MAGAZINE. Then take the SELF-DEFENSE GUN and the SUICIDE NOTE off the desk. What is up with all these people leaving notes to their wives/girlfriends? Grab the other HANDGUN MAGAZINE off the desk. Now go into the bathroom. ======================= Room 001 Bathroom ======================= !!! What was that!? Oh well. Burn the zombie on the floor so he doesnt attack you later. Now drain the bathtub. Take the CONTROL ROOM KEY and exit. ======================= Room 001 ======================= If you wanna kill the zombie and stop the annoying music, he's around where you found the SUICIDE NOTE. However, you won't be coming back here, so it's not really necessary. Exit. ======================= Residence Main Hall ======================= Before you continue, you should stop in the save room, drop off your HANDGUN MAGAZINE, and save. Wait. Where the heck is the Control Room? Climb over the boxes again and go through the door. ======================= Side Hall ======================= Go to Room 002. ======================= Room 002 ======================= Run to the bookshelves in the back of the room. There's a small shelf on the left and big shelf on the right. Push the small shelf back against the wall, then push the big shelf in front of the small shelf. A ladder is revealed. Climb down... ======================= Aqua Ring Sector A644-1 ======================= Run down the hall until you run into a pool. There's boxes! No Resident Evil game would be complete without making a bridge across water with boxes. This one is simple, especially as compared to the box bridge puzzle of Resident Evil 0. Push the closest box into the water. Then push the next box straight into the water. Then push the third box against the wall, then into the water. There you have it! Walk across and grab the GREEN HERB, then open the double doors that are halfway between your knees and waist deep in water. ======================= Upper Catwalks ======================= Upper? There's water everywhere! Run to Jill's left. _Cutscene_ That would be Neptune. He's a big shark that eats Richard when you play as Chris. Here's what I recommend: Run like the dickens to your left, don't stop for anything, and enter the Control Room. Be quick, or Neptune will eat you. If you're mean: Stand on the platform just outside the Control Room and fire at the sharks with your GRENADE LAUNCHER. Neptune won't eat you from here. I haven't yet found a way to shoot Neptune, as he eats me as soon as I see him. Either way, enter the Control Room. ======================= Control Room ======================= Climb down the ladder. Now you can see Neptune. Hello Neptune! I think he should die. Let's drain the water. But first, check the white board on the table left of the ladder. It should say "Caution! In case of a drop in oil pressure control, open valve #X", X being 1, 2, or 3. Remember that number, as it is randomized. Grab the MAP OF THE AQUA RING from the wall while it's quiet. ;-) Now, run to the other side of the room and examine the computer. It should say: |---------------| | Error | |---------------| Press the switch to drain the water. _Cutscene_ Uh-oh! Neptune hit the glass! You need to act quickly! Run to the computer that (from this camera view) is to the right of the ladder. It looks just like the other computer, but it's got a keyboard under it (that you can see easily). Push the switch to release the safety. Then make a 180 turn and run forward to yet another computer. It has a red flashing screen, but is not displaying an error message. Pull the lever there. _Cutscene_ Oil pressure lost? Run out into the hallway, make a short left and examine the 3 large pipes here. Remember the number on that white board? Push that number switch. Now run back out and examine the computer to the right of the ladder (the one with the error message and keyboard) to release the safety, then, again, do a 180 and pull the lever at the computer there. Now the emergency is over, but that annoying siren is still on. Go to the computer at the end that you went to first and push the button again to drain the water. Ahhh...now we feel better. Now take the FIRST AID BOX just outside the doorway. It's got MIXED HERBS inside, made of two GREEN HERBs. Now take the door at the end of the hall. ======================= Dynamite Storage ======================= Don't worry...it's all soaked. Check around the boxes for some GRENADE SHELLS. Then take the double doors that you don't have to go past the door you came in from to enter. The ones to the east. ======================= Aqua Tank ======================= If you weren't mean to the sharks before, they're flopping around here, but you have to try pretty hard to get them to hurt you. Keep goin' and OH MY GOSH! It's the amazing Neptune! and he's beached! What a loser! Hahaha! He won't hurt you, he's too much of a sissy. Just walk along Neptune's left side and climb up onto the platform. Now grab that sparkle. It's the... _Cutscene_ Oops! I think he heard me saying all that stuff... Well, there's three ways you can kill him. You can either: A. Shoot him with the SELF-DEFENSE GUN. (BORING) B. Shoot him with the GRENADE LAUNCHER until he dies. (STUPID & BORING) C. Push the generator in the water and turn it on. (FUN & SMART) I knew you'd make the right decision. HAHAHA! Who's laughin now? That's what I thought! This is a great explanation of why you should not take a bath with a toaster and then plug it in...or pet a flaming porcupine... Grab the sparkle beside him. It's the RESIDENCE KEY, or GALLERY KEY. Leave through the door you came in. ======================= Dynamite Storage ======================= Take the only other double doors in this room. ======================= Miscellaneous Storage ======================= Grab the MAGNUM ROUNDS from the box in front of you, then climb up the ladder on the far side of it. Take the door here. ======================= Aqua Ring Sector A644-1 ======================= Run down the hall and up the ladder to Room 002. ======================= Room 002 ======================= Exit to the Side Hall. ======================= Side Hall ======================= Run down the hall and unlock the Gallery with GALLERY KEY. Procced through. ======================= Gallery ======================= Ahh! Bees! Run forward, then turn to Jill's left and run until you get to a dead man. Examine his body for the INSECTICIDE SPRAY. Then run your butt outta there. ======================= Side Hall ======================= Run to the end of the hall where the map was. Without pushing A near it, use the INSECTICIDE SPRAY to kill all the bees. Now let's go back to the save room. Take the door on the other end of the hallway. ======================= Residence Main Hall ======================= Go into the save room. ======================= Residence Save Room ======================= Dump everything but the GRENADE LAUNCHER, and take out the RED BOOK. Leave. ======================= Residence Main Hall ======================= Go back to the Side Hall. ======================= Side Hall ======================= Go back into the Gallery. ======================= Gallery ======================= Grab the HANDGUN MAGAZINE off of the south side of the table, then run to the end of the hall, where the beehive was. Grab the RESIDENCE KEY, when examined is the KEY FOR ROOM 003, and there's also a RED HERB here. Now go to the double doors at the southeast corner of the room. You can't go through them, but grab the RED HERB. Now enter Room 003. ======================= Room 003 ======================= Grab the INK RIBBON on the stand here. Then proceed to the bookshelf behind the typewriter. There's a row of red books and a white book between them. Take the white book, it's the ORGANIC CHEMISTRY LAB EXPERIMENT file. Then put the RED BOOK in with the others. Puzzle time! -----Red Book Puzzle----- Probably my personal favorite, in this puzzle, you need to move the books around so that the picture on the spines of the books line up. Here's the order you can exchange them to work (from left): A. 1 & 4 B. 2 & 6 C. 3 & 7 That should put it together right. A cabinet has moved to reveal a door, but dont go through. Let's check out the bathroom. ======================= Room 003 Bathroom ======================= Drain the bathtub for a DAGGER. That's it. Leave. ======================= Room 003 ======================= Exit to the Gallery. ======================= Gallery ======================= Now you are faced with another stupid-smart decision: A. Go through the door in Room 003 and fight Plant 42 1-on-1, wasting lots of ammo, which you would care about if you didn't have unlimited grenade shots. -or- B. Mix some chemicals and kill the plant from its roots. In case you were wondering, B is the correct answer. so operate the door lock for the room across from the door to Room 003. -----Oil Lamp/Pool Ball Puzzle: Part 2----- Remember those numbers I told you to remember? 3 = Red 5 = Orange 6 = Green When you operate the door lock, just enter 3 for the red, 5 for the orange, and you guessed it, 6 for the green. Now go in. ======================= Residence Pharmaceutical Room ======================= Another very small room with a very large name. Follow these directions very carefully. Only 12 easy steps. If you don't, you will create a toxic gas. 1. Grab three EMPTY BOTTLEs. 2. Fill one bottle with water. 3. Fill 2nd bottle with UMB #3. 4. Mix them to get NP-004. 5. Get some Yellow-6. 6. Mix NP-004 & Yellow-6 to get UMB #10. 7. Get some water. 8. Get some Yellow-6. 9. Mix water and Yellow-6 for UMB #7. 10.Mix UMB #7 & UMB #10 for VP-017. 11.Get some UMB #3. 12.Mix UMB #3 & VP-017 for V-JOLT. Cha-ching! Now we have to apply it to the roots. Leave. NOTE: For toxic gas, mix UMB #10 with NP-004. ======================= Gallery ======================= Exit to the Side Hall. ======================= Side Hall ======================= Go into Room 002. ======================= Room 002 ======================= Go down the ladder. ======================= Aqua Ring Sector A644-1 ======================= Take the only door in this hall. ======================= Miscellaneous Storage ======================= Take the double doors here. ======================= Dynamite Storage ======================= Take the only single door here. ======================= Control Room ======================= Go up the ladder and out the door. ======================= Upper Catwalks ======================= No water here now. Run down the small steps to Jill's right. Then run forward and enter the door on the left. ======================= Guard Room ======================= Run right into the middle of the roots and use that V-JOLT. The plants roots die. Yay! Now we get to walk all the way back to the Gallery. ======================= Upper Catwalks ======================= Go back to the Control Room. ======================= Control Room ======================= Down the ladder, out the door. ======================= Dynamite Storage ======================= DOuble doors on the left. ======================= Miscellaneous Storage ======================= Up the ladder and out the door. ======================= Aqua Ring Sector A644-1 ======================= Up the ladder. ======================= Room 002 ======================= Out the door. ======================= Side Hall ======================= Enter the Gallery. ======================= Gallery ======================= Enter Room 003. ======================= Room 003 ======================= Take the secret door. ======================= Plant 42 Room ======================= _Cutscene_ Check the fireplace for a MANSION KEY. The last one. It's the HELMET KEY. Yep, all this was for this one key. Take the double doors behind Barry. ======================= Gallery ======================= Let's head back to the save room to get ready to return to the mansion. Head to the Side Hall. ======================= Side Hall ======================= Run to the door at the end of the hall. _Cutscene_ Continue to the door. ======================= Residence Main Hall ======================= Run proudly over the hole in the floor, for Plant 42 is no longer alive. Enter the save room. ======================= Residence Save Room ======================= All you need now is the GRENADE LAUNCHER and HELMET KEY. Save and leave. ======================= Residence Main Hall ======================= Go out the front door. ======================= Snake Way ======================= Run to the doors at the end. Watch out for snakes. _Cutscene_ Keep going. ======================= Waterfall Viewing Point ======================= Stop. There's a sleeping dog you can see from this angle. If you aim and fire at it from here, he yelps and flies out of the screen. Teehee. There's also another dog too, except he's awake now. Shoot him too. Go past the waterfall and up the elevator. ======================= Pool ======================= There's some snakes here, and one is almost impossible to dodge. Now I'm going to try my ASCII skills to show you how to dodge it. | You | | | | | | |----| | |---| | | | | | ^ | | | | |-| | |Snake | | |------| | | | | | | V | Well that's how you do it... Go down the ladder, then up the next one and through the double doors. ======================= Cerberus Walkway ======================= Alright. Now run across the room and down the little corridor to the door at the end. ======================= Supply Shed ======================= Oh boy! Somebody left us items! "Use this thing to protect yourself from that bullet-proof thing in chains. I went ahead and fixed that piece of crap door, too." -Barry- We don't really know what "thing" Barry wants us to use to protect ourselves, but he left us supplies! Theres 2 FIRST AID SPRAYs, some ACID SHELLS, and some SHOTGUN SHELLS. We love you Barry! Exit via the blue door. ======================= Outer Path ======================= Take the door at the other end. ======================= Family Portrait Room ======================= Run down the hall. _Cutscene_ Ooooo scary. It's your newest enemy! It's called a Hunter. It slashes like a Crimson Head, and if you're both positioned right, he can do this one thing where he mauls your face, which causes you to die instantly. So if he jumps shoot him quick, and if he doesn't...well, shoot him anyway. Take the single door in front of the double doors. NOTE: In our family portrait (room)... we were pretty happy... let's play pretend, act like THERE'S NOT A HUNTER ABOUT TO EAT OFF OUR FACES! ======================= East Stairway ======================= There's a Hunter here now. Kill him and enter the save room. ======================= East Save Room ======================= Use a BLUE HERB if you got poisoned by the evil snake by the pool. Here's what you need: GRENADE LAUNCHER HELMET KEY Save if you want and leave. ======================= East Stairway ======================= Run up the stairs and take the door at the end of the hallway where you got the MAP OF THE MANSION 2F. ======================= Fireplace Room ======================= Grab the RED HERB and 2 GREEN HERBs that (if you listened to me) you left here. Now unlock and proceed through the only other door in this room. ======================= Art Room ======================= -----Classic Wall Puzzle----- This puzzle requires some good speed and coordination. So here's how to do it. Push the statue into the room. The walls will start closing in, but ignore them. Keep pushing until you can't anymore. Then run back out to where the statue originally was and go through the other doorway. Now you're behind the wall. Run to the end and push the switch. Then, quickly do a 180 and run back out from behind the walls and back to the statue. Now push the statue as far to the left as you can. The statue is pushed into place and the walls retract. Now run through the doorway that just opened. Take the BATTERY PACK off the desk, then go down the hole at the other end of the small hallway. ======================= Grave of George Trevor ======================= Pick up the LAST BOOK VOL.1. Examine the pages to reveal the MEDAL OF EAGLE. Now check the tombstone at the end of the hall. You will receive more of TREVOR'S DIARY. Now push the switch here. ======================= Basement Corridor ======================= Run forward and shoot the spider off the wall. Then turn right at the fork and pick up the MAP OF THE MANSION B1. Then continue down the hall to a stack of cardboard boxes. Check the stack to the right for some SHOTGUN SHELLS. Then turn around and go the other way down the hall, kill the spider and go through the door. ======================= Elevator Control Hallway ======================= Run forward and pick up the RED HERB and BLUE HERB. From here you can see a zombie. Kill him, then run forward to see another zombie. Shoot him too, then grab the sparkle. It's a DAGGER. Now run down the corridor the first zombie was guarding. At the end, switchover the fuse to return power to the elevator. Now backtrack and run down the hall the second zombie was guarding. There's a HANDGUN MAGAZINE on the shelf beside the door, but only take it if you're actually using the HANDGUN. Unlock and proceed through the door at the end. ======================= Kitchen ======================= There's a zombie on the right, kill him and take the DAGGER off the table. There's a HANDGUN MAGAZINE at the end of the table, but again, only take it if you're going to use it. Run toward where the first zombie was, and run all the way to the elevator at the end. Use it. ======================= Torchlit Room ======================= Run to Jill's left and take out the zombie in the nook. He's guarding 2 GREEN HERBs and a RED HERB. You may have to use up some healing items before you really need to in order to carry them. Now turn around and run past the elevator. Kill the zombie, and there's a closet in front of you. Because we are very short on item slots, we're going to take a trip to an item box before we pick up the items in there. So unlock and take the door all the way at the end. ======================= Mirror Hallway ======================= Take the door on the other side of the mirror. ======================= Dining Hall 2F ======================= Enter the door beside you. ======================= West Stairway ======================= Run down the stairs and into the save room. ======================= Mansion Drug Room ======================= Drop off everything but the GRENADE LAUNCHER and HELMET KEY. Leave. ======================= West Stairway ======================= Run up the stairs and through the door to the Dining Hall 2F. ======================= Dining Hall 2F ======================= Take the door beside you. ======================= Mirror Hallway ======================= Enter the door on the other side of the mirror. ======================= Torchlit Room ======================= Take the door across from the naked goddess statue. ======================= Closet ======================= Grab the MAGNUM ROUNDS and ACID SHELLS on the ground here. Go further and grab the BATTERY PACK and BATTERY. Now leave. ======================= Torchlit Room ======================= Take the door that leads to the Mirror Hallway. ======================= Mirror Hallway ======================= Run down the hallway to the door that leads to the West Stairway (Use your map if you have to). ======================= West Stairway ======================= Unlock and proceed through the door between you and the stairs. ======================= Hawk's Eye Room ======================= Grab the GRENADE SHELLS under the deer's head, the DAGGER under the bull head, and the MAIL FROM THE CHIEF OF SECURITY from the table in the middle of the room. -----Hawk Puzzle----- Push the two dresser-like pieces of furniture up against the deer head and bull head so you can climb up onto them and check the heads themselves. Now turn off the lights using the switch by the door. Now we can see colored dots in the eyes of the animal heads. However, when the hawk clicks, the dots blinks and we cannot get it. Run toward the deer head and let the hawk click. Then run up against the wall that the hawk is on and run to the other side of the room against the wall. The hawk can't see you there, so it doesn't move. Climb on the furniture in front of the bull and check the head to get the YELLOW GEMSTONE. Now do the same thing to get the RED GEMSTONE from the deer head. Now you can leave. ======================= West Stairway ======================= Go down the stairs the save room. ======================= Mansion Drug Room ======================= Organize your inventory: GRENADE LAUNCHER HELMET KEY YELLOW GEMSTONE RED GEMSTONE FULL HEALING ITEM Save if you want, and leave. ======================= West Stairway ======================= Run past the pillar in the middle of the hallway to the door at the end. Ack! A Hunter! Kill him, and keep going. Double Ack! Another Hunter! Kill him as well and keep going. Use your full-healing item if you need to. ======================= Dark Corridor ======================= Go down the hall to Jill's right, then take a left down the small hall. Enter the room here. ======================= Tiger Room ======================= Put the YELLOW GEMSTONE in the "eye of the tiger" (;-)) to get an MO DISK. You need it in order to save Chris. Exit. NOTE: For those of you wierdos that wonder what would happen if you put in the RED GEMSTONE but are too afraid to do it, it drops a whole bunch of snakes on you. ======================= Dark Corridor ======================= Run out of the minihall, go to Jill's left and take the door at the end. ======================= Kenneth Hallway ======================= Haven't been here in a while! Take the door closest to you. ======================= Dining Hall ======================= Take the double doors on the other side of the room. ======================= Main Hall ======================= Unlock and take the single door beside the double doors across from you. ======================= Scientist's Room ======================= Take the undated note from the desk. It talks about the room that we already explored. Now run around the desk and take the INK RIBBON from the endtable. Next, take the door at the very end of the hall. ======================= Large Mirror Room ======================= That zombie's not really there, he's on the other side of you. Luckily, you shot him anyway because R aims for you. Grab the DAGGER off the floor as well as the GREEN HERB. Then grab the JEWELRY BOX from the cabinet. -----Jewelry Box Puzzle 2----- Oh boy another Jewelry Box puzzle! Combine the RED GEMSTONE with the JEWELRY BOX to start it. ___________ /| \ / | \ / | /\ / | / \ / |/--------/ \ | | | | | \ | | | \ | | | \ | | | \ | | \--------------- / \ | / \ | / \ | / \_____|_____/ The object is to place all the pieces onto the Umbrella logo (sadly drawn out above). After you do that, it opens to reveal a BROACH. Examine it for the EMBLEM KEY. Oh boy! Leave. ======================= Scientist's Room ======================= Exit to the Main Hall. ======================= Main Hall ======================= Run up the stairs and take the single door on the left side of the room the leads to the Old Hallway. ======================= Old Hallway ======================= Run down the hall and enter the door before the door at the end. ======================= East Stairway ======================= Go down the stairs and take the door at the end. Barry has fixed it. ======================= Family Portrait Room ======================= Enter the door with the Spencer family emblem on it. ======================= Spencer's Office ======================= Push the switch on the lamp to turn it on. Check the desk beside the lamp for SHOTGUN SHELLS. Grab the METAL OBJECT and the BATTERY PACK from the bookshelf as well. Now leave. ======================= Family Portrait Room ======================= Take the door to the East Stairway. ======================= East Stairway ======================= Enter the save room. ======================= East Save Room ======================= All you need is the GRENADE LAUNCHER and the HELMET KEY. Exit. ======================= East Stairway ======================= Run up the stairs and go down to the end of the hallway at the right and take the door at the end. ======================= Old Hallway ======================= Run to the other end of the hallway and take the door at the end. ======================= Main Hall ======================= Enter the double doors on the other side of the mansion. ======================= Dining Hall 2F ======================= Go right and take the first door you come upon. ======================= Mirror Hallway ======================= Run to the very very end of the hallway and take the door to the Knight Corridor. ======================= Knight Corridor ======================= It's well-hidden, but there's another room up here. Run around the key on the ground and to the door down the hall behind it. Unlock, discard, and go through. ======================= Library ======================= Run forward and grab the 2 GREEN HERBs...you'll probably need them. Run ahead. _Cutscene_ ////////////////////////////////// ********************************** Boss: Yawn 2 Difficulty: Medium ********************************** \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ Turn around quickly and run like ur butt's on fire down the ladder and toward the bookcases. This boss isn't too hard if you know how to beat him. |-------------------------------| | |-| | | |-| | | | | | | =B= | | =O= | | =O= | | =K= | | =S= | | =H= | | =E= | | =L= | | =F= | | | | | | | |-------------------------------| Yawn will follow you around the bookcase, but you can run faster than he can slither, so you can run around the bookshelf, then wait for his head to come around, then shoot him, and then repeat. Eventually, he will die. _Cutscene_ Grab the book that fell off the bookshelf when he threw himself into it. It's the LAST BOOK VOL.2. Examine the pages for the MEDAL OF WOLF. Now go back up the ladder and out the door at the end of the hallway. ======================= Knight Corridor ======================= Run down the hall, down the stairs and out the door. ======================= Mirror Hallway ======================= Run around the corner and take the door in the middle of the wall. ======================= West Stairway ======================= Run down the stairs and into the save room. ======================= Mansion Drug Room ======================= You need: GRENADE LAUNCHER BATTERY SQUARE CRANK Save if you want and leave. ======================= West Stairway ======================= Go up the stairs and out the door that leads to the Dining Hall 2F. ======================= Dining Hall 2F ======================= Take the double doors at the other side of the room. ======================= Main Hall ======================= Take the single door across from you on the other side of the room. ======================= Old Hallway ======================= Take the door past the big steel double doors. ======================= East Stairway ======================= Run down the stairs and take the door formerly known as the "piece of crap door." ======================= Family Portrait Room ======================= Yes, we're leaving the mansion AGAIN. Take the door at the end of the small hallway. ======================= Outer Path ======================= Enter the blue door at the end. ======================= Supply Shed ======================= The double doors. ======================= Cerberus Walkway ======================= Run across the room, up the small set of stairs and through the double doors. ======================= Pool ======================= Down the ladder, across, up the ladder, and onto the elevator. ======================= Waterfall Viewing Point ======================= Run to the southeast corner of this room and put the BATTERY in its place. Now ride the elevator. ======================= Cerberus Walkway ======================= Run back to the Pool. ======================= Pool ======================= Use the SQUARE CRANK on the hole to the west of the pool to return the water to the pool. Now leave. ======================= Cerberus Walkway ======================= You've got an elevator to use now, you are definitely too cool for ladders and snake-filled walkways. Run to the elevator at the end of the hallway to the west and use it. ======================= (Former) Waterfall Viewing Point ======================= Run over to the waterfall only to discover it's not there. Run down the walkway it was in front of and use the ladder at the end. ======================= Courtyard Save Hall ======================= Grab the BLUE HERB on the floor, then continue down the tunnel to the item box and typewriter. There's an INK RIBBON by the typewriter. All you need now is the GRENADE LAUNCHER. NOTE: If you continue down the hall you'll find a hole for a crank but it's hexagonal. Our SQUARE CRANK will not help us anymore. Enter the door beside the ladder. ======================= Dark Tunnel ======================= Run to the boulder at the end of the tunnel leading south and check it for some ACID SHELLS. Now head down the other tunnel to the door at the end. ======================= Elevator Tunnel ======================= Grab the GREEN HERB in front of you, then grab the HANDGUN MAGAZINE from the floor by the elevator shaft. Now look at your map. see that small room to the east? Go there. Take the SHAFT out of the panel. Now run toward the end of the south end of this tunnel. Grab the HANDGUN MAGAZINE, then proceed through the door. ======================= Enrico Tunnel ======================= Run to the end of the hallway. _Cutscene_ Check his body for the CRANK. Examine the end, its the HEXAGONAL CRANK. Just what we needed. Kill the Hunter that comes through the door on the way out, then enter the only door here. ======================= Elevator Tunnel ======================= Take the big rusty door you used to get in here in the first place. ======================= Dark Tunnel ======================= Shoot the Hunter that came while you were gone, then take the only other door here. ======================= Courtyard Save Tunnel ======================= Drop everything but the GRENADE LAUNCHER and the HEXAGONAL CRANK. I strongly recommend you save here, as the going gets pretty tough soon. Use the HEXAGONAL CRANK on the hole, grab the GREEN HERB beside the door, then proceed through. NOTE: If you want to skip fighting a boss that really isn't very hard, bring the SURVIVAL KNIFE along. ======================= Boulder Tunnel 1 ======================= Run up to the boulder, check it. Hmm. It looks like we can't pass through. Let's try something different. Turn around and go back to the door you came in through, but don't go through. ACK! Don't just go! RUN! RUN LIKE YOUR LIFE DEPENDED UPON IT to the door you came in. If you didn't make it, you died and need to try again. If you did, congratulations. Run to the end of the tunnel where the boulder was. There's some SHOTGUN SHELLS. Now run through the doors the boulder revealed. NOTE: This is what I was talking about earlier in the walkthrough when I referred to you feeling like Indiana Jones. If you don't feel like him now, you never will. ======================= Spider Battle Room ======================= I couldn't really think of a good name for him, so he's the Giant Spider. _Cutscene_ ////////////////////////////////// ********************************** Boss: Giant Spider & Friends Difficulty: Easy ********************************** \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ He's really big, but he's not very hard. Fire, then run around him and fire again. Watch out for his charge move. His friends can hurt you too, so watch out. NOTE: If you decided to not listen to me and bring the SURVIVAL KNIFE along to avoid fighting the boss, run to the double doors on the other side of the room and use the SURVIVAL KNIFE to cut the spider webs away from the door. If you listened to me and killed the boss, kill his friends then grab the sparkling SURVIVAL KNIFE that you've probably seen while fighting him. Use it to cut the spider webs away from the double doors you didn't use to enter. Either way, proceed through. ======================= Short Tunnel ======================= Run to Jill's left. Grab the MAP OF THE COURTYARD B1. Then grab the 2 BLUE HERBs and the GREEN HERB. Then take the door at the end of the tunnel. ======================= Boulder Tunnel 2 ======================= Run to where the hexagonal hole is. NOTE: You are about to have to run from a large boulder. You have two choices: 1. Run into the nook on the left that you will create by using the HEXAGONAL CRANK (RECOMMENDED). 2. Run back to the tunnel where you came in (NOT RECOMMENDED). Use the HEXAGONAL CRANK three times, then do one of the things above. This boulder is a bit harder to avoid than the last, so if you die, you'll need to go back in the walkthrough and get back here again. Run into the door which is now accessible thanks to your turning the tunnel. ======================= Goddess Statue Room ======================= -----Goddess Statue Puzzle----- Run to the northwest corner of this room. If you look to the left of the torch you can see a strange person-size different colored block in the wall. You need to push the statue in front of that. Now use the HEXAGONAL CRANK on the hole here. The statue should now be pushed out toward the center of the room. Now use the HEXAGONAL CRANK again. Now you can push the statue onto the circular rotating thing in the middle of the room. So do that, then do it again. Now the statue is facing the correct direction. Push it in its place beside the other one to complete the puzzle. Grab the CYLINDER from the hole in the wall that just opened, then exit the room. ======================= Boulder Tunnel 2 ======================= Run to where the boulder was and, again, there's an item it was hiding. It's a FIRST AID BOX with FIRST AID SPRAY inside. Now exit via the door at the other end of the tunnel. ======================= Short Tunnel ======================= Take the only other door here. ======================= Spider Battle Room ======================= Take the only other exit here. ======================= Boulder Tunnel 1 ======================= Take the only other door here. What's up with all these tunnels that you can't get lost in? ======================= Courtyard Save Tunnel ======================= Whip out the SHAFT. Combine it with the CYLINDER. Now you have the CYLINDER SHAFT. Examine the CYLINDER SHAFT. Turn it six times. It displays: IV II III I 4 2 3 1 All these cylinders and shafts. You'd think the creator(s) could think of more creative names. Oh well. All you need is the GRENADE LAUNCHER, the CYLINDER SHAFT, and a full-healing item. Take the door beside the ladder. ======================= Dark Tunnel ======================= Take the only other door here. ======================= Elevator Tunnel ======================= Run back to where you got the SHAFT and put the CYLINDER SHAFT in its place. -----Elevator Mini Puzzle----- Remember the numbers on the CYLINDER SHAFT? Press the fourth button, then the second, then the third, then the first. The power is now restored. Hop on the elevator and press the switch. _Cutscene_ ======================= Elevator Landing ======================= _Cutscene_ Take the door right in front of you. ======================= Lisa Trevor Tunnel ======================= Look at your map. Soon you will approach a fork. You can go left or right. If you go left, Lisa Trevor will be there. However, if you go right, she'll be there too. :-\ When you get to the fork, go right. Then when you see her, go left. Then proceed down the tunnel. Grab the RED HERB and GREEN HERB at the top of the stairs and go through the door in the small corridor. ======================= Storage Area ======================= Keep going until the camera view switches to a large pile of boxes with metal poles beside them and sparkles on top. Climb up onto the lowest box on the left side, then climb up the box behind it. There's a BATTERY PACK, MAGNUM ROUNDS, and a HANDGUN MAGAZINE. Now climb back down and run to the box on the ground. Push it onto the suspended platform. Then, start up the device to send the box back to the Elevator Landing. Leave via the way you came in. ======================= Lisa Trevor Tunnel ======================= Same deal as last time. She'll be on whichever side you choose to go. Just choose a side and go the other. Proceed through the door you originally used to get in here. ======================= Elevator Landing ======================= Run forward. _Cutscene_ That Barry is starting to seem pretty suspicious. Run to the item box toward the end of the wooden planks and make sure your inventory consists only of the GRENADE LAUNCHER and a full healing item. Now climb down the ladder and push the box toward the red light. Then push it into the hole just past the red light. Now check the red light and press the switch. Jump down into the hole to get the... BROKEN FLAMETHROWER! :-\ How helpful. Actually, it is. Go back up the ladder and out the door to the Lisa Trevor Tunnel. ======================= Lisa Trevor Tunnel ======================= Run to the fork, and at the fork, fake left, then go right. Lisa Trevor will follow you. You should see a lever here. Pull the lever to reveal hooks beside the locked door on the map. Now you need to run past Lisa Trevor. Use your healing item if you need to. After you get to the hooks, put the BROKEN FLAMETHROWER on them, and enter the door. ======================= Home of Lisa Trevor ======================= Run around the table and down the stairs into the water. Run through the water and past the snakes. Then go up the stairs and you'll find yourself right in the middle of her bedroom. Take the DAGGER from her bed and then take the JEWELRY BOX from the candlelit desk. Examine it to get the STONE RING! Yes! You also get A FAMILY PICTURE and NOTES. Now climb up the ladder and go right. Take the GREEN HERB and BLUE HERB at the end of the hall, then go to the other end of the hall and climb up the ladder. ======================= Cottage ======================= Ha! Now we're back here. Pull the METAL OBJECT out of the item box and combine it with the STONE RING for the STONE & METAL OBJECT. Now organize your inventory: GRENADE LAUNCHER Full healing item STONE & METAL OBJECT Save if you want, and leave out the front door. ======================= Cottage Path ======================= Follow the long path to the gates to the Cemetery. ======================= Cemetery ======================= Hey! This is the first and only time in the game when there are zombies in a place where there are graves. Kind of weird. The crows are gone, so blast away! Kill them all and take the only other exit. ======================= Weathervane Pass ======================= Run past the weathervanes to the door at the end. ======================= Supply Shed ======================= Exit via the blue door. ======================= Outer Path ======================= Take the STONE & METAL OBJECT from its place on the wall and exit using the only other door here. ======================= Family Portrait Room ======================= Take the door that leads to the East Stairway. ======================= East Stairway ======================= Go up the stairs and turn right; take the door at the end. ======================= Old Hallway ======================= Take the door on the other end of the hallway. ======================= Main Hall ======================= Run down the stairs, then walk around and under the stairs to see gates. Place the STONE & METAL OBJECTs in their place here and go through. I think we all know what that sound is. ======================= Altar Entrance ======================= Organize your inventory like this: GRENADE LAUNCHER Full healing item Full healing item MEDAL OF EAGLE MEDAL OF WOLF Now SAVE and run down the stairs horribly illustrated by your map. Then run across the wooden floor and enter the door at the end. ======================= Lisa Trevor Battle Room ======================= Run down the stairs and go down the ladder. _Cutscene_ Should you give your gun back to Barry? Here's the choices and their consequences: Yes: Barry gets his gun back and distracts Lisa Trevor from killing you. You also have a good chance of getting the best ending.(IQ 5 or more) No: Barry will get knocked down a pit and die, leaving you to fight Lisa by yourself. Plus you have no chance of getting the best ending. However, you do get BARRY'S MAGNUM and a picture of his family, even though it isn't really worth it because you have your own.(IQ less than 5) NOTE: Big Steve has noticed that BARRY'S MAGNUM will kill a future boss in one shot. The boss isn't too hard, but hey, if it's worth it to kill good ol' Barry (sniffle, sniffle), then go ahead. ////////////////////////////////// ********************************** Boss: Lisa Trevor Difficulty: Medium/Hard ********************************** \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ Those of you with an IQ more than 5, you need to push each of the four stones off of the platform. However, you have to also watch Barry, because she can still knock him into the abyss. Push the ones closest to you off first, then push off the ones further away. Shoot her if she starts walking toward Barry. I would definitely do it again if she kills him. Pfft. If she's gonna kill him at least take his magnum. ;-) _Cutscene_ Now check the coffin for A FAMILY PICTURE. Go through the doorway that just opened and take the elevator at the end. NOTE: You can also kill her by dodging one of her swings and when she is hanging on for her life, shoot her. Yeah, it's kinda mean, but she was gonna kill you. ======================= Pool 2 ======================= Run to the north side of the pool and put the MEDAL OF WOLF into place. Now, put the MEDAL OF EAGLE into place on the south side of the pool. _Cutscene_ How convenient. The stairs are on the east side of the pool. Go down them, then use the elevator. Time to switch discs. Good job! You're about halfway through the game. LoL, not really. You're about...hmmm 9/10 through the game. ======================= Laboratory B1 ======================= Run to the ladder beside the big steel doors. ======================= Lab Entrance ======================= Grab the INK RIBBON on the floor. All you need is the GRENADE LAUNCHER. Save if you want and take the doors here. ======================= Lab Stairway ======================= There are two zombies here. One is on this floor, the other is coming up the stairs. Kill them both and then take the 3 GREEN HERBs beside the stairs. Run down the hall opposite the stairs and grab the MO DISK from the desk. Then go down the stairs and enter the double doors here. ======================= Square Corridor ======================= There are two zombies here as well. One is right in front of you and the other is down the tunnel to Jill's left. Kill them both, then take the double doors beside the ones you used to enter. ======================= Medical Hallway ======================= Take the FIRST AID BOX at your feet and open it for MIXED HERBS. It's made of two GREEN HERBs. Now take the door beside the double doors you used to enter. ======================= Radiologist's Room ======================= -----X-Ray Puzzle----- Check the computer for the RESEARCHER'S LETTER. Part of it is this: "You will need another password to release the lock of the door in Basement Level Two where the Visual Data Room is located. As a safety measure, I have coded a password into an X-ray picture; a roentgenogram. I know you, and I'm sure you will be able to work it out without any trouble." Take the X-RAY from the box near the blue light switch. Examine it, it's the X-RAY OF CLARK. Now grab the the X-RAY (X-RAY OF GAIL). A memo catches your attention. It says, "To use the electronic door, place the initials in alphabetical order." Now take both of the X-RAYs and place them on the board with the other X-RAYs. Be sure to put them in alphabetical order (i.e. Clark on the left, Gail on the right). Now go back to the other end of the room and press the light switch. Part of the X-RAYs are glowing red. Colon Esophogas Liver Lungs Take the first letters, it spells CELL. We've discovered the password to unlock the Visual Data Room. Leave. NOTE: Ada Wong is an important character in the Resident Evil Series. She was a spy sent by Umbrella to get the G-virus in Resident Evil 2. She is also the addressee of the Wesker Report. So obviously Wesker has been communicating with her. ======================= Medical Hallway ======================= Leave through the double doors here. ======================= Square Corridor ======================= Run to the southwest corner of the hall. Then grab the DAGGER off the shelf. Then check the pile beside the shelf for a HANDGUN MAGAZINE. Now go through the double doors at the northeast corner of the square. ======================= Computer Room ======================= Check the computer against the wall on a cart for some MAGNUM ROUNDS. Check the desk with the operational computer on it for the V-ACT RESEARCHER'S NOTE file. Now run into the freezer and grab the BATTERY PACK on the shelf. There's also a FIRST AID BOX on the shelf in here with a GREEN HERB inside? Why put it in a box? Oh well. Now check out the operational computer. -----User Name/Password Puzzle----- Remember that file we saw? "I have set up the terminal in the small security room so that you can log in to the system using my name [as the user name] and your name as the password." Well, the letter began, "My dearest Ada" and ended "Yours truly, John" so type in JOHN as the user and ADA as the password. Now select "B-2F". Another password. This is the password we discovered from the X-Ray puzzle. Type in CELL and press ENTER. Then select "B-3F". It unlocks automatically; you don't even need another password. Log out, then leave the room. ======================= Square Corridor ======================= Run over to the northwest corner. Then take the green doors. ======================= Medical Hallway ======================= Now take the green door here that you haven't been through before. ======================= Chemistry Room ======================= Run to the other end of the room where you'll see a zombie that's almost as stupid as the one we saw in the Mirror Hallway. Shoot him in the back with the GRENADE LAUNCHER, then check the Gamecubish thing on the desk. Use the MO DISK you currently have on it. It will disable one of three locks you need to disable in order to save Chris. Now grab the sparkling file from the desk. It's the FAX. How descriptive. Oh well. Take the INK RIBBON from the chair by the door, the FLAME ROUNDS (snicker) from the endtable, and the SLIDE CARTRIDGE from the desk under the flourescent X-Ray viewing light. Leave. ======================= Medical Hallway ======================= Take the green doors at the end of the hallway. ======================= Square Corridor ======================= Take the double doors beside you. ======================= Lab Stairway ======================= We're gonna run back to the save room, as we are short on item slots. So take the door at the end of the hallway. ======================= Lab Entrance ======================= You need: GRENADE LAUNCHER SLIDE CARTRIDGE Leave. ======================= Lab Stairway ======================= Now take the doors that appear gray on your map. It leads to the Visual Data Room. ======================= Visual Data Room ======================= Grab the FIRST AID SPRAY on the table in front of you, then take the MO DISK from the shelf. -----Slide Projector Puzzle----- Run over to the projector on the other end of the table. View the film. MA-39 CERBERUS FI-03 NEPTUNE MA-121 HUNTER T-002 TYRANT (?) If you can recognize a certain person in the picture of the B.O.W. Development Staff, it explains some of the story. coughWESKERcough Who puts a serial number on the slide itself? Oh well. Use the SLIDE CARTRIDGE. It allows you to see what the enemies would look like during a dance party with red lighting. EXCEPT Now the serial number has only 4 digits: 8462 Hmm. Now check out the keypad to the right of the door. Enter 8462 to reveal a hidden room. It's kinda hard to see, but there's a MAP OF THE LABORATORY in the cabinet next to the cabinet next to the door. Take it, Now check the cabinet next to the hidden room. It contains the SECURITY PROTOCOLS. If you read through it, you can find the name of the traitor that Enrico spoke of before he died. coughWESKERcough. Anyway... Examine the shelf just next to the hidden room for some SHOTGUN SHELLS. Grab the LABORATORY KEY off the table in the hidden room. Examine it, it's the KEY FOR THE POWER AREA. Now check the operational computer and view KENNETH'S FILM. Pfft. How pathetic. For one thing, we only remember hearing one gunshot. For another thing, he took 5 shots and missed every time. This guy has to be the biggest loser on the entire S.T.A.R.S. teams, Bravo and Alpha.\ Now leave the room. ======================= Lab Stairway ======================= Run down the stairs and take the double doors here. ======================= Square Corridor ======================= Now run to the double doors in the southeast corner. Unlock and proceed through. ======================= Lab Storage Room ======================= Run straight forward and push the shelf against the wall. There's some SHOTGUN SHELLS on the bottom level of the shelf to your left. Any minute now, you will encounter your newest enemy. It's called the Chimera. He's kinda short and looks like a skinned chimp. It has claws and is probably one of the ugliest of the Resident Evil enemies. They take about two shots from the GRENADE LAUNCHER, probably because if you don't aim up or down you'll hit them in the head if they're close. There's only 2 in these two rooms, so they're not going to gang up on you or anything. Anyway, take either airduct here. You'll end up in the... ======================= Surgery Room ======================= Here you will probably encounter a Chimera. There are no items here, so just take the airduct on the north side of the room. ======================= Lab Storage Room ======================= Yep, we're back here again. Step down and then run over to the passcode transmission device. There's a BATTERY PACK beside it. Now use the MO DISK on it. 2 locks down, 1 to go! Do a 180 while facing the computer then run forward and push the shelf forward. Now run out the double doors. ======================= Square Corridor ======================= Unlock the single door near you, discard, and proceed through. ======================= T Hallway ======================= Run straight ahead and take the door you run into. ======================= Lab Lounge ======================= Alright fellas. We hit the motherload. Collect the SHOTGUN SHELLS, GRENADE SHELLS, FIRST AID SPRAY, and INK RIBBON. You'll need the GRENADE LAUNCHER and the final MO DISK. Leave. ======================= T Hallway ======================= Take the double doors at the south end of the T. ======================= Boiler Room ======================= Run to Jill's right and around the curve. There's a Chimera here. Kill him, then run to the end and check the panel with the blue light. "WARNING: Fuel may explode if shaken or jarred". That means don't run with nitro in the fuel tank. Take the FUEL SUPPLY CAPSULE and exit the way you came in. You can run now. ======================= T Hallway ======================= Run to the west end of the T and go through. ======================= Square Corridor ======================= Take the green doors at the northwest corner of the room. ======================= Medical Hallway ======================= Run to the green door toward the end of the hallway. ======================= Chemistry Room ======================= Check the extremely large machine here, open it, and set the FUEL SUPPLY CAPSULE into place. It'll refuel it, then it'll give it back. "The main ingredient of this fuel appears to be a nitro compound. 'Running' could result in a fatal explosion." Once again, they warn us about running. So don't run, WALK! WALK I SAY! Didn't you ever learn anything from the lifeguards? Leave. NOTE: Teehee. For those of you who are thinking, "Hmm, would I really just blow up if I ran?" The answer is: You can run for about 5-10 seconds, then you just blow up. ======================= Medical Hallway ======================= Take the green double doors here. ======================= Square Corridor ======================= WALK to the single door in the southeast corner of the room. ======================= T Hallway ======================= Take the door at the south end of the T to the Boiler Room. ======================= Boiler Room ======================= WALK SLOWLY to the place where you got the FUEL SUPPLY CAPSULE originally and set it back in place. Ahh. That feels better. You never really appreciate something like running until it's taken away. Now run to the door at the southeast corner of the room. It's opposite the side of the room you're on now. You'll probably encounter a Chimera or two, but you can ignore them if you don't feel like killing them. ======================= Boiler Room 2 ======================= A Chimera will jump out of the vent above the door. If you shoot him quick enough, he'll scurry back up into the vent. Run straight forward, then insert the MO DISK into the passcode transmitter to release the 3rd and final lock on that big door. There's a BATTERY PACK on the floor in the northwest corner of the hall. LIKE YOU NEED IT. Right now I have 10 BATTERY PACKs and 8 DAGGERs. Well, if the Chimeras grab you from the ceiling, you do use one of the Defense Items. But I wouldn't try to get them to grab you just to make sure it works. Take the double doors in here. Watch out, a maximum of 3 Chimeras can come through the vent by these doors. ======================= Elevator Control Room ======================= Run to the other side of the room and check the computer. Start up the power. Now leave. You'll probably encounter a Chimera or two. ======================= Boiler Room 2 ======================= Take the only other door here. ======================= Boiler Room ======================= Take the only other door (double doors) here as well. ======================= T Hallway ======================= Go up the small set of stairs and go into the Lab Lounge. ======================= Lab Lounge ======================= Alright. Here's what you'll need. MAGNUM REVOLVER ;-) MAGNUM AMMO GRENADE LAUNCHER Full healing item Full-healing item Full-healing item That's right. You guessed it. A very powerful boss. SAVE and leave. ======================= T Hallway ======================= Don't forget to equip the MAGNUM REVOLVER. Run to the elevator at the north end of the T and use the elevator. _Cutscene_ ======================= B4 Elevator Landing ======================= There are two boxes of SHOTGUN SHELLS right beside the elevator. Definitely a sign that there's a big boss coming up. It looks like there's a really big door right in front of you, but there's not. Go down the hall to the left and take the funky swooshy door at the end. ======================= Battle Room ======================= _Cutscene_ _Another Cutscene_ _Yet Another Cutscene_ ////////////////////////////////// ********************************** Boss: Tyrant Difficulty: Medium/Hard ********************************** \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ NOTE: If you were evil enough to let Barry die, use BARRY'S MAGNUM now. He actually moves pretty slowly. Just basically shoot him, then run to the other side of the room, shoot again. If he slaps you, it doesn't hurt that much. What hurts is when he grabs you...if you have no defense items, but you most likely have somewhere around 15, so you're okay. It takes less than 8 shots to kill him, pretty pathetic for the "ultimate lifeform". Snicker. Check Wesker's body. If you can't find it, it's in the southeast corner of the room. You'll get the OBSERVATION NOTE, which has information on the story for not only Resident Evil 2, but Resident Evil Code: Veronica (X/Complete) as well. Check the computer toward the northeast part of the room to release the door lock. Then, check Barry. He's alright. Now let's get out of here. Take the door you used to enter. NOTE: Another reason I like Jill's story better. If you play Chris's game, you will realize there's a very corny twist. I won't reveal it, so play Chris's game for yourself. ======================= B4 Elevator Landing ======================= _Cutscene_ ======================= T Hallway ======================= _Cutscene_ Really, there's no time limit, so don't let it get to you. Run to the west end of the T. We hafta save Chris! ======================= Square Corridor ======================= Take the green double doors at the northwest corner of the room. ======================= Medical Hallway ======================= Run to the big double doors at the very end of the hallway. Check the green lights beside the door and pull all three. Then go through the doors. ======================= Chris's Stairway ======================= Run down the stairs and take the door at the end. ======================= Chris's Cell ======================= _Cutscene_ ======================= Chris's Stairway ======================= Hmm. Go back inside Chris's Cell. ======================= Chris's Cell ======================= Looks like Chris decided not to tell us about the SHOTGUN SHELLS here. Hmm. Maybe him and Barry are in it together ;-). Leave. NOTE: Why would you put SHOTGUN SHELLS in a jail cell? ======================= Chris's Stairway ======================= Run up the stairs and out the double doors. ======================= Medical Hallway ======================= _Cutscene_ Run through the green double doors. ======================= Square Corridor ======================= Take the double doors beside you. ======================= Lab Stairway ======================= Run up the stairs, around them, then down the hall to the Lab Entrance. ======================= Lab Entrance ======================= Here's what you need: MAGNUM REVOLVER MAGNUM AMMO Full healing item Full healing item Full healing item [EMPTY] [EMPTY] [EMPTY] SAVE SAVE SAVE You're about to fight the boss of the game. Go up the ladder. ======================= Laboratory B1 ======================= _Cutscene_ Take the big double doors here. ======================= Heliport Hallway ======================= There are 2 FIRST AID BOXes here, one contains FIRST AID SPRAY, the other is a GREEN HERB. There's also SHOTGUN SHELLS here, but only take them if you're using the SHOTGUN. Run forward. _Cutscene_ Keep going and pick up the FUSE UNIT at the end of the catwalks. Then put it in it's place by the elevator. _Cutscene_ ======================= Helipad ======================= You have 3 minutes. Now there's a time limit. Grab the briefcase here, it's the SIGNAL ROCKETS. Now use them. _Cutscene_ ////////////////////////////////// ********************************** Boss: Tyrant (Final) Difficulty: Hard ********************************** \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ All those healing items will come in handy now. You need to take shots at him, while avoiding his fast charging attack. When he stops and keeps looking around at you, he's about to charge you next time you shoot him. It should take about 9 shots to trigger the cutscene. If you get hit, you'll be in Caution (Red), so use a healing item. You also have to protect Barry from the Tyrant, as he can kill him as well. Chris is safe, however. _Cutscene_ Thank you Brad! Pick up the legendary ROCKET LAUNCHER. Now you need to shoot Tyrant with it. One good way to hit him is to have the MAGNUM REVOLVER equipped. dodge one of his charge attacks, then immediately equip the ROCKET LAUNCHER and fire. If Tyrant is coming after you when you fire, he'll block it. So be careful. _Ending Cutscene_ _Credits_ You'll see some shots from Chris's game during the credits. NOTE: Is it just me, or is it just a thing about Resident Evil games that no super-zombie is dead until you personally see it blow up into a million pieces? Oh well. NOTE: You now get the COSTUME KEY. It is placed in the item box, so if you decide to play as Jill again you can change her costume. =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= 7. Walkthrough for Chris =~=~=~=~=