THIS DOCUMENT IS (c)2000-2002 EFREM ORIZZONTE. THIS DOCUMENT IS FOR
PRIVATE USE ONLY. YOU'RE NOT ALLOWED TO PLACE IT ON YOUR WEBSITE,
LINK DIRECTLY TO IT, ALTER IT IN ANY WAY, PUBLISH IT IN BOOKS OR
MAGAZINES, OR SELL IT FOR ANY PROFIT. YOU MAY PRINT IT AND GIVE IT TO
WHOMEVER YOU WANT AS LONG AS YOU DON'T GET ANY CASH FOR IT.
YOU CAN E-MAIL THE AUTHOR FOR QUESTIONS, COMMENTS, CORRECTIONS OR
CONTRIBUTIONS AND YOU WILL BE GIVEN CREDIT FOR THEM AS LONG AS
THEY'RE USEFUL AND PERTINENT TO THE DOCUMENT. THE E-MAIL ADDRESS IS
THE FOLLOWING:
1. REVISION HISTORY
2. STORY
3. CHARACTERS
4. WEAPONS AND AMMO
5. ENEMIES
6. TIPS
7. JILL'S WALKTHROUGH
- MANSION - PART I
- GARDEN
- GUARDHOUSE
- MANSION - PART II
- GARDEN
- UNDERGROUND
- UMBRELLA'S SECRET LAB
8. CHRIS' WALKTHROUGH
- MANSION - PART I
- GARDEN
- GUARDHOUSE
- MANSION - PART II
- GARDEN
- UNDERGROUND
- UMBRELLA'S SECRET LAB
9. MAPS
- MANSION 1F
- MANSION 2F
- MANSION B1
- GARDEN
- GUARDHOUSE 1F
- GUARDHOUSE B1
- UNDERGROUND
- LAB B1
- LAB B2
- LAB B3
- LAB B4
10. ITEM LIST AND LOCATIONS
11. FILES
12. ENDINGS AND SECRETS
13. DIFFERENCES WITH THE STANDARD VERSION
14. MY PERSONAL THOUGHTS ABOUT THE GAME
15. CREDITS
=====================================================================
1. REVISION HISTORY
=====================================================================
Version 1.0 [7-10-2000]
First version. Very few things.
Version 1.1 [7-12-2000]
Made the "Weapon and Ammo" and "Monsters" sections. Made the first
three maps. Corrected some mistakes.
Version 1.2 [7-14-2000]
More maps, Jill's walkthrough up to the second snake battle, some
more things here and there, some corrections.
Version 1.4 [7-24-2000]
Completed the maps and Jill's walkthrough. Made the "Characters"
section, the Item list, and the "Files" section.
Version 1.5 [7-28-2000]
Added the "Endings and Secrets" section.
Version 1.7 [8-3-2000]
Added the "Personal Thoughts" section. Corrected many errors. Started
Chris' walkthrough.
Version 1.8 [8-5-2000]
Completed the FAQ.
Version 1.9 [8-8-2000]
Corrected typos.
Version 2.0 [8-18-2000]
Last format mistakes corrected. Final version unless I receive some
frequently asked questions.
Final Version [4-29-2001]
Apparently, the version of the game exclusive to the Director's Cut
edition is called "Arranged" in the US version, while it is
"Advanced" in the European version. I modified the writing below the
title so no one should e-mail me anymore asking why they can't find
an item where I wrote you should find it. This will be the last
update.
Update [2-27-2002]
I have modified the ASCII title. I have also slightly modified the
text to correct my bad English.
=====================================================================
2. STORY
=====================================================================
JULY 1998
In the past months, strange incidents occurred on the Arklay
Mountains, near Raccoon City. Many people who went up there were
attacked and eaten by unknown creatures and mysterious assassins.
S.T.A.R.S. (Special Tactics and Rescue Services) Bravo team went
there to investigate, but they all disappeared. So, the Alpha Team
got a helicopter and took off to look for their comrades.
Jill Valentine spots smoke in the distance. The helicopter, flown by
Brad Vickers, lands there. Here, Chris Redfield, Jill, Barry Burton,
Albert Wesker, and Joseph Frost look at the remains of Bravo Team's
helicopter. No one's there. They start looking for survivors, but
something is watching them as they wander in the tall grass...
Joseph finds something, and calls his teammates. Slowly, he begins to
lift a handgun from the ground, but he screams in horror when he
realizes that the hand which used to hold it is still hanging from
it. Then, he's attacked by some weird-looking dogs. The others shoot,
but they can no more help their friend, who is killed and devoured by
the creatures. To make things worse, Brad takes off, leaving them
behind. While running, Chris spots a house. They all run towards it,
hoping to find shelter.
After being kicked out of the Air Force, Chris became a drifter until
he met Barry Burton. Barry recruited him for the newly formed
S.T.A.R.S.. Now Chris has been reassigned to a smaller unit at
Raccoon City headquarters.
Chris is one of the two characters you can control in the game.
Playing as Chris means playing Resident Evil in Hard mode, which
wasn't a good thing in the Standard version, and is even less funny
in the Advanced/Arranged version. Chris begins its adventure equipped
only with a Combat Knife and a First Aid Spray. He can carry up to
SIX items, forcing you to do lots of thinking and backtracking, and
obviously enabling less space for weapons. He won't find any bazooka,
so where Jill finds Bazooka Rounds, Chris will find Shotgun Shells
(or something even less useful). He can't pick locks, so he'll need a
special key to open some doors, and small keys to open locked desks.
He will also encounter more monsters than Jill, although he can take
more hits before dying. He will be helped in his quest by Rebecca
Chambers.
JILL VALENTINE
An intelligent soldier that has rescued many S.T.A.R.S. members from
danger in the past, Jill has been reassigned to Raccoon City just
like Chris. She is excellent with special mechanical devices such as
lockpicks.
Playing as Jill means you'll play the game in Easy mode. Jill can
carry up to eight items, begins the adventure with a loaded Beretta,
and will soon find a Bazooka. She can use the Lockpick to open doors
and desks, and she can play the piano and handle chemicals. She also
encounters less enemies than Chris, but she can take less damage then
he. Jill will be helped by Barry Burton, who'll save her from many
traps and attacks. Is she perfect? Well, no. Unfortunately, she has a
terrible British accent, and worse, she isn't as beautiful as she is
in Resident Evil 3 (and not so well-dressed neither :p).
BARRY BURTON
Chris Redfield's old friend and partner. Former SWAT member, Barry
maintains and supplies weapons for all S.T.A.R.S. members. He has
over 16 years of experience, and has led many successful projects.
Barry is Jill Valentine's supporting character. He will give her
items and save her nice ass in many dangerous situations. He's also
equipped with the most powerful handgun in the game. However, he
tends to act and talk quite stupidly, and I just HATE finding him in
rooms that I've unlocked just a second earlier.
ALBERT WESKER
Wesker has risen quickly inside the S.T.A.R.S. organization and
currently leads the Alpha Team. Viewed by many as a "cool guy", from
his snappy haircut to his perpetual shades, Wesker was recruited by a
headhunter for his sharp insight and eventually founded the
S.T.A.R.S. unit in Raccoon City.
You'll see Wesker three (or four) times in the whole game, and he
won't be of any use. His only purpose is to give you trouble.
BRAD VICKERS
Computer expert and good at gaining info. However, he's afraid of
death and tends to run away from danger. That's why he's been
nicknamed "Chickenheart".
JOSEPH FROST
Former member of S.T.A.R.S. Bravo Team. He'll die VERY soon.
---S.T.A.R.S. BRAVO TEAM---
ENRICO MARINI
Leader of Bravo Team. Jill and Chris will meet him in the
underground, but unfortunately, there's no way to save him from
death.
RICHARD AIKEN
S.T.A.R.S. radio operator. Our heroes will find him still alive, but
not for long.
EDWARD DEWEY
The Bravo Team pilot. The ripped hand we see in the intro is probably
one of his.
He's become doggie food.
FOREST SPEYER
You'll find him dead on the mansion's balcony, pecked to death by
crows.
KENNETH J. SULLIVAN
The first dead body found in the game.
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 lack of experience.
Well, I keep on wondering how could Rebecca Chambers ever be the main
character in Resident Evil Zero, since she's just 18 in the first
game. Anyway, she is Chris Redfield's supporting character, and she
will do anything Jill Valentine can do by herself, except for
defending herself from the monsters ;). And, she isn't as good as
Jill when it comes to play the piano. However, she will save Chris'
butt in many occasions.
=====================================================================
4. WEAPONS AND AMMO
=====================================================================
---WEAPONS---
COMBAT KNIFE: ugh! What's this? Are you supposed to actually KILL
anything with this ridiculous thing? Well, you can use it against ONE
zombie if you want to spare bullets, but it'll take a lot of time and
free space behind you. And the risks of being hit are just too high.
Put this *cough* weapon *cough* in the first storage box you find,
it's a better place for it.
BERETTA M92FS: MUCH better than the Knife. It can kill a zombie
(about six bullets) and a cerberus (about four bullets, but sometimes
it may require up to seven). It can sometimes blow away a zombie's
head with the first shot (rare, but SO exciting! You just HAVE to see
it!), or with the second (you'll kill many zombies this way). This
weapon becomes useless after you leave the Guardhouse.
SHOTGUN: a VERY good piece of weaponry. If fired from very close
range, it will destroy a zombie's head. You can kill many zombies
with a single shot if they're lined up properly. Very effective
against cerberuses. It is good against bosses and hunters, but I'd
rather find some better weapon to fight the latter, since they're way
too quick for the Shotgun.
BAZOOKA: Whooooooooaaaaaaaaa! Time to do some serious killing, man!
This will be your weapon of choice if you're playing with Jill
(unfortunately, Chris can't find one anywhere). It comes loaded with
six Explosive Rounds, and it will almost always wipe out zombies and
cerberuses with a single hit. The power of the different Rounds
depends on the enemy. The Explosive ones are good against zombies and
cerberuses and the Acid ones are very good against hunters, while you
should keep the Flame Rounds to fight Plant 42.
FLAMETHROWER: only found if you're playing as Chris. It is not so
good, and picking it up will lock the door next to it. Plus, you
can't refill it: you get it with 240 fuel (i.e., 9 seconds of
continuous fire) and when that's over, well, that's it. I NEVER use
it, not even for fun (you're not even supposed to have fun while
using Chris. The only feeling you can get when you reach the area
with the Flamethrowers is frustration, believe me).
COLT PYTHON: everyone's favorite, I think. This almighty revolver
can hold up to six Magnum bullets. One shot from this killer will
take care of almost every non-boss enemy. Hunters may occasionally
take two hits to die, while chimeras will need two or three to fall.
Be sure to collect every single bullet you find.
---AMMO---
CLIPS: these are used to load your Beretta. Every one is worth 15
bullets, and there's plenty to find. However, Chris may end up
running out of ammo (hell! Aren't though guys supposed to go around
blowing everything to smithereens with a big, noisy, fully-loaded
machine gun? And we thought there was nothing worse than Doom...
:)).
SHELLS: every box contains seven Shells for the Shotgun. Pick them
up, you're gonna need them almost everywhere.
BAZOOKA ROUNDS: there are three types of these: Explosive, Acid and
Flame Rounds. The Explosive ones' boxes have a grey lid, the Acid
ones' have a yellow lid, and the Flame ones' have a... guess what?...
red lid. The Exp. rounds are very good against zombies and
cerberuses. As Barry states, the Acid rounds are "very powerful...
especially against living things". Are hunters living things? You can
bet. Give them a free acid shower, but don't underestimate their
reaction.
The Flame rounds are basically good against plants. There are only a
few of these Rounds, which should be spared for the boss in the
Guardhouse.
MAGNUM ROUNDS: the absolute best. Every box is worth a full barrel
for your trusty Colt Python. There aren't many of these, so use them
wisely.
ZOMBIE: the first monster you'll come to fight in the game. They're
slow and dumb, but can hurt you pretty badly if they manage to bite
your flesh. Some of them can vomit (yes, that's right) acid when
you're close, so beware. They like to come at you in packs, or to
attack in pairs from your back and from your front, at the same time.
Many of them are hidden behind corners, so be careful when running.
You can even find some laying with their face to the floor. These
ones will grab your leg and bite it if you get too close, so shoot
them right away. If you don't, your character will automatically
stomp on or kick the monster's head, ending the fight. Every weapon
is effective against them - even the Knife - but firearms are the
best choice. Zombies are easily avoided in large spaces, so you may
prefer to spare some bullets and just run.
CERBERUS: this decaying dog loves to surprise attack you by bursting
into rooms, breaking the windows and scaring you to death. They'll
fall on the floor when hit, then get up and growl before charging at
you again. They give out a whine when killed. They're never alone, so
if you kill one, be prepared to fight at least another one in the
same area. Any firearm is effective against them. If they come at you
at full speed they'll leap at you, so shoot before they get too
close, or you may not have the time to fire before you're hit.
CROWS: never fight them. There's always a large number of them, and
if they get you, you may not be able to run away before they've
pecked you to death. If you HAVE to fight them, use the Shotgun to
kill many in a single shot. They're very rare, but you'd better run
if they attack you.
SNAKES: they fall from the trees or the ceiling when you pass by. Run
away and don't get hit, or you'll be poisoned. Very rare, but
annoying nevertheless.
GIANT SPIDER: this enemy is not only disgusting, but dangerous, too.
It hangs from the ceiling, spitting its acid drool at you. If you get
close, it will drop and attack you with its acid, as well as with its
legs and bites. Try not to use the shotgun on them, because if you
kill them using that weapon, a bunch of tiny spiders will come out of
their dead bodies and crawl all over you. Get out of the room to get
rid of them, or just walk over them to squash 'em. If you can, kill
the spiders with the Beretta, for this will kill the tiny ones inside
the mother. These enemies are very rare and often found in large
spaces, so try to run instead of fighting.
WASP: only found in the Guardhouse. They will come out of their nest
if you get close to it. Their number is infinite, so DON'T get stung
or you may not be able to run away. They can be killed with any
weapon, but there's really no point in doing such a thing.
NEPTUNE: a shark. There are three of them in the whole game - one
adult, and its two offspring. They're in the Guardhouse basement. You
can't kill them as long as they're in the water, and they can't
really hit you when you dry out the room, so just run when you first
see them.
HUNTER: probably the deadliest non-boss enemy in the whole game. The
hunter is a kind of greenish, skinless monkey with razor-sharp claws,
big teeth, unbelievable stamina, and the ability to run very fast and
leap VERY high. If they leap and stab you while in mid-air and you're
in "Danger!" status, they'll send your head flying. The shotgun is
almost useless, as it needs up to five shells to kill one. If you see
a hunter and it still hasn't seen you, run like hell. These things
are too dangerous, and if you shoo them, you run the risk of missing
them more than you hit them. They will be in the Mansion when you
come back from the Guardhouse. The Acid Rounds and the Colt Python
are the only weapons you should use against them. They give out a
terrible screech before dying.
CHIMERA: a dark monster that comes at you from above. It will swing
its arms at you, trying to hit you. It will occasionally drop to the
floor and chase you around. Avoid it, since it's very fast and
powerful (1-2 Magnum rounds are needed to kill a Chimera). If you're
low on energy, it will slit your throat. Chimeras are only found near
the end of the game, but they're guaranteed to give you a hell of a
time.
-DON'T FIGHT - RUN INSTEAD-
This is a golden rule in Resident Evil. The only enemies you MUST
fight are those you can't avoid at all. If there's enough room to go
past them without fighting, don't waste ammo. This works with all
enemies. Just remember where you've left some enemies alive, or you
may end up running straight into their arms :).
-CHOOSE CAREFULLY WHAT TO TAKE WITH YOU-
This is also VERY important. Your inventory is limited, and Chris' is
so much it'll sometimes make you want to cry. It will almost never
allow two weapons to fit in, so you have to choose your firepower
carefully. Use the handgun at the beginning to kill as many zombies
as you can, but when you're done with the first part of the mansion,
drop it for the rest of the game. Remember - you need room for the
ammo too. And, just don't pick up everything you see. Only pick up
herbs if you need them, and store all the F.Aid Sprays into the boxes
for later use.
-AIM WELL-
You can target an enemy perfectly by pressing L1. Tapping the button
repeatedly as the enemy approaches will keep your weapon locked onto
it. This is important when you're facing more than one enemy -
pressing L1 will make you switch between targets, so that you can
shoot many monsters making no mistakes. If an enemy is attacking from
above, press Up on the D-Pad to lift your weapon up. This is a must
against hunters and chimeras.
-MAKE SURE THEY'RE DEAD-
Even if a monster is lying on the ground, that doesn't mean it's
dead. This is particularly true of zombies, but almost every enemy
likes to cheat you by making you think it's dead, and then surprise
attacking you as you get close. You'll know they're really gone when
you see a large pool of blood spreading from their bodies. When
facing hunters or chimeras, never lower your weapon before you're
sure you've defeated them, because they're really fast and will take
advantage of any hesitation. Once, I shot a hunter, then it stood up,
leapt, hit me while in mid-air, and immediately ripped my head off
the moment its feet touched the floor - with a second, unbelievably
rapid slash. I will say that once more... they're FAST.
-TRIGGERED A TRAP? GET OUTTA THERE!-
If you happened to trigger a trap, or if you messed up things so that
it's become impossible for you to solve a puzzle, get out of the
room, and everything will be reset.
-ALWAYS CHECK YOUR HEALTH-
Do it especially when you've just been hit. The character's movements
don't vary according to health as they do in the sequels, so you must
always be aware of your condition, especially if you're using Jill -
she could be just "Fine" at one given moment, and in "Danger!" status
after being hit by a zombie.
----------------
MANSION - PART I
----------------
"They have escaped into the mansion, where they thought it was safe.
Yet..."
Not a pleasant introduction, now was it? Well, you'll start your
adventure in the MAIN HALL 1F. After Wesker has expressed his
admiration for the mansion, Jill notices Chris' absence and rushes to
the front door, but Wesker stops her. Then, they hear gunfire, and
Wesker sends Jill to check. Barry joins her, and together they head
for the DINING ROOM.
DINING ROOM
After explaining what kind of room this is (what a smart guy!), Barry
will go ahead. Follow him. At the other end of the room he will find
a pool of blood (Jill doesn't understand what it is at first... what
a skilled warrior!) and ask you to find other clues. Open the nearby
door.
SOFA CORRIDOR
Go left and turn around the corner. A FMV will introduce you to your
first zombie. It seems you've disturbed his lunch (or dinner... it's
quite dark outside). As soon as it stands up, backtrack a little,
then draw out your Beretta and kill it. When it's dead, go check the
body he was eating. It's Kenneth from the Bravo Team. Check his body
three times to find two CLIPS. Now, go back to the Dining Room.
*********************************************************************
TO MAKE THE GAME EASIER: after Barry asks you to find other clues, go
back to the main hall. Wesker will send you back. Back in the dining
room, try to go to the main hall once more. Barry will stand up and
say: "Lost courage, already? It's not like you!". Now go in front of
the clock, and a zombie will enter the room. Barry will kill it. From
now on, the monsters will be a bit weaker and easier to kill. If you
ever go check Kenneth's body, you'll discover that his legs are gone,
and so are the two clips. This trick will also give you the
opportunity to witness more cut scenes throughout the game.
*********************************************************************
DINING ROOM
While you're talking to Barry, a zombie enters the room. Barry blasts
its head (I'll always wonder WHAT KIND of gun that is...). Now you
have to report this all to Wesker. Go back to the Main Hall.
MAIN HALL 1F
Wesker's gone. Now, you have two choices: either go upstairs and come
back down, or go check the passage under the stairway (much quicker,
do this!). When you're back, there will be a dialogue, then Barry
will give you the LOCKPICK and leave. Now, there are two
possibilities - it depends whether you want to spare a grenade, or
you want six more Acid Rounds. I'll explain you how to spare the
grenade, as it will save space in your inventory and make things a
bit quicker later - but don't worry, I'll explain you the other
possibility as well.
Now, some info about this room. There's a table with an INK RIBBON
and a typewriter on it. There are tons of Ink Ribbons scattered
throughout the game, so you don't really need this one, but nothing
keeps you from picking it up. The choice is yours.
The other thing you should know is that you can open the front door
for a nice FMV. This usually happens only once, then Jill won't open
that door any more. Dan Birlew (a.k.a. President Evil) states in his
walkthrough that if you open the front door again, a cerberus will
enter the room and attack you, but this _never_ happened to me, so I
wouldn't know. If you manage to open the door again, be prepared for
a fight.
Head for the Sofa Corridor, and go towards the double doors at its
end. Use the Lockpick to open the nearby door and enter the...
PIANO BAR
Go around the piano. You'll find a shelf there. Push it to reveal the
MUSIC NOTES, and take them. Now, go in front of the piano and use
them. Jill will perform Beethoven's Moonlight Sonata (what a woman!
She doesn't even need to practice a bit!), and a secret passage will
open. Now go back to the Main Hall 1F, and go upstairs.
MAIN HALL 2F
Climb the stairs to your right. There are two doors. Go to the
farthest one and open it.
BALCONY PASSAGE
Nothing major here. Go open the other door.
BALCONY
Watch out! There's a gun pointed at your head!... oh, relax, it's
just Barry. A terrible dialogue will follow this nice meeting (Barry
must be BLIND... what does it mean, "You don't have a weapon?".
What's that Beretta then? A cigarette lighter? Man, how I'd like to
put my hands around the neck of the ones who wrote the dialogues...).
You will receive the BAZOOKA (Yay! Party time!). Check Forest's body
to find the MANSION KEY (to be precise, this is the ARMOR key. If you
want to see such items with their proper name in your inventory, just
check them). Now return to the Main Hall 1F, and open the door left
of the blue one.
*********************************************************************
If you didn't go to the Music Room before going upstairs, or if you
didn't use the trick to make the game easier, Barry won't be on the
Balcony. Therefore, if you try to get the Armor Key, Forest will
stand up and attack you (shocking! Made me jump the first time
around... this is the kind of things the Standard version didn't
feature). So, walk VERY SLOWLY and get the Bazooka before you awake
him, so you'll kill him with a single shot. When you return to the
Main Hall 2F, you'll meet Barry, who'll give you six ACID ROUNDS.
This will also happen if you check the first floor first - Barry
should be here as soon as you get to Main Hall 2F.
*********************************************************************
GLOBE ROOM
(Named after that thing standing in the middle of it).
Look out for the zombie waiting for you near the door. There are
three of them in this room, and there's a CLIP in front of the
mirror. In the rear corridor, open the drawer with the Lockpick to
find some SHELLS. Now go open that door at the end of the corridor.
MIRROR ROOM
Immediately raise your weapon and shoot the zombie (nice reflection,
don't you think?). You can find two GREEN HERBS in this room, and a
hidden INK RIBBON on the little stage left of the door. Go to the
door opposite the mirror, and open it.
CHANGE ROOM
You can change your dress here. You can put on the black dress or the
S.T.A.R.S. uniform (my favorite!), or you can just skip this room and
return to the Main Hall 1F.
MAIN HALL 1F
Open the blue door.
STATUE ROOM
Push the ladder in front of the statue, and climb it to get the MAP
OF FIRST FLOOR. If you push aside that shelf and enter the small
passage, you'll find two zombies on the floor. WATCH OUT! They're NOT
dead. Shoot them until they're REALLY dead, and take the INK RIBBON
on the shelf if you want. When you're done, use the Lockpick to open
the next door.
L-SHAPED CORRIDOR
If you've never played this game before, you're in for one of the
biggest (and baddest) surprises of your life (well, of your
videogaming life, at least). Turn your face to the door you came in
from, and press the Down arrow on your Pad. Walking backwards, you'll
be ready to shoot the cerberus which'll burst in from one of the
windows (this one makes me jump EVERY DAMN TIME!). Get rid of it,
then turn around the corner and be prepared to kill another one. Now,
see that brown, empty shelf? Push it aside, and check the floor for a
CLIP. Now go on.
TWISTED CORRIDOR
There's a GREEN HERB just right of the door. Open the first door
you'll find.
PATIO
Draw out your weapon and kill the cerberus. As soon as you turn round
the corner, another one will leap towards you from the garden
outside, so be ready. There are 5 GREEN HERBS here, along with the
CHEMICAL. Take this. When you return towards the door, watch out for
the third cerberus. You can easily avoid it. Back in the Twisted
Corridor, open the next door.
BATHROOM
In this room you'll find a CLIP in front of the mirror, and one
zombie. If you go for the Clip before you see the zombie, you'll see
it coming at you in the mirror (quite scary if you don't know it's
there...). You can easily overrun it, so don't waste your bullets on
it. Take the Clip if you want, and go back to the corridor. Go on
until you come to some double doors, and open them.
DARK CORRIDOR
It sure is dark in here! Kill the two zombies who'll come moaning at
you. The third one is at the other end of the hall, and it can be
easily avoided. Anyway, go open that door at the end of the corridor
(NOT the one in the narrow passage), and make sure you have one free
space in your inventory.
PAINTING GALLERY
See those crows up there? Make one mistake here and they'll all fly
down together to peck you to death. Shoot anything, anytime, and they
will do the same.
There are eight pictures in this room. Seven of them represent seven
different stages of life. Below each one of them is a switch. You
have to push those switches in the right order - that is, from the
youngest man to the dead one. If you push the switch below the
picture at the very end of the hall before you've pushed the other
ones in the correct sequence, the crows will attack you. The right
order is:
-Newborn baby
-Infant
-Lively boy
-Young man
-Middle-aged man
-Old man
-"The end of life"
or, if you prefer, the third, the fifth, the sixth, the fourth, the
second, the seventh, and the eighth (from the entry door).
When you've pushed them all, the last picture will fall to reveal the
WIND CREST. Take it and go back to the Dark Corridor. Unlock the
first door after the double doors, and go through it.
STAIRWELL
Two zombies and a GREEN HERB. Dispose of each and enter the room
below the stairs.
STORAGE ROOM
This is a Save Room. Open the box. Take out the two CLIPS and put in
the Wind Crest, the Combat Knife, the F.Aid Spray, the Acid Rounds if
you have them, the Chemical, and any Ink Ribbon or Herb you might
have. Pick up the BROKEN SHOTGUN and go back to the Dark Corridor. Go
through the double doors, and open the door opposite them.
TRAPROOM
Wondering at the name of this room? Well, I'll explain it in better
detail later... for now, just open the other door.
SHOTGUN ROOM
Three zombies are waiting for you here. Kill them and go take the
SHOTGUN. Now USE the broken one to put it in its place. If the game
doesn't allow you to do that, press X in front of the wall. You'll be
asked if you want to put down the Shotgun. Say no, then USE the
broken one, and this time, it'll work.
What's the broken shotgun for? Well, if you don't put it there, the
ceiling in the previous room will crush you to death, since the other
door will be stuck. If you want the Shotgun without putting the
broken one in its place, you mustn't meet Barry on the second floor
before you come here. If you do so, Barry will come and open the
door, saving you from the descending ceiling. But that would cost you
a LOT of backtracking, so it's not worth it (although it's FUN! If
you ever do it, just listen to Jill's voice when she founds out she's
only got a few seconds to escape! No, I'm not a sadist... why do you
ask?).
Now go back to the Storage Room and put the Bazooka into the box if
you didn't before, then go upstairs.
CORRIDOR 2F
Two zombies are waiting for you. Equip the Shotgun and blast their
heads off (isn't it GREAT?). There's another one behind the corner at
the other end of the corridor, but you don't really need to go there,
although I'll explain what's there - you just know he's hiding there,
OK? Now, unlock the middle door and open it.
STAG ROOM
No one here? Hmmmm... that's quite strange. No, don't worry, that
stag won't attack you (although you should expect ANYTHING in a
mansion like this). If you try to open the door right of the one you
came in from, a zombie will enter the room. Kill it, then open that
door.
BEDROOM
Man, what a creepy room! Is there anything under those sheets? Well,
I just don't feel like investigating! There's a CLIP near the wall
right of the right bed, and a RED HERB near the left one. There's
also a LIGHTER on the shelf. This is not necessary, but take it if
you want a map and some Acid Rounds later - otherwise, leave it where
it is. Leave this room and another zombie will be there for you.
Ignore it and run toward the opposite room.
AQUARIUM ROOM
Barry is here, apparently trying to hide something (he won't be here
if you didn't use the trick to make the game easier). He'll lend you
part of a RESEARCHER'S WILL (you can read the full letter if Barry
isn't here and you get to this room quickly, otherwise it'll be
already torn). After you've read it, he'll leave. There's an INK
RIBBON in the white coat near the door, if you need it. Now examine
the broken glass on the wall. You'll find a switch. Press it to drain
the aquarium. Now get between it and the cupboard, and push it
towards the desk. Then, push the cupboard towards the wall to find
the first half of the MOON CREST. Now go back to the corridor, and go
where the third zombie is. Kill it and enter the room.
FIREPLACE ROOM
There's a GREEN HERB here. Use the Lighter on the fireplace to get
the MAP OF SECOND FLOOR, if you have it. Then, go back to the
corridor, and go check the two remaining doors. The first one is
jammed, so open the other one.
RED CORRIDOR
EEEEEEEEEEEAAAAAAAAAAAAGGGGGGGGGGHHHHHHH! You're trapped between two
zombies! And there's another round the corner! (Well, to be honest,
the first time I got here he WASN'T THERE!). OK, stay cool and blast
'em both. Now go to the nearest door.
LIBRARY
Nothing really important here. Unlock the door on the other side and
read the BOTANY BOOK on the table, then get back to the Red Corridor.
Kill the third zombie (provided he's still there) and open the blue
door you'll find.
ARMORS' ROOM
Wow! Look at those armors! They're beautiful, aren't they? And so
perfectly lined up... OK, OK, you don't like them, do you? Well, take
a look around. There are two holes in the floor, two heavy-looking
statues, a switch, and a locked shelf. Now, let's explain the whole
thing first. If you push that switch before covering the two holes,
poisonous gas will be released in the room, putting you in POISON
status or killing you (yes, it _can_ kill you). So, you have to push
the two statues over the two holes. Push the one nearest to the door
sidewards twice to cover the first hole. Then, push the other one
ahead five times, and left twice. Now press the switch. The glass
locking the shelf will lower to reveal the EMBLEM. Take it and leave.
Go open the next door you'll find down the corridor.
RICHARD'S ROOM
There are two GREEN HERBS in this room. If you go round the corner,
you'll find Richard Aiken from Bravo Team. He's been bitten by a
poisonous snake, and he needs serum. Jill will automatically leave
the room and your map will be shown so that you can see your
destination (that's the red-flashing room, if you didn't get it).
Open the last door of this corridor to enter Main Hall 2F again. Now
go to the other side of the room, and open the door you didn't open
before.
DINING ROOM 2F
You've got plenty of time to get rid of the three zombies before they
even spot you (well, almost). When they're gone for good, push the
statue towards the opening in the rail, then make it fall to the room
below. Now, go on to the next room.
NARROW CORRIDOR
Be ready to kill the zombie, and watch out for the one just round the
corner. You shouldn't have any problems with the last one. Go
downstairs.
WOODEN CORRIDOR
Take some steps forward, and try not to get too frightened when a
cerberus will burst into the room. Kill it, then open the door near
the stairs.
INFIRMARY
There's an INK RIBBON on the bed. Open the box and put away the
Lighter, the half Crest, and any Ink Ribbon or Herb you might have.
Take the Chemical with you. Get out and proceed down the corridor.
There are two more cerberuses to be killed. Unlock the first door
you'll find and discard the Armor Key, then open the door.
WEAPON ROOM
Open the drawer to find some SHELLS. On the shelves you'll find a
CLIP and - no, it can't be true! - the marvelous COLT PYTHON! Now,
don't you even TRY to equip it. You're gonna need every single bullet
of this beauty. Just get out, and make sure you have at least one
free space in your inventory, then open the last door.
GREEN CORRIDOR
Kill the two zombies (watch out, one of them is pretty fast). Go down
the narrower passage to find another zombie - and another door. Blast
the former, and open the latter.
GREENHOUSE
That plant is moving! Well, at least you know it's alive. See that
machine in the corner? Put your Chemical in it to send the plant to
bed. In this room you'll find 4 GREEN HERBS and 2 RED HERBS, but the
most important thing is the SUN CREST on the wall. Get it and leave.
Back to the previous door, take the other passage. Ignore the small
alcove for now, and use the Lockpick to unlock the door. Get in.
KEEPER'S ROOM
Take the CLIP on the bed if you want. Equip the Shotgun and approach
the desk. If you try to check it, a zombie will come out of the
cupboard! Danger!!! It's insanely close!! Aim your Shotgun and fire.
If you miss, hope nobody saw you, otherwise you're doomed to a life
of shame :). Take the SHELLS in the cupboard and read the KEEPER'S
DIARY. Leave and open the door at the end of the corridor. You'll be
back in the Sofa Corridor. Go to the Piano Bar.
PIANO BAR
Enter the secret passage and take the GOLD EMBLEM. Uh-oh. The passage
closed behind you. You're trapped! Hey, c'mon, don't cry... I was
just kidding! Of _course_ you understood that you could open it up by
putting the Emblem into the hole (you did, didn't you?). Now, I want
you to consider something. See that glass wall? There's the
Greenhouse on the other side. Well, wouldn't it be logical to shoot
the window, stomp on the five billions glass pieces, and enjoy your
nice new shortcut? No, wait, don't do that. It WOULD be logical, but
you can't do it. You know, pre-rendered rooms and stuff like that.
What a pity, huh? Leave this room and go to the Dining Room.
DINING ROOM
Put the Gold Emblem into the hole above the fireplace. The clock will
slide sidewards to reveal the BLUE JEWEL (this is the MOST BEAUTIFUL
item I ever got in a videogame... look at it! You could spend the
whole day looking at it! Take some time to CHECK it and turn it over
to examine its whole surface... man, I whish I had one!). While
you're here, check the remains of the statue you pushed from above to
find the STAR CREST. Go back to the Green Corridor, and finally go
into that small alcove. Open the door.
TIGER ROOM
What a fine statue! Put the Blue Jewel in its eye (*sigh*... I'd keep
it forever if I just could... *sniff*) to uncover the SHIELD KEY. Now
go back to the Infirmary.
INFIRMARY
Put the Star Crest into the box and take out the Lighter. Take the
SERUM from the shelf, too. Put away the Beretta, and keep the Shotgun
and the Bazooka. Now it's a good time to save your game. Oh, and put
away that Colt Python, too. I know that having it in your pocket
makes you feel good (SO good...), but you don't really need it now.
Return to Richard's Room.
RICHARD'S ROOM
If I did my calculations well, Richard should be dead by now. Hey,
what's that expression on your face? Wear it off AT ONCE! You wanted
to save him? Well, YOU COULDN'T! He would have died anyway, and you
would have wasted that precious Serum. C'mon, don't look at me like
that... Well, now, search Richard's body for a CLIP (why do you say
I'm cruel now?) and move on.
*********************************************************************
Anyway, if you come back here quickly with the Serum after you're
sent looking for it, Jill will give Richard a shot. He will lend her
the RADIO and die. There's no point in doing this, although you may
want to see the cinema. It's up to you, but I'd rather do everything
there's to do while on the first floor than hurrying back here and
having to backtrack after Richard has died.
*********************************************************************
ATTIC PASSAGE
Kill the two zombies before they can even see you. Turn left and open
the door.
CANDLE ROOM
Use the Lighter to light the candles on the table. There's an INK
RIBBON on the table, and a CLIP inside the left cupboard. If you push
the right one aside, you'll find a small passage leading to some ACID
ROUNDS. Now, go back to the Attic Passage and climb the steps. Unlock
the door and discard the Shield Key.
ATTIC
Walk up to the middle of the room. EEEEEEEKKKKKKK! What's that? A
SNAKE? Man, that's HUGE! What gave them the idea for such a
monstrosity? Well, we'll probably never know. Now you have two
choices: fight or run. If you manage to lure it behind the middle
column, it might get stuck for a while, trying to get around. This
will give you the opportunity to rush forward and get the second half
of the MOON CREST in the nook it came in from. However, if you're not
fast enough, it will trap you and kill you in a moment. If you don't
feel like trying, FIGHT! Its bites will poison you, but you've got
the Serum, right? So, that's not a problem. Just run around the
place, hiding behind the column, and shoot it with the Bazooka. If
you run out of ammo, use the Shotgun. Shouldn't it be enough (I
doubt), you'll find some SHELLS nearby. If you are in "Danger!"
status, the next time it hits you it'll swallow you whole, from head
to toes (YUUUUUUUUUUUUUUCK!). Whenever you get the Crest, leave the
Attic. You shouldn't be poisoned, but should you be, you will pass
out, and Barry will take you to the Infirmary. Either way, go to the
Storage Room and take the heavy artillery with you. Combine the two
halves of the Moon Crest to get the whole one, then go to the Dark
Corridor and take the door in the narrow passage.
*********************************************************************
THE SERUM GLITCH
This screwed up my game, causing me to restart from the previous
saved game. It's quite simple: DON'T use the serum to cure the poison
BEFORE you've beaten the snake. Why? Because if you use the Serum and
get bitten again, you will be poisoned again. If this happens, when
you leave the Attic, Jill will act as she's been poisoned, like in
the scene where she passes out and Barry comes to save her. This time
though, you will regain control of her like she wasn't poisoned. From
now on, you will be in "Poison!" status. A Blue Herb will NOT remove
it, because Jill won't use it, saying you don't need it at the
moment. You'll be poisoned for the rest of the game! And, you know,
this just isn't good. Avoid it at all costs, or do it if you want the
game to be more challenging... (crazy people are everywhere... :))
*********************************************************************
COURTYARD PASSAGE
Kill the two cerberuses. Now reach the door at the other end. It's
locked. Look at the plate on the wall. See those holes in it? Just
use the four Crests in them, and the door will unlock. Open it.
WAREHOUSE
Push the ladder below the shelf high on the wall to gain access to
the SQUARE CRANK. Take it and open the next door.
------
GARDEN
------
COURTYARD
There are three cerberuses in this room. Kill 'em all. Here you'll
find two GREEN HERBS, two BLUE HERBS, and the MAP OF GARDEN (it's on
the wall at the end of the narrow passage). Go on and open the rusty
gate.
POOL
Follow the passage on the left until you come to a column with a
plate on it. Use the Crank in the hole to drain the pool, then go to
the other side. Now hold the run button, and run along the way. Seven
snakes will fall from the trees as you run. They're poisonous and not
so easy to kill, so just avoid them. When you reach the elevator,
step on it and activate it.
WATERFALL COURTYARD
Three cerberuses are waiting for you here. Avoid them and run to the
next gate, which is at the other end of the area.
GUARDHOUSE PASSAGE
There are two GREEN HERBS and two BLUE HERBS near the door if you
need them. A cerberus will come to meet you. Kill it. This passage
has two corners, and behind each one is a cerberus. Kill the second
one, but try to avoid the third if you can, so to spare some ammo.
Now enter the Guardhouse.
----------
GUARDHOUSE
----------
MAIN CORRIDOR
There are three BLUE HERBS opposite the entrance. Push the nearby
statue down the long corridor, and try to cover the hole in the floor
with it. If you don't, a tentacle will burst out of the hole and try
to choke you. Be careful. Now enter the first door you'll find.
BEDROOM
This is a Save Room. On the shelf you can find some EXPLOSIVE ROUNDS
and a F.AID SPRAY. Get out and enter the opposite room.
DORMITORY 001
You'll find 2 zombies here. Get rid of them and open the desk to find
some SHELLS. Don't even bother to enter the bathroom - there's
nothing there. Go back to the corridor, and open the red double doors
at its end.
BAR
Immediately run to the left (Jill's left, not yours). Wait for the
nearest spider to fall, then rush to the alcove and hide behind the
pool table. Kill the spider. Examine the southern side of the table,
and take note of the code (it should be 9-5-8, dunno if it changes in
later games - apparently, it did in the Standard version of the
game). Kill the other spider as well, and take the RED BOOK on one of
the tables. Go back to the corridor. Go down the small passage to
find a new door. Look out for the tentacle that will pop out of the
hole. It shouldn't be there if you placed the statue properly before.
Open the door.
LONG CORRIDOR
At the other end of the corridor there's a statue. Push it ahead to
find three GREEN HERBS. Anyway, enter the first door you'll find when
coming from the Main Corridor.
WASP NEST ROOM
There's an alcove in this room. There, you'll find a giant wasp nest
with a table below it. Run there and pick up the DORMITORY KEY (002)
from the table, then immediately get out of the room to reset the
wasps.
Now you have two choices. I'll explain them separately.
------------------------------THE V-JOLT-----------------------------
Go to the end of the Long Corridor, and try to open the door labeled
"002". You'll hear someone arguing inside (turn up the volume if you
want to make out something of it). When it's finished, open the door,
discard the Key, and enter the room.
DORMITORY 002
Barry is here, and behaves oddlier than ever. When you're done
talking to him, take the DORMITORY MAP from the wall, and open the
desk for some SHELLS. Read the PLANT 42 REPORT that's on the bed,
then open the door that leads to the bathroom.
*********************************************************************
If you listen to the conversation from outside, then go to the Wasp
Nest Room or the Main Corridor, and finally come back here, Barry
won't be here. Note that this whole event won't occur if you didn't
use the trick to make the game easier.
*********************************************************************
BATHROOM 002
Kill the two zombies and get the DORMITORY KEY (003) from the sink.
Go back to the Wasp Nest Room and unlock the door labeled "003".
Discard the Key and enter.
DORMITORY 003
Kill the zombie. There's an INK RIBBON in the desk. Examine the
bookshelf to find the "V-JOLT" REPORT, which you should read VERY
CAREFULLY. Now, replace that white book with the red one to reveal a
secret door. Go to the bathroom (in the game, of course ^_^).
BATHROOM 003
Kill the zombie, and pick up one of the very few FLAME ROUNDS boxes
you're going to find in the whole game. Load your Bazooka and go back
to the Wasp Nest Room.
WASP NEST ROOM
You can see another door in the camera angle you get when you enter.
Go there. It's locked, but there are some numerical keys next to it.
Enter the code you found on the pool table, and open the door.
CHEMICALS ROOM
Now you have to have some fun with the chemicals to create the
powerful V-Jolt. You need three empty spaces in your inventory in
order to do this. Pick up three of the four empty bottles you find in
the room. Now, stick to the following instructions. Put some water in
one bottle. Put UMB No.2 in another, and combine them to make NP-003.
Now get some UMB No.4, and combine it with NP-003 to make UMB No.7.
Get UMB No.2 and UMB No.4, and combine them to make Yellow-6. Combine
it with UMB No.7 to make UMB No.13. Now, make some more NP-003 and
combine it with UMB No.13 to make the V-JOLT. If you make a mistake
while mixing the chemicals, you may create a substance which'll
release a poisonous gas (isn't all that poison annoying after a
while?).
DORMITORY 002
Push the left bookshelf ahead, and push the right one aside to reveal
a ladder. Descend it.
UNDERGROUND PASSAGE
Go to the end of the passage. There's some water blocking the way
(it's only a few feet deep, but hey, what would this game be without
some puzzles? You'd finish it in half an hour! ^_^). Push the last
crate into the water, and do the same with the one next to it. Now go
back to the first crate. Push it towards the passage where the ladder
is three times, then get round it and push it towards the wall
opposite the ladder. Now push it all the way to the pool, and into
the water to finally clear the way. There are two GREEN HERBS in the
last corner, just before a BIG pool of water. Open the double doors.
AQUARIUM
The tank in the middle of the room has broken, flooding almost the
whole basement. Enter the nearest room.
ROOTS ROOM
Use the V-Jolt on the roots. Now go back to Dormitory 003, and open
the secret door.
FIREPLACE ROOM
Walk up to the center of the room. UGH! And what's THAT supposed to
be? An octopus plant? Anyway, it's clear someone made a BIG mistake
with those fertilizers - and it's up to you to correct that mistake.
Plant 42 has two kind of attacks: it can thrust you with its
tentacles if you get too close, and it can drop acid on you from
above. If you see some small drops falling on you from above, run.
Hug the walls and don't stay in the same spot for more than 4-5
seconds, and you should be okay. Aim up with your Bazooka and unleash
your Flame Rounds. You'll win in no time. Now take the C.ROOM KEY
from the fireplace, and go to DORMITORY 002.
---------------------------------------------------------------------
-----------------------------THE BIG BATTLE--------------------------
Go to the end of the Long Corridor and try to open the door labeled
"002". You'll hear someone arguing inside (turn up the volume if you
want to make out something of it). When it's finished, open the door,
discard the Key, and enter the room.
DORMITORY 002
Barry is here, and behaves oddlier than ever. When you're done
talking to him, take the DORMITORY MAP from the wall, and open the
desk for some SHELLS. Read the PLANT 42 REPORT that's on the bed,
then open the door that leads to the bathroom.
*********************************************************************
If you listen to the conversation from outside, then go to the Wasp
Nest Room or the Main Corridor and finally come back here, Barry
won't be here. Note that this whole event won't occur if you didn't
use the trick to make the game easier.
*********************************************************************
BATHROOM 002
Kill the two zombies and get the DORMITORY KEY (003) from the sink.
Go back to the Wasp Nest Room and unlock the door labeled "003".
Discard the Key and enter.
DORMITORY 003
Kill the zombie. There's an INK RIBBON in the desk. Examine the
bookshelf to find the "V-JOLT" REPORT. Now, replace that white book
with the red one to reveal a secret door. Go to the bathroom (in the
game, of course ^_^).
BATHROOM 003
Kill the zombie and pick up one of the very few FLAME ROUNDS boxes
you're going to find in the whole game. Load your Bazooka and go back
to the Dormitory 003. Open the secret door.
FIREPLACE ROOM
EYOW! Another one of those big-as-hell-and-oh-so-damn-tough giant
things! What's that supposed to be, an octopus plant? Well, that's
what the reports refer to as "Plant 42" and is actually the biggest
living thing in the game. Luckily, it's also one of the easiest to
defeat (if you have enough guts to fight it, of course :p). Plant 42
has two kinds of attack: it can swipe you with its tentacles if you
get too close, and it drops acid from the ceiling. If you see some
small drops fall from directly above you, run and you'll be safe.
Just hug the walls and don't stay in the same spot for more than 4-5
seconds. Aim up with your Bazooka and unleash your Flame Rounds. 3
hits should be enough, but it's not over yet. Acid is still falling
from above. Get close to the center of the room and Plant 42 will
grow up again. Do as before and you'll win - one Flame Round should
be all you need to destroy that oversized vegetable forever. Take the
C.ROOM KEY from the fireplace and go to Dormitory 002.
*********************************************************************
BARRY TO THE RESCUE!
If you didn't meet Barry in Dormitory 002, the game will take over
after you defeat Plant 42 for the first time. The plant will grow up
again and grab you with one of its tentacles, but Barry will enter
the room and use his new flamethrower (I wonder wherever he got it)
and do the work for you. Thanks again big guy!
*********************************************************************
***NOTE: if you made the V-Jolt, skip the following three rooms. If
you didn't, go on reading.***
DORMITORY 002
Push the left bookshelf and push the right one aside to reveal a
ladder. Descend it.
UNDERGROUND PASSAGE
Go to the end of the passage. There's some water blocking the way
(it's only a few feet deep, but hey, what would this game be without
some puzzles? You'd finish it in half an hour! ^_^). Push the last
crate into the water, and do the same with the one next to it. Now go
back to the first crate. Push it towards the passage where the ladder
is three times, then get round it and push it towards the wall
opposite the ladder. Now push it all the way to the pool, and into
the water to finally clear the way. There are two GREEN HERBS in the
last corner, just before a BIG pool of water. Open the double doors.
AQUARIUM
The tank in the middle of the room has broken, flooding almost the
whole basement. Run down the right passage. As you approach the two
doors, a cool FMV will show your nice buttocks through a Neptune's
eyes. Quickly run to the doors, and unlock the left one. Discard the
Key and get in.
CONTROL ROOM
The lever near the big, flashing red light will drain the basement,
so move it. Now go where that small orange light is, and push the
button to open the nearby room. Go there.
ARSENAL
OK, OK, that's a strong name for a room which hosts two CLIPS and two
boxes of SHELLS, but I wonder what else you could pick up if all the
other stuff weren't wet and useless! Anyway, take whatever you want -
just don't forget the MANSION KEY (Helmet). Now return to the Long
Corridor.
LONG CORRIDOR
Wesker has just blown down a spider. Talk to him, then go to the
Bedroom. Put your Beretta into the box if you have it, along with all
the Clips. Take the Colt Python with you - you will need it soon. Now
go all the way back to the Mansion. Note that there are two
cerberuses in the Courtyard.
-----------------
MANSION - PART II
-----------------
DARK CORRIDOR
As soon as you come out of the narrow passage, the scariest FMV of
the game will take over. Something's after you. It's fast, it jumps
VERY high, it's _green_, it can OPEN DOORS (GULP!), and I just don't
like its claws at all! You'd better prepare your best weapon.
The hunter comes in. Its yellow eyes shine in the dark. It slowly
comes towards you... and then, all of a sudden, you regain control of
your character. Shoot! It will fall. Then, it will get back up.
Shoot! If you're using the Bazooka, it should be dead by now. If
you're using the Shotgun, you may need one or two more hits. If you
used the Colt Python, you probably didn't need to shoot a second time
:).
The creature will give out a terrible screech, then it will die.
Pretty tough, huh? And it was just the first! Well, don't let your
fear overwhelm you. Unlock the door you couldn't open before, and
open it.
***NOTE: believe it or not, this is one of the largest places of the
house in which you'll meet a hunter. For that reason, you may want to
just hit this one once, then rush to the door. You can (and should)
always run from hunters, even in narrow places. If you're lucky,
you'll run past them without being hit by their claw swipe. But it
won't be easy. Always carry some healing items with you until you're
completely done with the Mansion.***
STUDY
Search the table to find a switch. Push it to see things better. Take
the MAGNUM ROUNDS (yeeeeeeeesssss!!!!!!!!!) from the desk and the MO
DISK from the shelf. Get out and go to the Stairwell.
STAIRWELL
STAY ALERT! TWO hunters are waiting for you here. You really should
kill these two. Read Barry's message on the wall, then enter the
Storage Room.
STORAGE ROOM
Good ol' Barry left some goodies here for you. To be precise, you'll
find a box of SHELLS, some ACID ROUNDS (Barry's favorite, it seems),
and a F.AID SPRAY. Now you have to decide if you want to risk your
life to put your hands over 24 more Magnum Rounds. If your answer is
yes, read on. If no, SAVE your game, then skip the following section
and read from FIREPLACE ROOM on. Just make sure you have some free
space in your inventory.
---------------------------------------------------------------------
Keep a free slot in your inventory. Be sure to bring along the
Bazooka and the Colt, then leave this room and go upstairs.
CORRIDOR 2F
Immediately raise your weapon and waste the hunter. Now rush to the
Library, and get to the Red Corridor from there.
RED CORRIDOR
THREE hunters are here for you. Don't bother killing them all - just
blast the first one to make things a bit easier, then run like
there's no tomorrow until you reach Main Hall 2F. From there, go to
Dining Room 2F.
DINING ROOM 2F
Don't go down the passage where the statue used to be. Take the other
passage and run to the door.
NARROW CORRIDOR
Two hunters here. Kill them without getting hurt too much (easier
said than done), then unlock the door near the stairs and open it.
TROPHY ROOM
Read the ORDERS you'll find on the table. Pick up the SHELLS and the
MAGNUM ROUNDS. Now push the ladder until it's right below the moose
head, then return to the door and push the switch to turn off the
light. Climb the ladder and take the RED JEWEL (another exquisite
item to look at). Now get out and go downstairs.
WOODEN CORRIDOR
You can overrun the two hunters here _very_ easily. Make it to the
Green Corridor.
GREEN CORRIDOR
RUN! Those two hunters in front of you will slice you like bread if
you hesitate. Rush to the Tiger Statue, and watch out for a third
monster will come out of the alcove as you approach.
TIGER ROOM
Put the Red Jewel in the statue's right eye to receive THREE boxes of
MAGNUM ROUNDS. Now you're a one man army! Kill the hunter that's
waiting for you outside, and return to the Corridor 2F via the Red
Corridor. You can get there by retracing your steps, or by getting to
the Main Hall 1F from here and climbing the stairs to the second
floor. If you choose the latter, be warned that there are two spiders
in the Sofa Corridor. Oh, and don't enter the Corridor 2F from the
Library. Choose the other door instead.
CORRIDOR 2F
Woah! This is probably the closest look you're going to take at a
hunter in the whole game. Kill it with the Colt to see it dying from
a VERY close point of view. COOL! Now it's a good time to save your
game. Free some space in your inventory - at least two slots - and be
sure to keep your strongest weapons with you. Now head to the
Fireplace Room.
---------------------------------------------------------------------
FIREPLACE ROOM
Unlock the door and discard the Key. Open the door.
PIANO ROOM
Just too quiet in here, isn't it? Go to the piano and check it. Uh-
oh. A cut scene. Now what?
AWWWWWWWWWWWW, NO! It's that look-at-the-size-of-my-mouth-and-take-a-
trip-to-my-stomach snake! I just wonder how on Earth he fits the
passages he uses to roam the house. As you can see, it brings the
signs of its last battle with you, and this makes it SO mad! It will
break the floor like a crunchy cookie, and then charge you at full
force. Luckily (?), it's run out of poison (or is it just the effect
of the Serum?), so you have one less problem to cope with. Run around
and shoot its HEAD. This is very important. If you shoot its body,
even a whole Colt Python barrel will not be enough to kill it. Should
you win, it will dissolve, leaving a BIG spot on the floor. Check the
hole he made on the floor and Barry will come in. He'll ask you to go
down to check, and he'll produce a rope. If you didn't save Richard,
he will also give you the COM.RADIO. Then you'll climb down the rope.
TOMBSTONE ROOM
A very strange room indeed, since the only way in is the one you just
came from. As soon as you touch the floor, the rope will drop at your
feet. Barry'll apologize and go find another one (I keep on wondering
WHERE?). Go ahead and check the tombstone. Push the switch to reveal
a ladder, but DON'T climb it down yet. Wait for a while and Barry
will come back to pull you out of here. If you want to climb down the
ladder now, feel free to do it and skip the following step, but be
warned that Barry will die at the end of the game.
PIANO ROOM
After some more conversation, Barry will give you the PASS NUMBER.
This is used to open the door at the end of the Narrow Corridor on
the second floor. This gives you two different ways to gain access to
the last unexplored part of the mansion, but they're both VERY
dangerous. I personally prefer not to use the pass number, because
the way to the locked door is full of narrow rooms crawling with
hunters. If you wanna try it, skip the following section and read
from ELEVATOR CORRIDOR 2F on - otherwise, go on reading.
After Barry leaves, climb down the rope and descend the ladder you
discovered before.
MAIN CORRIDOR B1
This room proves the guys at CAPCOM were high on something illegal
when they programmed this new version of the game. There is one
hunter coming at you from the next screen, and as soon as you make
any noise, two more will run out of the corridor on your right (that
is, the left of the screen). That small lateral corridor hides a box
of SHELLS, but unless you're desperate for ammo, you'd better just
run straight ahead, past the first hunter, and to the door. Just be
careful, OK?
LARGE CORRIDOR B1
There are two useful GREEN HERBS here. Two zombies are feasting on a
third one - get close to make them stand up, and kill them. The third
zombie sure seems to be dead, and won't move if you try and shoot it,
so it SHOULD be dead. Anyway, pass behind it when heading to the
door.
KITCHEN
Go ahead and approach the door. A FMV will take over, showing a door
from the eyes of a drunk person. Ooops! Uh, well, it seems this guy
is dead, too. He will open the door and attack you. For some reason,
this is the toughest zombie in the whole mansion - he'll take up to
FIVE shells to go down, and his head just won't blow up. When it's
dead, go round the table and you'll see a narrow corridor just around
the corner. A zombie is lying on the floor. Walk very slowly, hugging
the wall until the camera angle changes, then aim down and shoot it.
This one is also quite resistant. Kill it and take the elevator to
the second floor - and be ready to run.
ELEVATOR CORRIDOR 2F
See that hunter? Well, show it your back and run to the double doors,
and watch out for the other one lurking at the end of the passage.
There's a GREEN HERB in this corridor, but don't stop to pick it up
or it won't be enough to heal you.
MAIN LIBRARY
Go left to find a desk hiding some MAGNUM ROUNDS. Carefully walk
towards the shelves. A zombie will come to you, so kill it. Go ahead
and then left. Kill the two zombies and read the SCRAPBOOK. Now go
back where the first zombie came out from. Push the bookcase aside to
reveal a door. Open it.
SECRET STUDY
There's an INK RIBBON on the table, and a CLIP on the shelf, but the
really important item to pick up here is the BATTERY on the floor by
the window. Whatever you do, don't try to look through the window, or
three crows will break it and get inside to peck your flesh. Now go
back to the Main Library and find the other door to access the...
MESSED-UP LIBRARY
There's a small space between the shelves. Go there and you'll find
yourself behind a statue. Push it ahead ONE AND A HALF TIMES. It must
NOT touch the wall. Now go to the red switch on the wall, and push it
to light up a small square of floor in the corner. Push the statue on
it to discover a secret alcove hiding the DOOM BOOK 1. Take it and
immediately CHECK it. Turn it so that you can see its pages, and
press X to open it and find the EAGLE MEDAL. Now you can go back to
the elevator and return to the Kitchen. If you want to explore the
full mansion, read on, otherwise skip the following two rooms.
CLOSET
It's the other room found in Elevator Corridor 2F. It holds two boxes
of EXPLOSIVE ROUNDS. Take them if you want.
MARBLE CORRIDOR
In this room you'll find three zombies - one of them is a fake dead,
so beware. You'll also find two GREEN HERBS, and a BLUE one. If you
chose to open the door on the second floor with the Pass Number,
you'll end up here; if you didn't, there's no way to open it from
this corridor. When you're done, go back to the Kitchen.
KITCHEN
Open the door where the zombie came from. Climb the stairs to reach
the Elevator Corridor. Unlock the door.
SOFA CORRIDOR
Two spiders are taking a walk on the ceiling. Kill them if you want,
or just run to the Dining Room 1F. Now you have to return to the
Garden: choose the path yourself, but the second floor should be
easier. Just watch out for the hunter waiting for you in the
Courtyard Passage. Remember to take the Crank with you!
------
GARDEN
------
Go to the Waterfall Courtyard, kill the cerberuses, and put the
battery in place to activate the elevator. Take it and go to the
Pool. Use the Crank again to stop the water, then go back down with
the elevator and climb down the ladder that was behind the waterfall.
-----------
UNDERGROUND
-----------
TYPEWRITER CORRIDOR
Yes, you can save your game here, and it'd be a good choice. Now
simply open the door near the ladder.
T-SHAPED CORRIDOR
Barry is here. Choose to go with him and have him go first. When you
hear him firing his gun, go the way he went and open the door.
SHAFT ROOM
Barry will kill a hunter (he's a damn good shooter, isn't he?).
There's an alcove with some EXPLOSIVE ROUNDS and an INK RIBBON.
Proceed to the next door and open it.
ENRICO'S CORRIDOR
Go ahead until the game takes over. Enrico Marini from S.T.A.R.S.
Bravo Team will say something about a traitor in S.T.A.R.S., then
someone will shoot him down. Check Enrico's body for the HEXAGONAL
CRANK. Take it and go back to the Typewriter Corridor, but watch out
for the hunters which found their way down here.
TYPEWRITER CORRIDOR
Go past the typewriter until you come to a hole in the floor. Now use
your new Crank in that hole in the wall to clear up the path (is THAT
possible? And, even if it were, it's still the most absurd thing in
the whole game, believe me. Who on Earth would take the time to build
such a stupid device?).
Now you can reach the door.
FIRST BOULDER CORRIDOR
Go ahead until you come to a boulder blocking the way. Now turn
around and RUN!!! You must reach the doorway before the rolling
boulder gets you. I think you don't need me to guess what happens if
you don't make it. Anyway, the boulder will open a new path (this
place is full of absurd things...), where a door and a hunter are
waiting for you. If you go where the boulder was previously standing,
you'll find some FLAME ROUNDS - but a hunter will enter the room,
giving you too much trouble for what you get. Whatever you do, open
that new door.
SPIDERWEB ROOM
There's a HUGE spider here. It will spit poison at you, but it's too
slow for you, so just run in circles and shoot when you're behind it,
and it'll be dead in no time. Get out to get rid of the little ones,
then come back in and use the Flame Rounds to destroy the webs on the
door. If you don't have the Bazooka with you, just pick up the COMBAT
KNIFE in the corner and use that. There's also an INK RIBBON in this
room, it's in the other corner in the same screen where you get the
Knife. Now open the door.
EMPTY CORRIDOR
No one here. Go east to find a door, and open it.
OFFICE
An INK RIBBON, a F.AID SPRAY, a BLUE HERB, a typewriter, and an item
storage box. Put the Square Crank in the box and make sure you have
the Eagle Medal and two empty slots in your inventory. Go back to the
corridor and go open the door at its other end.
SECOND BOULDER CORRIDOR
Go right and ahead until you find another hole in the floor. Use the
Hex Crank three times so that the hole is on the left wall. Now go
tease the boulder, and run to the alcove you've just created. After
the boulder has passed, go to the end of the corridor to find the MAP
OF UNDERGROUND and the DOOM BOOK 2, which holds the WOLF MEDAL. Now
open the door in the alcove.
PRESSURE PLATE ROOM
Go to the statue and push it towards the door, but stop when it's
between the hexagonal hole and the east wall. Use the Crank and a
small section of the wall will pop out, pushing the statue on its
way. If it misses the statue, reposition it and try again. Now use
the Crank again, and you will be able to push the statue on the
pressure plate on the floor. This will open the nook containing the
LAB KEY. Now go back to the corridor and reach its other end to find
the elevator. Take it up.
FOUNTAIN
Those huge double doors lead to the Heliport, but they cannot be
opened. There are two GREEN HERBS and two BLUE ones here. Now look at
the fountain. There are three tombstone-like parts in it. Use the
Wolf Medal on the West one and the Eagle Medal on the East one. A FMV
will show you a new path. It leads to an elevator. Use it to access
the final building in the game.
Take the MO Disk with you, and one or two weapons. You'll also need
the Lab Key. Now keep going.
STAIRWELL
There are three zombies here, and 2 GREEN HERBS. The other door is
locked, but on the table nearby you'll find some SLIDES. Just leave
them here now, and climb the stairs down.
GREAT CORRIDOR
In this corridor you'll meet the naked zombies, probably escaped from
the morgue in the center of the room. If you go straight ahead from
the stairs, you'll find a hole in the wall. An INK RIBBON is hidden
there. Now open the door near the stairs.
PASS CODE CORRIDOR
Open the door on the South wall.
JOHN'S ROOM
Kill the zombie and turn on the light. Read the RESEARCHER'S LETTER
on the desk VERY CAREFULLY. You'll also find a CLIP in the box near
the sink, and a GREEN HERB. Now push aside the big shelf to find a
switch, but don't push it just now. Go to the painting and examine
it. Take note of the words and their disposition, then go to the
switch and push it. Examine the painting again: now you should be
able to decipher the password found in the Researcher's Letter. Now
go back to the Great Corridor and go straight from the door. Avoid
the zombie and make it to the other door. Open it.
COMPUTER ROOM
Search the room for a MO DISK. Now go to the computer and turn it on.
Input JOHN for ID, and ADA as the password. Now choose to unlock the
doors on floor B3 first, then choose B2 and you'll be asked to enter
another password. Input the password you found in the Researcher's
Letter. Now go back upstairs, take the Slides, and open the
previously locked door.
VISUAL DATA ROOM
Check the shelf on the right to find the SECURITY SYSTEM manual. Use
the Slides in the projector on the table to take a look at the
monsters - and to the Umbrella R&D team (humans, but still monsters,
indeed). Now open the panel on the wall and push the switch, and a
column will slide sidewards. Take the MO DISK that was behind it and
go back downstairs. Enter the Pass Code Corridor and open the door
opposite John's Room.
LAB STOREROOM
There are 5 zombies here. There's a FAX in a nook in the wall, and an
INK RIBBON in a box on the floor. Use a MO Disk in the pass code
output machine on the desk to receive the PASS CODE 01. Now return to
the Great Corridor and make your way to the door in the SE corner.
Unlock it and discard the P.Room Key, then open the door.
ELEVATOR CORRIDOR
There are 2 zombies here, but just open the nearest door for the
moment.
AUTOPSY ROOM
You'll find some SHELLS, and a RED HERB in the sink. Fortunately, the
new camera angle makes the puzzle in this room much easier. There are
two boxes and a ladder. Push the ladder to the left so that you can
push the right box on the right hole. Now push the left box until
it's in the same spot where the other one was, then push the ladder
near the right wall. Push the box on the left hole and, finally, push
the ladder between the boxes. If the holes weren't properly covered,
poison gas will fill the room. If they were, climb to the ventilation
shaft and go through it.
MORGUE
The two zombies lying on the floor aren't dead, so you'll have to
kill at least the one blocking the way to the MAGNUM ROUNDS on the
shelf. In this room you can also use a MO Disk to get the PASS CODE
02. Now unlock the door and you'll be near the door to the Elevator
Corridor - where you should go right now. When you're there, go
straight ahead to find the Guardpost.
GUARDPOST
The last save room holds an INK RIBBON, a BLUE HERB, and some FLAME
ROUNDS. Be sure to have the last MO Disk with you, and one free slot
in your inventory. Saving the game would be a nice idea. When you're
ready, get out and open the south door.
FIRST POWER ROOM
There are three chimeras in this room, so be very careful. Go west
and south to reach the control panel, and activate it. Now go back to
the door and take the other passage to reach a door. Be FAST.
SECOND POWER ROOM
No enemies here! Go straight to find the pass code machine for the
PASS CODE 03, then go back and take the other passage to find a new
door.
THIRD POWER ROOM
This is probably the most dangerous room in the lab. It's better to
cross it clockwise. On its east side there's a switch to restore
power to the elevator, push it. The chimeras will swarm around you
like crazy, but if you're not good at aiming, you'd better keep
running. There's a BATTERY on the floor near the SW corner - take it,
then make it back to the Elevator Corridor.
ELEVATOR CORRIDOR
Push the switch near the elevator to activate it. Barry will join
you, and together the two of you will take the elevator down.
CORRIDOR B4
Everything will finally be clear in this corridor. Wesker will
explain to you the whole thing, then he will try to lead you to the
next room, but Barry will knock him out from behind. After some more
chitchat, you'll go to the next room.
TYRANT LAB
Barry wants to kill the "ultimate biological weapon", and he thinks
the best way to do it is to let it loose. He's gonna pay for that ;).
Now you have to face the Tyrant, which is VERY easy to beat. Get some
distance, then turn around and shoot. Keep doing this until it falls.
Now check Barry and be surprised - he's even tougher than he looks!
All you have to do now is to get out of the room.
CORRIDOR B4
Wesker has activated the triggering system. Now you have to reach the
Pass Code Corridor, but be prepared to run because the chimeras are
now infesting the Great Corridor. Save if you want.
PASS CODE CORRIDOR
Check the pass code machine and you'll automatically use the three
Pass Codes. Open the door.
PRISON CORRIDOR
Reach and open the door at the other end.
PRISON
Chris Redfield is here. Get out with him and he'll leave you behind
as soon as you're back in the Pass Code Corridor. Now go upstairs.
STAIRWELL
Kill the three new zombies, then go to the Storage Box Room.
STORAGE BOX ROOM
Put in the box everything but the Battery, the Colt, the Magnum
Rounds, and any healing item you have, then climb up the ladder.
ENTRANCE
Open the huge doors.
HELIPORT PASSAGE
Run until you reach the elevator, and put the Battery in place
(you'll receive a radio call from Brad). There are three minutes
until the explosion. Barry and Chris will take care of the monsters
that are following you. Get on the elevator.
HELIPORT
Pick up the FLARE from the nearby box. You can use it anywhere, but
it's best to use it on the H painted on the floor. You'll see Brad's
helicopter fly overhead, but after a moment there will be an
explosion and the Tyrant will burst through the floor and come at
you.
This battle is quite hard. If you are too far from it, the Tyrant
will charge you and swipe at you with its oversized claw. This attack
is incredibly powerful, and it's even more if you get knocked against
a wall. Therefore, it's best not to take too much distance from the
monster. Check your health every time you're hit, and shoot when you
can - or just survive until the timer reaches 00'30". At that point,
or if you've done enough damage, Brad will drop a ROCKET LAUNCHER on
the big H on the floor. Take it and kill the Tyrant. If you miss with
all four bullets (which I SERIOUSLY doubt), you're dead. If you kill
the monster, you've completed the game.
***NOTE: I will explain Chris' walkthrough assuming that you have
already played the game as Jill Valentine, and therefore that you
know the layout of the buildings pretty well. This walkthrough will
only marginally cover the optional areas and the possible variations
in the development of the adventure (i.e., the different situations
in which Chris meets Rebecca), since Chris' game is very hard, not
only because of the number and the strength of the monsters, but for
the extremely limited inventory, too. If you need to save more often
than suggested, feel free to collect more Ink Ribbons, but store them
immediately. Also, the usage of the Green Herbs is at your complete
disposal for most of the game. Just remember you have limited space
for your items. The variables of the adventure can be found in the
Endings and Secrets section.***
----------------
MANSION - PART I
----------------
MAIN HALL 1F
Barry is gone. Someone fires a gun somewhere in the house, and Chris
decides to go and check. He leaves and goes to the Dining Room.
DINING ROOM
Nothing to do here. Open the door at the other end of the room.
SOFA CORRIDOR
Go left and a FMV will introduce to you your first zombie. Don't try
to be a hero and to kill it with that ridiculous knife - just turn
around and go back to the Main Hall.
MAIN HALL 1F
Jill and Wesker are gone, too! What's wrong with this place?! There
seems to be no answer right now, so the best thing to do is to pick
up Jill's BERETTA from the floor. Now return to the Sofa Corridor.
SOFA CORRIDOR
The zombie is on the right. Turn around and shoot it until it's dead.
If it falls down but it's still alive, use the knife to stab it while
it's on the floor to save some much precious ammo. When it's dead, go
search Kenneth's body for two invaluable CLIPS. Now go back to the
Main Hall and climb the stairs to the second floor.
MAIN HALL 2F
Go to the Balcony Passage.
BALCONY PASSAGE
Pick up that shining SMALL KEY, then go to the Balcony.
BALCONY
Pick up the CLIP near Forest's body, then try to pick up the key.
Forest will attack you. Turn around and run back to the door, and
shoot him from there. After he's gone for good, pick up the ARMOR KEY
and go back to Main Hall 2F.
MAIN HALL 2F
Go to the Red Corridor.
RED CORRIDOR
Open the first door you'll find.
RICHARD'S ROOM
Rebecca Chambers is guarding a poisoned Richard Aiken. Rebecca will
ask you to go and search for the Serum. Chris will automatically get
out of the room and the map will be shown. The red-flashing room is
your goal. Return to the Main Hall 2F and open the double doors, but
watch out for the zombie that is now lurking near the door of the Red
Corridor.
*********************************************************************
Rebecca can be met in the Infirmary if you go there first, but
there's no point in doing this. If you meet her there, Richard will
be dead by the time you get here. In that case, search him for the
RADIO.
*********************************************************************
DINING ROOM 2F
Immediately shoot the nearest zombie until it's dead. Now equip the
Combat Knife and start pushing the statue towards the opening in the
rail. When the zombie reaches the statue, stay behind the statue and
stab him with the Knife. He won't be able to get to you, so kill him
with the blade to spare some most wanted ammo. Then make the statue
fall to the room below, and ignore the third zombie. Reach the other
door and open it.
NARROW CORRIDOR
Be ready to kill the zombie, because it's insanely close to the door.
The second one is just round the corner, while the third should be no
problem. Go downstairs.
WOODEN CORRIDOR
A cerberus will break the nearest window and come to you - kill it
and enter the Infirmary.
INFIRMARY
Put into the box the Knife, the F.Aid Spray, and the Small Key. Take
the SERUM from the shelf and go back to Richard's Room.
*********************************************************************
You can store the Serum into the box for later use. Should you do
that, skip the next passage.
*********************************************************************
RICHARD'S ROOM
You give the Serum to Rebecca, but unfortunately it's too late for
Richard. He will give you the RADIO before dying. Rebecca will stay
here for a bit longer. Now go back to the Red Corridor and open the
next door. Remember there are two more zombies in the Corridor.
ARMORS' ROOM
You'd expect that Chris' game would include some animated armors
ready to impale you, wouldn't you? Well, at least they weren't THAT
cruel. Cover the two holes with the two statues, then press the
switch and collect the EMBLEM. Now get out and proceed to the end of
the corridor. Enter the Library.
LIBRARY
Yeah, I know, this is not really a library, but there are some books,
so let's assume it is a library, OK? ;). Read the BOTANY BOOK found
on the table, then unlock and open the door.
CORRIDOR 2F
Kill the two zombies and open the door in the middle of the corridor.
STAG ROOM
Go to the Aquarium Room.
AQUARIUM ROOM
Read the remaining part of the RESEARCHER'S WILL on the desk. Push
the switch on the wall, between the spiders, to drain the aquarium.
Push it aside, and push the cupboard toward the wall. Collect the
first half of the MOON CREST. There's an INK RIBBON in the white coat
near the door, but don't take it now. Get out and go to the Bedroom,
but beware of the zombie.
BEDROOM
There's a RED HERB near the left bed, and a box of SHELLS between the
right bed and the wall, but don't take them now. Get the LIGHTER from
the shelf instead, and return to the Corridor 2F.
CORRIDOR 2F
Your inventory should be full, so go downstairs.
STAIRWELL
Avoid the two zombies and enter the Storage Room.
STORAGE ROOM
Put the Emblem and the Crest into the box, then return upstairs and
go to Richard's Room - but remember to collect the Shells from the
Bedroom before you go there. You can go to the Fireplace Room to get
the MAP OF SECOND FLOOR; if you do so, be warned that a zombie is
hiding behind the corner at the end of the corridor.
RICHARD'S ROOM
Use the GREEN HERBS if you need to heal, then open the door to the
Attic Passage.
ATTIC PASSAGE
Kill the two zombies FAST, then go to the Candle Room.
CANDLE ROOM
Light the candle with the Lighter. Collect the CLIP from the left
cupboard, then push the right one aside. Enter the secret passage to
get the SWORD KEY. Now go straight back to the Infirmary.
INFIRMARY
Store the Shells and the Lighter, and take the Small Key with you.
Now get out and run to the Weapon Room. Don't stop to fight the dogs.
WEAPON ROOM
Open the desk for some Shells. Take the COLT PYTHON from the shelf
and equip it(!!). Take the CLIP, too. Get out and go to the Green
Corridor.
GREEN CORRIDOR
Use the Python to blast the two zombies. Unlock and enter the
Keeper's Room.
KEEPER'S ROOM
Take the CLIP on the bed. Go check the desk and kill the zombie which
will surprise attack you. Get the SHELLS from the cupboard, and read
the KEEPER'S DIARY. Now go back to the Infirmary, killing the
cerberuses on your way back there. Use all your Magnum Rounds if
required.
INFIRMARY
Store the Python and the Shells. Go back to the Green Corridor and
unlock the door to the Sofa Corridor. Go to the Piano Bar.
PIANO BAR
Get round the piano, push the shelf aside, and take the MUSIC NOTES
you'll find. Use them on the piano and Rebecca will enter the room.
She will try to play, but she won't do it very well. She will ask you
to let her practice for a while. Whatever the answer, she will stay
and practice. Go to Main Hall 1F.
MAIN HALL 1F
Unlock the Globe Room, but don't get in. Open the blue double doors.
STATUE ROOM
Push the ladder below the statue and climb it to collect the MAP OF
FIRST FLOOR. Don't bother going into the passage for the INK RIBBON -
it would be a waste of time and bullets. Unlock the L-Shaped Corridor
and discard the Sword Key, then open the door.
L-SHAPED CORRIDOR
Walk backwards so that you're ready to shoot the cerberus. After
you've killed it, go on and kill the second. Push the shelf aside and
pick up the CLIP that was under it. Proceed.
TWISTED CORRIDOR
Unlock the Patio and discard the Armor Key. Enter the Patio.
PATIO
Kill the cerberus. Get round the corner and a second one will attack
you. Kill it. Make full use of the 5 GREEN HERBS if you need to, then
collect the CHEMICAL and get out without stopping to kill the third
dog. Go to the Bathroom.
BATHROOM
Kill the zombie. Take the CLIP near the mirror, and the SMALL KEY
from the bathtub. Now go to the Dark Corridor.
DARK CORRIDOR
Kill the first two zombies. If the third one attacks you, avoid it.
Go to the Painting Gallery.
PAINTING GALLERY
Push the switches below the pictures in this order:
-Newborn baby
-Infant
-Lively boy
-Young man
-Middle-aged man
-Old man
-"The end of life"
Get the WIND CREST and leave. Unlock the door to the Stairwell and
open it.
STAIRWELL
Kill the two zombies this time, then enter the Storage Room.
STORAGE ROOM
Store the Wind Crest. Take the BROKEN SHOTGUN and go to the Shotgun
Room.
SHOTGUN ROOM
Kill the zombie closest to the door (but you can avoid it if you're
smart) and run to the SHOTGUN. Take it and kill the other two zombies
(or three, if you did avoid the first one). Put the Broken Shotgun on
the wall and get back to the Storage Room. Store the Beretta and the
Clips, take the Shells and the Emblem, and go back to Main Hall 1F.
MAIN HALL 1F
Go to the Globe Room.
GLOBE ROOM
Kill the zombies and open the desk for some SHELLS. You can go to the
Mirror Room and the Change Room if you want - in that case, you'll
find a zombie, two GREEN HERBS, an INK RIBBON, and two new costumes.
When you're done, take the INK RIBBON near the typewriter in the Main
Hall if you don't have one, then go to the Dining Room.
DINING ROOM
Take the STAR CREST from the broken statue, then go to the Piano Bar.
PIANO BAR
Rebecca will play the Moonlight Sonata, and a secret passage will
open. Go there and take the GOLD EMBLEM. Replace it with the Wooden
one, then go back to the Dining Room.
DINING ROOM
Put the Gold Emblem into the hollow on the wall. The clock will slide
sidewards, revealing the BLUE JEWEL. Take it and go to the Tiger
Room.
TIGER ROOM
Put the Blue Jewel in the tiger's eye, and take the SHIELD KEY. Go to
the Greenhouse, killing the zombie on the way.
GREENHOUSE
Use the Chemical in the pumping machine to stun the plant. Collect
the SUN CREST. Go to the Infirmary, store the Crests, and save your
game. Now go to the Attic. You are free to fill your inventory with
healing items since you'll enter the Attic with one free slot anyway.
Bring the Serum if you saved it earlier.
ATTIC
Discard the Shield Key before you enter. Walk to the middle of the
room and Yawn will come out of its hole to face you. For some reason,
I've found it easier to defeat it than in Jill's scenario. You should
need EXACTLY seven Shells to end the fight. Be sure to pick up the
ones found in this room after the fight, and get the second half of
the MOON CREST from Yawn's lair. Use the Serum if you have it, and go
to the Storage Room; otherwise, just leave the Attic.
ATTIC PASSAGE
As soon as he descends the steps, Chris will start feeling sick.
Rebecca will come in and he will tell her he's poisoned, so she will
go for the Serum. Now you'll have to control Rebecca. Go to the
Infirmary, get the Serum, and come back here. It should be really
easy. When you're back, Rebecca will give Chris a shot and he will be
fine. Check his health though, because the last time I played I
didn't, and a zombie killed me with the first bite. Go to the Storage
Room.
*********************************************************************
You won't be able to play as Rebecca if you didn't deliver the Serum
to Richard. Should Chris pass out, you'll awake in the Infirmary.
*********************************************************************
STORAGE ROOM
The only things you need are the Shotgun, the Shells, and the four
Crests (that's as much as you can take with you anyway). Take them
and go to the Courtyard Passage, but beware of the third zombie in
the Dark Corridor - he's still there, provided you didn't kill it
before (I didn't tell you to... why shouldn't he be there? ;) ).
COURTYARD PASSAGE
It's important that you hit both cerberuses with the same shell every
time you shoot, or you'll waste too much ammo. When they're dead, use
the Crests to unlock the door, and open it.
WAREHOUSE
Push the ladder below the high shelf and climb it to find the SQUARE
CRANK. Go to the Courtyard.
------
GARDEN
------
COURTYARD
Try not to use too many shells to kill the three cerberuses. You'll
get a radio call from Brad Vickers, but he won't be able to hear you,
so just keep going.
POOL
Use the Crank to lower the water, and cross the water passage. Run to
the elevator to avoid the snakes, and take the elevator down.
WATERFALL COURTYARD
If you're good enough to dodge all the dogs, do it - otherwise, waste
them. Proceed to the Guardhouse Passage.
GUARDHOUSE PASSAGE
Kill the first dog, but dodge the others - you should be dying for
ammo by now.
----------
GUARDHOUSE
----------
MAIN CORRIDOR
Use the statue to cover the hole in the floor, and enter the
Dormitory 001.
DORMITORY 001
Kill the 2 zombies. There's a SMALL KEY in a cup on the small table
near the cupboard - take it and open the desk for some much needed
SHELLS. Don't enter the Bathroom 001 - go to the Bar instead.
BAR
I suggest that you don't waste a single Shell on those spiders. Take
the RED BOOK and get out - it's too dangerous to go and check the
code on the pool table (but you can do it if you're fast). Go to the
Long Corridor.
LONG CORRIDOR
Use the three GREEN HERBS at the end of the corridor if you need
them, then go to the Wasp Nest Room.
WASP NEST ROOM
Get the DORMITORY KEY 002 below the wasp nest and run outta here.
Unlock the Dormitory and discard the key.
DORMITORY 002
No zombies here (whew!). Read the PLANT 42 REPORT on the bed, and
take the MAP OF DORMITORY from the wall. Enter the Bathroom 002.
BATHROOM 002
Kill the two zombies and grab the DORM.KEY 003 from the sink. Go to
that room, unlock it, and get inside.
DORMITORY 003
Kill the zombie, then read the "V-JOLT" REPORT and replace it with
the Red Book. Go to the Bathroom 003.
BATHROOM 003
Kill the zombie and collect the CLIP. Now go to the Bedroom.
BEDROOM
The guys at CAPCOM must be crazy... they've replaced those Explosive
Rounds with a CLIP!!! Anyway, store the Shotgun and the Shells. No,
I'm not crazy, at least not as much as them. Store the Crank as well.
Take the Beretta and the Clips with you. You should have at least 30
bullets. Now go to Plant 42 Room.
PLANT 42 ROOM
Chris is too curious... he wants to take a close look at the jumbo
plant, but it grabs him with a vine! Luckily, Rebecca hears Chris
screaming and rushes in (through a JAMMED door... drives me mad!). He
drops the "V-JOLT" REPORT for her to use. Now you'll be in control of
Rebecca once more. Go to the Chemical Room. The entry code in my last
game was 1-2-5, but it's probably subject to change. Get inside.
CHEMICAL ROOM
Pick up three EMPTY BOTTLES and do the following mixes:
Push the left cupboard towards the wall, and push the left one
sidewards to reveal a ladder. Climb it down.
UNDERGROUND CORRIDOR
Use the crates to create a bridge, cross it, and enter the Aquarium
Room. From there, go to the Roots Room.
ROOTS ROOM
Use the V-Jolt on the roots and they'll shrink. Get out and you'll
regain control of Chris.
PLANT 42 ROOM
The plant shrinks and drops Chris, but then grows big again. Now
equip the Beretta and fight! The handgun is fast and allows you to
aim very high, striking the plant's core. Just don't stay in the same
spot for too long - shoot two or three bullets, then move to avoid
the acid. It will take about 30 bullets to kill it. When you're done,
pick up the C.ROOM KEY from the fireplace and go to the Aquarium Room
(you'll have a short chitchat with Rebecca in the Wasp Nest Room.
AQUARIUM ROOM
No FMV for Chris - instead, you may find the Neptunes waiting for you
right in front of the Control Room door! Well, go as fast as you can
and enter that room, and don't forget to discard the key.
CONTROL ROOM
Lower the water level and unlock the next room, then go there.
ARSENAL
Get the two boxes of SHELLS and the HELMET KEY, but leave the CLIPS
where they are. Go to the Roots Room.
ROOTS ROOM
Pick up the SMALL KEY from the box near the roots, and go back to the
Dormitory 002.
DORMITORY 002
Open the desk for a box of SHELLS.
LONG CORRIDOR
Wesker is here. After a dialogue, he will leave. Go to the Bedroom.
BEDROOM
Store the Beretta forever. Save your game. Go back to the Mansion,
and don't kill the two cerberuses in the Courtyard yet. You'll get a
radio call from Brad after leaving the Guardhouse.
-----------------
MANSION - PART II
-----------------
DARK CORRIDOR
Now you're about to face the hardest part of the game. You need to
hear every single sound the hunters make, so turn up the volume of
your TV. When the first hunter comes towards you, raise the Shotgun
and shoot. You'll hear the thud it makes when it falls on the floor.
Soon you'll hear another thud, meaning the hunter is back on its
feet. Now it's time to shoot again. Repeat until it's dead. Sound is
very important here, because the camera angles give you a great
disadvantage against these monsters. Now unlock the Study and get in.
STUDY
Find the switch on the desk and turn on the lamp. Take the MAGNUM
ROUNDS and the MO DISK, then go to the Stairwell.
STAIRWELL
Switch to the next camera angle and position yourself so that you can
shoot the first hunter. You should be able to shoot one at a time
until they're dead. It should take you a full box of Shells -
sometimes even more. Now read Wesker's note and enter the Storage
Room.
STORAGE ROOM
Thanks for the SHELLS and the F.AID SPRAY, Wesker, but why that CLIP?
Anyway, it's time for some serious killings. Have with you the
Shotgun, the Shells, the Colt Python (load it with those newfound
Rounds), the Helmet Key, and any healing item. Now you must reach the
Trophy Room, but it's important that you DON'T reach it via the
second floor, because the Red Corridor is incredibly dangerous and
the Dining Room and the Narrow Corridor are LETHAL. First though,
leave this room and climb the nearby stairs.
CORRIDOR 2F
Don't climb those steps! Face them, then raise the Shotgun. Chris
will aim at that hunter in the corridor. Now, aim up and shoot. The
monster will get quite mad and try to reach you, but it can't climb
down the steps! Kill it from below, then go back and to the Twisted
Corridor.
TWISTED CORRIDOR
One hunter is lurking near the other door, but it's pretty stupid and
you should be able to dodge its attack. Go on.
L-SHAPED CORRIDOR
Run and the two spiders will do you no harm. Go on until you reach
the Green Corridor, and be aware that two spiders are waiting in the
Sofa Corridor.
GREEN CORRIDOR
Equip the Colt and aim straight ahead. After a few seconds, the first
hunter will spot you and come to you, probably with a giant leap.
Shoot it - two Rounds will be more than enough. The second will then
attack you. Use the same strategy. The third one is usually lurking
in the small alcove leading to the Tiger Room, so you may have to
lure it out. Sometimes he will take initiative and attack. It's
important that you kill them all. Try to use all the Magnum Rounds
you have, then go to the Wooden Corridor.
WOODEN CORRIDOR
There are two hunters here, but all you want is to make it to the
second floor, so just dodge them and climb the stairs at the end of
the hall.
NARROW CORRIDOR
Immediately unlock and enter the Trophy Room.
TROPHY ROOM
Read the ORDERS on the table. Take the MAGNUM ROUNDS and load the
Colt, then pick up the SHELLS. Now, push the ladder below the moose
head, and turn off the light. Climb the ladder and take the RED
JEWEL, then leave and go back downstairs.
WOODEN CORRIDOR
Kill the first hunter, then run to the Tiger Room.
TIGER ROOM
Use the Red Jewel and you'll get 18 MAGNUM ROUNDS. Now retrace your
steps to the Storage Room, but on the way there, remember to kill the
hunter near the door of the Twisted Corridor, because another one has
entered the room and the two of them will almost surely kill you in
such a narrow place.
STORAGE ROOM
It's time to prepare for another big fight. Take with you your two
weapons - along with their respective ammunitions -, the Helmet Key,
and a healing item. Now go upstairs and to the Fireplace Room.
FIREPLACE ROOM
Unlock the Piano Room and discard the key. Open the door.
PIANO ROOM
Check the piano and Yawn will emerge from the fireplace to challenge
you. My best advice is to stay _right were you are at the beginning
of the fight_. Aim high and tap L1 to follow its movements. Never
stop shooting until it's dead. If everything goes well, you'll fire
14 Shells, and you'll get hit twice. Now jump down the hole.
TOMBSTONE ROOM
Push the switch below the tombstone and descend the ladder.
MAIN CORRIDOR B1
Run! It's the best way to avoid trouble. Reach and open the next
door.
LARGE CORRIDOR B1
Make full use of the two GREEN HERBS, since you'll never come back
here. Kill the two zombies, unlock the door, and open it.
KITCHEN
Equip the Colt. Go straight and the toughest zombie of the game will
enter the room. He can take _three_ Magnum Rounds!!! For some reason,
his head just won't explode. Pick up the SMALL KEY and kill the
zombie in the SE corner, then take the elevator up.
ELEVATOR CORRIDOR 2F
Immediately run to the Closet, dodging the hunter in the way.
CLOSET
Pick up the two boxes of SHELLS - you're gonna need them! Now leave.
ELEVATOR CORRIDOR 2F
Use the Python to kill both hunters. There's a GREEN HERB in the
alcove between the elevator and the Library doors. Enter the Library.
You have no need to go to the Marble Corridor, now have you?
LIBRARY
Open the desk for some MAGNUM ROUNDS. Now kill the three zombies with
the Shotgun and read the SCRAPBOOK. Then, push aside the shelf and
open the hidden door.
SECRET STUDY
Pick up the BATTERY. You should have one free slot in your inventory.
Leave and go to the Messed-Up Library.
MESSED-UP LIBRARY
Push the statue ahead one and a half times. Turn on the light in the
corner, and push the statue there. The shelf will slide sidewards,
revealing the DOOM BOOK 1. Check it and open it for the EAGLE MEDAL.
Now go back to the Storage Room.
STORAGE ROOM
Saving would be wise now. Take with you the Colt and its Rounds, the
Shells, the Crank, and the Battery. Leave everything else behind and
go to the Courtyard, but watch out for the hunter guarding the
Courtyard Passage.
------
GARDEN
------
COURTYARD
Run to avoid the cerberuses, and reach the Waterfall Courtyard.
WATERFALL COURTYARD
Put the battery in place and take the elevator up. Go to the Pool and
use the Crank to stop the water. Go back down and descend the ladder
that was behind the waterfall.
-----------
UNDERGROUND
-----------
TYPEWRITER CORRIDOR
Open the first door.
T-SHAPED CORRIDOR
Leave the FLAMETHROWER where it is. Go left and open the door.
SHAFT ROOM
Take the SHELLS and the F.AID SPRAY in the alcove, then go see
Enrico.
ENRICO'S CORRIDOR
Enrico will call you "double-crosser" and try to shoot you, but
someone will kill him first. Search him for the HEX CRANK, then go
back to the Typewriter Corridor - but watch out for the FOUR hunters
(two of which in this same room) that will try to decapitate you on
the way.
TYPEWRITER CORRIDOR
Use the Crank to create a passage. Go on.
FIRST BOULDER CORRIDOR
Bait the boulder and run like hell to the door. After the boulder has
smashed the wall, go to the end of the hall to find some MAGNUM
ROUNDS, and kill the hunter which'll enter the room. Kill the other
one if you want (or just dodge it) and go to the Spiderweb Room.
SPIDERWEB ROOM
Three Magnum Rounds are all you need to kill the spider. Go back and
use the Spray, then take the FLAMETHROWER near the door and go back
to the Spiderweb Room. Now use the Flamethrower to destroy the
spiderwebs, and open the door.
EMPTY CORRIDOR
Go to the west door and put down the Flamethrower to unlock it. Now
go to the Office.
OFFICE
Use the box so that your inventory consists of the following:
Shotgun, Shells, Hex Crank, and Eagle Medal. Go to the Second Boulder
Corridor.
SECOND BOULDER CORRIDOR
Use the Crank until the hole is on the left wall. Shake the boulder
and make it roll, then check the wall for the MAP OF UNDERGROUND
(quite useless by now...) and the DOOM BOOK 2, which you should check
for the WOLF MEDAL. Now enter the Pressure Plate Room.
PRESSURE PLATE ROOM
Go to the statue and push it towards the door, but stop when it's
between the hexagonal hole and the east wall. Use the Crank and a
small section of the wall will pop out and push the statue in its
way. If it misses the statue, reposition it correctly and try again.
Now use the Crank again and you will be able to push the statue on
the pressure plate on the floor. This will open the nook containing
the LAB KEY. Now go back to the corridor, and reach its other end to
find the elevator. Take it.
FOUNTAIN
Those huge double doors lead to the Heliport, but they cannot be
opened. There are two GREEN HERBS and two BLUE ones here. Now look at
the fountain. There are three tombstone-like parts in it. Use the
Wolf Medal on the West one, and the Eagle Medal on the East one. A
FMV will show you a new path. It leads to an elevator. Use it to
access the final building in the game.
Have these items with you: Shotgun, Shells, MO Disk, Lab Key, and
something to heal yourself (if you think you're gonna need it). Go
on.
STAIRWELL
There are three zombies here, and 2 GREEN HERBS. The other door is
locked, but on the table nearby you'll find some SLIDES. Just leave
them here now, and climb the stairs down.
GREAT CORRIDOR
In this corridor you'll meet the naked zombies, probably escaped from
the morgue in the center of the room. If you go straight ahead from
the stairs, you'll find a hole in the wall. An INK RIBBON is hidden
there, but you don't need this one. Now open the door near the
stairs.
PASS CODE CORRIDOR
Open the nearest door.
JOHN'S ROOM
Kill the zombie and turn on the light. Read the RESEARCHER'S LETTER
on the desk VERY CAREFULLY. You'll also find a CLIP in the box near
the sink, and a GREEN HERB. Now push aside the big shelf to find a
switch. Don't push it now. Go to the painting and examine it. Take
note of the words and their disposition, then go to the switch and
push it. Examine the painting again. Now you should be able to
decipher the password found in the Researcher's Letter. Now go back
to the Great Corridor and go straight from the door. Avoid the zombie
and make it to the other door. Open it.
COMPUTER ROOM
Search the room for a MO DISK. Now go to the computer and turn it on.
Input JOHN for ID, and ADA as the password. Now choose to unlock the
doors on floor B3 first, then choose B2 and you'll be asked to enter
another password. Input the password you found in the Researcher's
Letter. Now go to the Lab Storeroom.
LAB STOREROOM
There are 5 zombies here. There's a FAX in a nook in the wall, and an
INK RIBBON in a box on the floor. Use a MO Disk in the pass code
output machine on the desk to receive the PASS CODE 01. Now go
upstairs, get the Slides, and enter the Visual Data Room.
VISUAL DATA ROOM
Check the shelf on the right to find the SECURITY SYSTEM manual. Use
the Slides in the projector on the table to take a look at the
monsters and the Umbrella R&D team. Now open the panel on the wall
and push the switch, and a column will slide sidewards. Take the MO
DISK that was behind it, then go back downstairs. Unlock the Elevator
Corridor and discard the key.
ELEVATOR CORRIDOR
There are 3 zombies here, but just open the nearest door for the
moment.
AUTOPSY ROOM
You'll find some SHELLS and a RED HERB in the sink. Fortunately, the
new camera angle makes the puzzle in this room much easier. There are
two boxes and a ladder. Push the ladder to the left so that you can
push the right box on the right hole. Now push the left box until
it's in the same spot where the other one was, then push the ladder
near the right wall. Push the box on the left hole and, finally, push
the ladder between the boxes. If the holes weren't properly covered,
poison gas will fill the room. If they were, climb to the ventilation
shaft and go through it.
MORGUE
The two zombies lying on the floor aren't dead, so you'll have to
kill at least the one blocking the way to the MAGNUM ROUNDS on the
shelf. In this room you can also use a MO Disk to get the PASS CODE
02. Now unlock the door and you'll be near the door to the Elevator
Corridor, where you should go. When you're there, go straight ahead
to find the Guardpost.
GUARDPOST
The last save room holds an INK RIBBON, a BLUE HERB, and some MAGNUM
ROUNDS. Be sure to have the last MO Disk with you, and one free slot
in your inventory. Drop the Shotgun forever - you won't need it
anymore. Saving the game would be a nice idea. When you're ready, get
out and open the south door.
FIRST POWER ROOM
Never stop to fight - just run all the time. Go west and south to
reach the control panel, and activate it. Now go back to the door and
take the other passage to reach a door. Be FAST.
SECOND POWER ROOM
Go straight to find the pass code machine for the PASS CODE 03, then
go back and take the other passage to find a new door.
THIRD POWER ROOM
This is probably the most dangerous room in the lab. It's better to
cross it clockwise. On its east side there's a switch to restore
power to the elevator. Push it. The chimeras will swarm around you
like crazy, so keep running. There's a BATTERY on the floor near the
SW corner - take it and make it back to the Elevator Corridor.
ELEVATOR CORRIDOR
Push the switch near the elevator to activate it. Rebecca will join
you, and together the two of you will take the elevator down.
CORRIDOR B4
Learn the truth about this whole mess, and watch Wesker shoot
Rebecca. He will then force you into the Tyrant Lab.
TYRANT LAB
Chris makes the only clever things he's done from the beginning of
this horrible night: he laughs at the sight of the Tyrant. Wesker
gets pissed and lets the monster loose so that it can kill Chris, but
the Tyrant is VERY stupid and kills its boss instead. Now just take
some distance and shoot it, and it will go down in no time. Get out.
CORRIDOR B4
Beckie's alive! Well, she appears to be smarter than every other
S.T.A.R.S. member... ^_^. She will go and activate the triggering
system. You go to the Prison instead.
PRISON
Rescue Jill and go back to floor B1. Enter the Heliport Passage.
HELIPORT PASSAGE
When you put the battery in place, the speakers will announce the
imminent detonation. Jill and Rebecca will take care of the monsters
while Chris goes and calls "Chickenheart" Brad.
HELIPORT
Pick up the FLARE from the nearby box. You can use it anywhere, but
it's best to use it on the big H painted on the floor. You'll see
Brad's helicopter fly overhead, but after a moment there will be an
explosion and the Tyrant will burst through the floor and come at
you.
This battle is quite hard. If you are too far from it, it will charge
you and swipe at you with its oversized claw. This attack is
incredibly powerful, and it's even more if you get knocked against a
wall. Therefore, it's best not to take too much distance from the
monster. Check your health every time you're hit, and shoot when you
can - or just survive until the timer reaches 00'30". At that point -
or if you've done enough damage - Brad will drop a ROCKET LAUNCHER on
the big H on the floor. Take it and kill the Tyrant. If you miss with
all four rockets (which I SERIOUSLY doubt), you're dead. If you kill
the monster, you've completed the game.
4 GREAT CORRIDOR 11 AUTOPSY ROOM
5 PASS CODE CORRIDOR 12 MORGUE
6 JOHN'S ROOM 13 GUARDPOST
7 COMPUTER ROOM 14 FIRST POWER ROOM
9 LAB STOREROOM 15 SECOND POWER ROOM
10 ELEVATOR CORRIDOR 16 THIRD POWER ROOM
=====================================================================
10. ITEM LIST AND LOCATIONS
=====================================================================
___________________________________________________________________
| ITEM | USE | LOCATION |
|-------------------------------------------------------------------|
|ARMOR KEY |Unlocks locked doors |Balcony, M |
|-------------------------------------------------------------------|
|BATTERY (FIRST) |Activates elevator |Secret Study, M |
| |in the Garden | |
|-------------------------------------------------------------------|
|BATTERY (SECOND) |Activates elevator |Third Power Room, L |
| |to Heliport | |
|-------------------------------------------------------------------|
|BAZOOKA |Weapon |Balcony, M (Jill only) |
|-------------------------------------------------------------------|
|BLUE JEWEL |Reveals Shield Key |Dining Room 1F, M |
| |in Tiger Room |(behind clock) |
|-------------------------------------------------------------------|
|BROKEN SHOTGUN |Replace the Shotgun to |Storage Room, M |
| |avoid trap in Traproom | |
|-------------------------------------------------------------------|
|CHEMICAL |Stuns plant in the |Patio, M |
| |Greenhouse | |
|-------------------------------------------------------------------|
|COLT PYTHON |Weapon |Weapon Room, M |
|-------------------------------------------------------------------|
|COMBAT KNIFE |Weapon |Game start |
| |Cut spiderwebs |Spiderweb Room, U |
|-------------------------------------------------------------------|
|C.ROOM KEY |Unlocks C. Room in |Plant 42 Room, GH |
| |Guardhouse | |
|-------------------------------------------------------------------|
|DOOM BOOK 1 |Contains Eagle Medal |Messed Up Library, M |
| | |(in secret alcove) |
|-------------------------------------------------------------------|
|DOOM BOOK 2 |Contains Wolf Medal |Second Boulder Corridor|
| | |U |
|-------------------------------------------------------------------|
|DORM. KEY 002 |Unlocks Dormitory |Wasp Nest Room, GH |
| |002 in Guardhouse | |
|-------------------------------------------------------------------|
|DORM. KEY 003 |Unlocks Dormitory |Bathroom 002, GH |
| |003 in Guardhouse | |
|-------------------------------------------------------------------|
|EAGLE MEDAL |Unlocks Fountain |Inside Doom Book 1 |
| |elevator | |
|-------------------------------------------------------------------|
|EMBLEM |Replace the Gold |Armors' Room, M |
| |Emblem in Music Room | |
|-------------------------------------------------------------------|
|FLARE |Calls Brad to Heliport |Heliport |
|-------------------------------------------------------------------|
|GOLD EMBLEM |Reveals Blue Jewel in |Music Room, M |
| |Dining Room 1F |(in secret alcove) |
|-------------------------------------------------------------------|
|HELMET KEY |Unlocks doors |Arsenal, GH |
|-------------------------------------------------------------------|
|HEXAGONAL CRANK |Moves walls in |Enrico's Corridor, U |
| |Underground |(on Enrico's body) |
|-------------------------------------------------------------------|
|LAB KEY |Unlocks Elevator |Pressure Plate Room, U |
| |Corridor in Lab B3 | |
|-------------------------------------------------------------------|
|LIGHTER |Lights fires and |Bedroom, M |
| |candles | |
|-------------------------------------------------------------------|
|LOCKPICK |Unlocks doors and |Main Hall 1F, M |
| |desks |(from Barry, Jill only)|
|-------------------------------------------------------------------|
|MAP OF DORMITORY |Shows Dormitory |Dormitory 002, GH |
| |blueprints | |
|-------------------------------------------------------------------|
|MAP OF FIRST FLOOR |Shows Mansion 1F |Statue Room, M |
| |blueprints | |
|-------------------------------------------------------------------|
|MAP OF GARDEN |Shows Garden blueprints|Courtyard, G |
|-------------------------------------------------------------------|
|MAP OF SECOND FLOOR|Shows Mansion 2F |Fireplace Room, M |
| |blueprints | |
|-------------------------------------------------------------------|
|MAP OF UNDERGROUND |Shows Underground |Second Boulder |
| |blueprints |Corridor, U |
|-------------------------------------------------------------------|
|MO DISK 1 |Used to get a Pass Code|Study, M |
|-------------------------------------------------------------------|
|MO DISK 2 |Used to get a Pass Code|Computer Room, L |
|-------------------------------------------------------------------|
|MO DISK 3 |Used to get a Pass Code|Visual Data Room, L |
|-------------------------------------------------------------------|
|MOON CREST |Unlocks Garden |Aquarium Room, M |
|(FIRST HALF) | | |
|-------------------------------------------------------------------|
|MOON CREST |Unlocks Garden |Attic, M |
|(SECOND HALF) | | |
|-------------------------------------------------------------------|
|MUSIC NOTES |Open secret alcove |Piano Bar, M |
| |in Music Room | |
|-------------------------------------------------------------------|
|RADIO |Get calls from Brad |Richard's Corridor, M |
| | |or Piano Room, M (Jill)|
|-------------------------------------------------------------------|
|RED BOOK |Unlocks Plant 42 |Bar, GH |
| |Room in Guardhouse | |
|-------------------------------------------------------------------|
|RED JEWEL |Reveals 3x Magnum |Trophy Room, M |
| |Rounds in Tiger Room | |
|-------------------------------------------------------------------|
|SERUM |Cures poison |Infirmary, M |
|-------------------------------------------------------------------|
|SHIELD KEY |Unlocks Attic |Tiger Room, M |
|-------------------------------------------------------------------|
|SHOTGUN |Weapon |Shotgun Room, M |
|-------------------------------------------------------------------|
|SLIDES |Show pictures of |Stairwell, L |
| |monsters | |
|-------------------------------------------------------------------|
|SQUARE CRANK |Drains the Pool |Warehouse, M |
|-------------------------------------------------------------------|
|STAR CREST |Unlocks Garden |Dining Room 1F, M |
| | |(inside broken statue) |
|-------------------------------------------------------------------|
|SUN CREST |Unlocks Garden |Greenhouse, M |
|-------------------------------------------------------------------|
|SWORD KEY |Unlocks doors |Candle Room, M (Chris) |
|-------------------------------------------------------------------|
|WIND CREST |Unlocks Garden |Painting Gallery, M |
|-------------------------------------------------------------------|
|WOLF MEDAL |Unlocks Fountain |Inside Doom Book 2 |
| |elevator | |
|___________________|_______________________|_______________________|
M = Mansion
G = Garden
GH = Guardhouse
U = Underground
L = Lab
-------------------------
BOTANY BOOK
~ About Medicinal Herbs ~
-------------------------
As you may know, there are many plants that have medicinal effects.
Since ancient times, humans have been healing wounds and diseases
using various plants.
In this book, we're going to sample three herbs that grow around the
Raccoon Mountains and give their outlines as examples of those plants
with medicinal properties.
Each herb has different colors and different effects as medical
plants: the green one recovers physical strength, the blue one
neutralizes natural toxins, while the red herb does not have any
affect by itself. The red herb is only effective when it is mixed
with other herbs
For example, if you mix this herb with the herb that recovers
physical strength, the recovery effect will be tripled. By adjusting
the amount and experimenting with these three herbs, you can create
various kinds of medicines. But I'll leave the details in your hands,
because that is the best way to acquire true knowledge.
WHERE IS IT? This file is found in the Library, on the second floor
of the Mansion.
--------------
KEEPER'S DIARY
--------------
May 9, 1998
At night, we played Poker with Scott the guard, Alias and Steve the
Researcher.
Steve was really lucky, but I think he was cheating. What a scumbag.
May 10, 1998
Today, a high ranking researcher asked me to take care of a new
monster. It looks like a gorilla without any skin. They told me to
feed them live food. When I threw in a pig, they were playing with
it... tearing off the pig's leg and pulling out the guts before they
actually ate it.
May 11, 1998
Around 5 o'clock this morning, Scott came in and woke me up suddenly.
He was wearing a protection suit that looks like a space suit. He
told me to put one on as well.
I heard there was an accident in the basement lab.
It's no wonder, those researchers never rest, even at night.
May 12, 1998
I've been wearing this annoying space suit since yesterday. My skin
grows musty and feels very itchy.
By way of revenge, I didn't feed those dogs today.
Now I feel better.
May 13, 1998
I went to the medical room because my back is all swollen and feels
itchy. They put a big bandage on my back and the doctor told me I did
not need to wear the space suit any more.
I guess I can sleep well tonight.
May 14, 1998
When I woke up this morning, I found another blister on my foot. It
was annoying and I ended up dragging my foot as I went to the dogs
pen. They have been quiet since morning, which is very unusual. I
found that some of them escaped.
I'll be in real trouble if some of the higher-ups find out.
May 15, 1998
Even though I didn't feel well, I decided to go see Nancy. It's my
first day off in a long time. But I was stopped by the guard on the
way out. They say the company has ordered that no one leaves the
ground. I can't even make a phone call. What kind of joke is this?
May 16, 1998
I heard a researcher who tried to escape from this mansion was shot
last night.
My entire body feels burning and itchy at night.
When I was scratching the swelling on my arm, a lump of rotten flesh
dropped off.
What the hell is happening to me?
May 19, 1998
Fever gone but itchy.
Hungry and eat doggy food.
Itchy itchy Scott came.
Ugly face so killed him.
Tasty.
4
Itchy.
Tasty.
WHERE IS IT? This file is found on the desk in the Keeper's Room, on
the first floor on the Mansion.
-----------------
RESEARCHER'S WILL
-----------------
My dear Alma,
The fact that you have received this letter is both a joy and a
sadness for me.
I could not even talk to you because of that guy in the sunglasses.
Alma, be calm and read this.
I think I've told you that I moved to a pharmaceutical company's lab.
They headhunted me.
Last month, there was an accident in the lab and the virus we were
studying escaped.
All my colleagues who were infected by the virus are dead. To be
accurate, they've become the living dead.
They still wander around. Some of them are knocking on my room door
desperately right now. But there's no sign of intelligence in their
eyes.
That cursed virus takes away all humanity from the human brain. Love,
joy, sorrow, fear, humor... eternally.
And Alma, even the memories of the days I spent with you...
Yes, I'm infected.
I did everything I could, but I could only delay the progress by a
few days.
The most frightening thing is, that I forget more about you by the
day. So I chose a peaceful death, rather than become the living dead.
Within an hour, I will have entered my eternal sleep. I do hope
you'll understand my decision...
Goodbye and Forever Yours,
Martin Crackhorn
WHERE IS IT? This file is found in the Aquarium Room, on the second
floor of the Mansion. If Barry is here, or if you didn't come here
quickly, you'll only be able to read from "Yes, I'm infected" on,
because Barry will have torn the letter.
---------------
PLANT 42 REPORT
---------------
4 days have passed since the accident and the plant at point 42 is
growing amazingly fast.
It has been affected by the T-Virus differently than the other plants
have been and shows unique shape in addition to its size. Looking at
the way it behaves, it is now difficult to determine what kind of
plant it was originally.
There are two ways in which Plant 42 gathers nutrition. The first is
through its root that reaches into the basement. Immediately after
the accident, scientist went mad and broke the water tank in the
basement. Now the basement is filled with water. It is easily
imaginable that some chemical elements were blended in the water and
promotes the incredibly fast growth of Plant 42.
Another part of Plant 42 from the basement grows through the duct and
hangs down like so many bulbs from the ceiling of the first floor.
Many vines come out of those bulbs and they are the second resource
for its nutrition.
Once sensing movement, Plant 42 shoots its vines around the prey and
holds it. Then it starts sucking up blood, using the suckers located
at the back of its vine.
It also has some intelligence. It blocks the door by twining its
vines around it especially when it captures prey or is sleeping.
Several staff members have already fallen victim to this.
May 21, 1998
Henry Sarton
WHERE IS IT? This file is found in Dormitory 002, in the Guardhouse.
---------------
"V-JOLT" REPORT
---------------
As I stated in the last report, there are some common features found
in the cells of the plant infected by the Tyrant virus. We also have
found another interesting fact through some experiments.
We found an element that destroys these plant cells rapidly in "UMB
No.16", one of the series of UMB chemicals that we used for that
experiment. We named this "UMB No.16" as "V-JOLT".
In our calculation it will take less than 5 seconds to destroy Plant
42 if we put the "V-JOLT" directly on the root.
You need to mix some of the UMB series chemicals in a specific order
to create a "V-JOLT". But the UMB series chemicals may generate a
poisonous gas which is harmful to the human body. Extreme caution
should be taken when handling these chemicals.
Following are the types of UMB series chemicals and their brief
characteristics.
UMB No.2 Red NP-003 Purple
UMB No.4 Green Yellow-6 Yellow
UMB No.7 White
UMB No.13 Blue (stimulating smell)
V-JOLT (UMB No.16) Brown
WHERE IS IT? This file is found in Dormitory Room 003, in the
Guardhouse.
-----------
PASS NUMBER
-----------
Pass No. 8108310
WHERE IS IT? Barry will give this to Jill after lending her the
second rope in the Piano Room on the second floor of the Mansion.
Chris can't find it anywhere.
------
ORDERS
------
TOP SECRET July 22, 1998 2:13
To the Head of the Security Department
"X-Day" is approaching. Complete the following orders within the
week.
1. Lure members of S.T.A.R.S. into the lab and have them fight with
the B.O.W. in order to obtain data of actual battles.
2. Collect two embryos per B.O.W. type making sure to include all
species except for Tyrant.
3. Destroy the Arklay lab including all researchers and lab animals
in a manner which will seem accidental.
White Umbrella
WHERE IS IT? This file is found in the Trophy Room, on the second
floor of the Mansion.
---------
SCRAPBOOK
---------
RACCOON TIMES MAY 27, 1998
May 20. At around 10pm a 20-year old young woman's body was found by
a passer-by on the left bank of Marble River in the Older District of
Raccoon City.
Raccoon police assume it to be a grizzly or other animal's doing
because there are teeth marks along her mutilated arms and left foot
that show considerable power. Since she was wearing a hiking boot on
her remaining foot, it has been determined that she was attacked in
the Arklay Mountains and fell into the river. They are hurrying to
identify this woman.
RACCOON WEEKLY JUNE 16, 1998
MONSTERS IN ARKLAY MOUNTAINS?
Some people claim they've seen monsters in the Arklay Mountains. The
monsters are supposedly about the same size as large dogs and usually
run in a pack as wolves do.
This may sound like a group of ordinary wild dogs, but these monsters
are surprisingly fierce and hard to hurt.
They say these dogs won't bother unless you wake them, so you smart
readers should stay out of the Arklay Mountains for the time being.
But if you're looking for adventure, check it out! You wanna try?
RACOON TIMES
MYSTERY ON ARKLAY MOUNTAINS! MOUNTAIN ROAD BLOCKED
Due to excessive disasters in the Arklay Mountains, the city
authorities have decided to block the road leading to the foothills.
At the same time, Raccoon police intend to begin the search for lost
people with the help of S.T.A.R.S. team members. They expect great
difficulty because of the vast size of the Arklay Mountains and the
primeval forest that covers most of the area. Also people are still
reporting sightings of grotesque monsters in the mountains.
WHERE IS IT? This file is found in the Main Library, on the second
floor of the Mansion.
-------------------
RESEARCHER'S LETTER
-------------------
June 8, 1998
Dear Ada,
Ada, by the time you read this, I'll be something... different.
Today's test turned out to be positive, just as I expected. I feel
like going crazy when I think about becoming one of them.
Ada, you're not infected and I hope you will never be. In case you're
the last one left, take the material in the Visual Data Room and go
to the Power Room to operate the Triggering System before you escape.
And make all this public through the media.
If everything is in order, all the locks can be opened by the
security system. You can access the system if you log in with my name
from the terminal in the small lab and enter the password. The
password is your name. To unlock the door at B2 where the Visual Data
Room is located, you'll need to access with our names first and then
enter another password.
I've written the code below. I'm sure you'll understand it easily.
And this is my last hope - if you find me completely changed, please
kill me yourself.
PASSWORD:
|\/| /\ |\ |\/|
|/\| \/ | | |
| | /\ | | |
Yours, John
WHERE IS IT? This file is found in John's Room, on Lab B3.
---
FAX
---
To: General Manager of Sanitation Division
From: Special Committee on Disasters Raccoon Special Research Dept.
This memorandum is strictly confidential and must be destroyed as
soon as it is understood.
Regarding the "T-Virus" outbreak which occurred recently, this
Committee conducted a field survey. According to the results,
estimates on the amount of damage caused by the accident are
considerably greater than reported earlier.
First, although it is very difficult to obtain accurate data in terms
of actual numbers, it is thought that more than half of the
researchers died after exposure to the "T-Virus". The body count will
almost likely increase since nearly all of the survivors show
symptoms peculiar to the "T-Virus". Second, our security system is
still in operation. However, our special security guard squad has
been nearly destroyed. Because of that, research information
considered by our company to be top secret has been made available to
outsiders. Counter-measures should be taken as soon as possible.
Finally, many of the "subjects" from the experiments have escaped and
are out of control. We believe that some of the researchers were
killed by these "subjects" and their bodies were mutilated.
By a curious coincidence, these events are proof of the success of
our research. However, there is also a very high risk that this news
may be leaked to the press if we don't act immediately.
The condition is very serious. Our operation to cover-up the
situation is difficult to attain, however we hope the problem will be
solved quickly.
We are especially concerned that the State Police and S.T.A.R.S. are
intervening too quickly.
We need to act on this situation as well.
WHERE IS IT? This file is found in the Lab Storage Room, on Lab B3.
------------
PASS CODE 01
------------
"I swear by myself", declares the Lord, "that because you have done
this and have not withheld your son, your only son,
(Genesis 22:16)
------------
PASS CODE 02
------------
I will surely bless you and make your descendants as numerous as the
stars in the sky, and as the sand on the seashore.
Your descendants will take possession of the cities of their enemies,
(Genesis 22:17)
------------
PASS CODE 03
------------
and through your offspring all nations on earth will be blessed,
because you have obeyed me."
(Genesis 22:18)
WHERE ARE THEY? These three files can be obtained using MO Disks in
the pass code output machines on Lab B3.
---------------
SECURITY SYSTEM
---------------
BASEMENT LEVEL 1
HELICOPTER PORT
Executives and Government Officials only on helicopter port.
This restriction may not apply in case of an accident.
PASSAGE TO THE HELICOPTER
No one is allowed to enter unless they are attended by a Research
Consultant or Security Director.
All others will be shot on sight.
ELEVATOR
The elevator stops during all emergencies.
BASEMENT LEVEL 2
VISUAL DATA ROOM
Visual Data Room is within the control of Special Research Division.
Keith ArVing, the Room Manager, is designated to have jurisdiction
over room usage.
BASEMENT LEVEL 3
PRISON
Sanitation Division controls the usage of the prison. Consultant
Researchers (E. Smith, S. Ross, A. Wesker) must be present if virus
is used.
TRIPLE LOCK DOOR
No one is allowed to enter unless he presents all pass code
documents. Pass code documents must be created on the specialized
output machine by the Chief Researcher of each block.
POWER ROOM
Only Headquarters Supervisors may enter. This restriction may not
apply if the Consultant Researcher has received special instructions.
PASS-CODE OUTPUT MACHINE
No one is allowed to use the pass code output machine but the Chief
Researchers.
BASEMENT LEVEL 4
TOP SECRET
Regarding the progress of "Tyrant" after the use of t-virus...
(Remaining document is unreadable)
WHERE IS IT? This file is found in the Visual Data Room, on Lab B2.
------
SLIDES
------
1. "Umbrella Bio-Organic Weapon Official Report"
2. "MA-39 Cerberus"
3. "Fi-3 Neptune"
4. "Ma-121 Hunter"
5. "T-002 Tyrant"
6. (missing)
7. "Bio-Weapon Research Institute. R and D staff"
WHERE IS IT? The Slides are found at the Stairwell, on Lab B2.
---------------
BARRY'S PICTURE
---------------
Something is written on the back of the picture.
"My dearest Moira and Poly.
I hope you will grow up to be a strong and beautiful woman and help
to cheer up mother.
Your father will watching you all from heaven.
Dad"
WHERE IS IT? A dying Barry will give this to Jill in the Storage Box
Room on Lab B2, or in the Typewriter Corridor in the Underground.
=====================================================================
12. ENDINGS AND SECRETS
=====================================================================
--------------
JILL'S ENDINGS
--------------
GOOD+ : Barry and Chris: alive
Tyrant: defeated
Mansion: destroyed
HOW TO OBTAIN: Rescue Chris
Always trust Barry
GOOD: Barry: alive
Chris: unknown
Tyrant: defeated
Mansion: destroyed
HOW TO OBTAIN: Always trust Barry
Don't rescue Chris
BAD+ : Chris: alive
Barry: dead
Tyrant: alive
Mansion: not destroyed
HOW TO OBTAIN: Rescue Chris
Don't always trust Barry
BAD: Jill alone
Chris: unknown
Barry: dead
Tyrant: alive
Mansion: not destroyed
HOW TO OBTAIN: Don't rescue Chris
Don't always trust Barry
--------------
CHRIS' ENDINGS
--------------
GOOD+ : Jill and Rebecca: alive
Tyrant: defeated
Mansion: destroyed
HOW TO OBTAIN: Rescue Jill
Protect Rebecca
GOOD: Rebecca: alive
Jill: unknown
Tyrant: defeated
Mansion: destroyed
HOW TO OBTAIN: Don't rescue Jill
Protect Rebecca
BAD+ : Jill: alive
Rebecca: dead
Tyrant: alive
Mansion: not destroyed
HOW TO OBTAIN: Rescue Jill
Fail to protect Rebecca
BAD: Chris alone
Jill: unknown
Rebecca: dead
Tyrant: alive
Mansion: not destroyed
HOW TO OBTAIN: Don't rescue Jill
Fail to protect Rebecca
- If you don't wait for Barry to drop a second rope in the Tombstone
Room, you will not meet him in the Underground, and he will die at
the end of the game.
- The underground encounter with Barry will affect the ending. If you
don't want him to come with you, and you don't want to remain where
you are, he will die - unless you follow him when you hear him
firing. You'll eventually find him dying in the Typewriter Corridor.
If you refuse his help and remain where you are, he will die at the
end of the game. If you go with him and have him go first, but you
don't follow him when you hear him firing, he will die at the end if
the game.
- If Barry doesn't knock out Wesker outside the Tyrant Lab, Wesker
will be killed by the Tyrant, and you'll need the key he drops to
rescue Chris. Nobody will activate the triggering system.
- If you meet Rebecca in the Infirmary, when you leave she will ask
you whether you want her to come with you or not. If you say "Yes",
you will be able to control her to get the Serum when Chris is
poisoned, and to make the V-Jolt. She will also be safe throughout
the whole adventure. Should you answer "No", Rebecca will remain in
the Infirmary while you roam the place (however, she will rescue you
if you're poisoned by Yawn, and she will show up when you need
somebody to play the piano). When you get back from the Guardhouse,
Chris will worry about Rebecca since she's alone in the house with
the hunters. Therefore, when you go to the Infirmary, a hunter will
be attacking Rebecca under the stairs in the Wooden Corridor. If you
witness this scene, but you don't save her and leave the room
instead, she will be killed by the hunter, and Chris will get VERY
sad about this.
- If you don't deliver the Serum to Richard in time, and you don't
meet Rebecca in the Guardhouse, she will be attacked by a hunter in
the Library (where you found the Botany Book). Again, if you see this
and do nothing to save her, she will be killed by the hunter.
- If Rebecca dies, you'll need Wesker's key to free Jill from the
Prison. The triggering system won't be activated.
-----------------------------
THE PASSWORD FOR THE COMPUTER
-----------------------------
"MOLE"
-----------------
HERB MIXING GUIDE
-----------------
Green: recovers some energy
Blue: cures Poison status
Red: no effect
Green + Green: 2x recovery effect
Green + Blue: recovers energy and cures Poison status
Green + Red: replenishes all energy
Green + Green + Green: replenishes all energy
Green + Green + Blue: 2x recovery effect and cures Poison status
Green + Red + Blue: replenishes all energy and cures poison status
-----------------------
TO MAKE THE GAME EASIER
-----------------------
At the start screen, highlight the word "ADVANCED" and hold Right on
the D-Pad for a few seconds. The word "ADVANCED" will turn green, and
if you start playing now, all Ink Ribbons and ammo will be doubled.
----------------
INFINITE WEAPONS
----------------
ROCKET LAUNCHER: finish the game in less than three hours. After the
credits, a rocket will shoot across the screen. Save and start a new
game with that save, and you'll have the infinite rocket launcher.
The only enemy it doesn't work against is Plant 42.
MAGNUM: finish the game with the GOOD+ ending, then save and restart.
You will have the infinite magnum.
---------------------
BONUS RANKING SCREENS
---------------------
Finish the game in under one and a half hours to see them.
=====================================================================
13. DIFFERENCES WITH THE STANDARD VERSION
=====================================================================
- There are many more monsters - Jill encounters about the same
number of monsters Chris encountered in the Standard version. They're
also stronger and tougher.
- The Beretta has been redrawn. It's similar to the Colt Python, and
it sometimes has the same effect (but only against zombies).
- Almost all key items have been relocated, making the game more
straightforward, but forcing you to visit many of the previously
optional areas. The monsters have been relocated, too - they are
sometimes found in slightly different spots in the rooms.
- There are many new camera angles, and they're often better than the
original ones - not only to look at, but to see monsters and have a
better overall look at the elements of the puzzles.
- The mirror in the Mirror Room is on the opposite wall.
- There's a new costume for each character - that's the one they're
wearing at the beginning of the game.
- The previews said that all the FMVs censored in the original
Western release would have been restored. These should have included
a fully colored - and much gorier - intro, showing the mutilated
lifeless body of Joseph Frost and the head of Kenneth J. Sullivan
being munched by the first zombie. This didn't happen tough. The FMVs
are just the same they were in the original Resident Evil.
- Each Ink Ribbon is worth three saves instead of two, as in the
Japanese version (Bio Hazard).
=====================================================================
14. MY PERSONAL THOUGHTS ABOUT THE GAME
=====================================================================
Many people complained about Resident Evil: Director's Cut being a
mere commercial operation that induced lots of people to buy the same
game just to take a look at the RE2 demo. I have to admit it - I
bought the game more for that reason than to see the Director's Cut
version. But when I finally played it, I found that it was still a
great game, maybe even better than the original. New costumes, better
graphics, new camera angles, and a better disposition of the items
throughout the whole place, which made it less frustrating to go
around. Of course, the difficulty level sometimes gets a bit too
high, but that adds challenge to a game that was maybe too easy when
playing as Jill. The only thing that really disappointed me was the
absence of the censored FMV sequences - after watching the intro, I
strongly felt like throwing the CD out of the window, but somehow I
managed to go on playing, and the rest of the game was just fine.
I think this game has the best atmosphere among all the Resident
Evils appeared on the PlayStation. That old mansion is the perfect
setting for such a game, with its dark rooms and all those narrow
spaces. In RE2&3, avoiding fight is almost always possible - here,
you'll nearly never have that opportunity. In RE2, I only got really
scared when I was playing to get an A rank and I got hit when I
didn't expect to - that's playing for survival, not for fun! Of
course, that game offered some really scary moments, but the
atmosphere of the original game is more like Silent Hill's than that
of the sequels. The only disappointing thing for male players may be
Jill - look at her in RE3 and you'll understand why...
Another weak point of the series lies in the dialogues - RE3 shows
some improvement, but the first two episodes really suck when it
comes to those chitchat scenes - and the original is undoubtedly the
worst, because the voices are just as terrible, especially Jill's.
Another strong point of this game is its replay value. Unlike the
sequels, which always offered some clearly different choices about
what to do at certain points (RE3:Nemesis), or just straightforward
adventures playable by different characters, with different starting
situations (RE2), the original Resident Evil provides four different
endings for each of the two characters, along with unpredictable
outcomes depending on the choices you made - and, probably, on an
unknown time factor. There are players who never witnessed the scene
in which Rebecca is cornered by a hunter, simply because they
completed the guardhouse very quickly. The choices you make during
the adventure, the actions you perform at its beginning (see Jill's
walkthrough), your success or failure in the Serum mission, the time
it takes you to reach certain rooms, the files you do or don't read,
your trust in the supporting character, and probably many other
things, are the variables that could change your current game,
triggering or locking some events you may or may not be able to
witness in future games. Even if there are four endings, the way you
get each one is hardly ever the same. This adds a lot to the replay
value, but it can eventually make the game quite boring to play
through (however, I find this game to be always exciting, even if I
know it by heart. The only part I always find boring is the return to
the mansion).
Some people reviewed the Director's Cut edition saying that it is the
"true" Resident Evil. To be honest, there are many details that could
sustain such a statement. The new camera angles are, in many cases,
better than the original ones; one of the Crests is split into two
parts, which is a good idea since one half is found in the snake's
lair; the Blue Jewel is hidden behind the clock, which is a MUCH
better place to hide a jewel; the Armor Key has been replaced by a
Crest, which fits its new location just perfectly; the Colt Python is
found in a room where it would be just logical to find a revolver;
the Chemical is found near some plants; you need no Special Keys to
open a room where you can change your outfit (it was SUCH a stupid
bonus, wasn't it?); Wesker is shooting something more concrete than
before when you meet him in the Guardhouse; Chris is more likely to
meet Rebecca near Richard, which is more logical (why should she be
hiding in a room, waiting for rescuers that may never come?); the
Doom Book 1 is found in a library (well, the study was already a good
place, but not as hidden); the Hex Crank is held by Enrico (if the
murderer had lost it while running away, how could he have reached
the lab?); and the battery needed to activate the final elevator is
in a better place.
However, there are still some details that deny that theory:
- The wooden Emblem should have remained where it was.
- The Sword Key and the Armor Key are found in stupid places,
especially the former.
- The living Forest on the Balcony is a nice surprise, but he makes
the story a bit weird (where are the crows? Why is he the only
Bravo team resurrected member?).
- Statues are there to hold JEWELS in their hands! I mean, think of
RE2! What's that Crest doing in the statue's hand? That's
ridiculous! It spoils the series' continuity! :).
- There are three holes in the Main Corridor of the Guardhouse, and
only one statue...
- Why is the Hex Crank in Enrico's hands?
- Why is the first Battery in a secret study?
- You can't see the Heliport from that secret study... how could you
ever hope to find a way outta here?
- Where are those damn missing cut scenes? The game is not the same
without them! Why on Earth should the Japanese always play easier,
but cooler and more violent games, whose packages are packed full
of music CDs and colored booklets? What's wrong with that stuff? I
mean, the violent, gory movies and TV series always come from the
U.S., so why is censorship applied to videogames? Children use to
play war MUCH before they're old enough to handle a PlayStation
joypad! (You know, the fact that makes me so mad is that we
Europeans always put our hands on a version of the games that's the
PAL version of the U.S. games, so we have to play what America
wants us to play... as if those black lines at the edges of the
screen and the lower speed weren't enough! And, since 1998, we also
have to deal with terrible translations... man, what a mess! Can't
Japanese people abandon that weird writing of theirs and start
making full-English games? That would make things a LOT easier, I
tell you!).
All in all, I can't really say which of the two versions is the
"real" Resident Evil - I like them both very much.
One thing that always keeps me wondering is the following: which one
is the "real" plot of RE? As you may know, in RE2 the Claire A/Leon B
combination has been proved to be the more logical among the two. If
we want to find the best storyline of the first game, I'd say it is
Jill's. Barry Burton is a better supporting character than Rebecca
Chambers, and he is much more involved in the story than she is. In
Chris's scenario, Barry is never seen, but we can't just wipe out the
whole story about his family and his forced collaboration with Albert
Wesker. On the other hand, Rebecca is very young, and she does very
few things, so it could be possible that the Bravo team didn't take
her with them on a mission which wasn't supposed to uncover such a
great threat. We must also note that Wesker is well armed, while
Chris has only a knife, so he - Chris - could have been very easily
overwhelmed by his team leader and imprisoned in the lab - especially
if we think that Chris probably arrived at the mansion later, tired
after the escape, while Jill and Barry were checking the Dining Room.
Anyway, it is also true that it would be strange if Wesker tried to
blow the whole place up without moving the Tyrant to a safer place,
and he can't be sure that Jill and Barry destroyed the monster, so
why should he activate the triggering system instead of trying to
kill them? It's hard to say which of the two stories sounds better.
The only thing I'm sure of is that this is the only game deserving
its name, and that the sequels should have different titles. This is
Resident Evil - the others are Bio Hazard.
CAPCOM Co., Ltd.: they started the survival horror craze with this
immortal masterpiece, and they're keeping the series up with great
passion.
Sony Computer Entertainment: they provided the hardware to run this
game.
CJayC at GameFAQs: he posted my FAQs on his site.
Dan Birlew: he wrote the best Resident Evil FAQ available at Game
FAQs, which helped me find all the possible ways through the game,
and provided the Files section which saved me some time. Its Secrets
section also informed me about things I would never have had the will
to discover by myself. He's one of the greatest Resident Evil fans
and players out there. Check out his plot analysis of RE (and maybe
of Silent Hill, if you like the game), for it deserves general
attention (NOTE: that plot analysis is now being continued by Thomas
Wilde).
Vincent Merken and Mark Kim: they provided great FAQs for the
Standard version, which also helped me to understand Chris' adventure
variables.