Resident Evil

Resident Evil

17.10.2013 02:47:52
1:17 SPEED WALKTHROUGH
~B
"This is my first one."

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1:17 SPEED WALKTHROUGH

by Vincent Merken[vip@padua.org]
Started 980413
Updated 020728

------------------------------------------------
| Contents: |
| ~~~~~~~~~ |
| Part I:.........The Mansion |
| Part II:........The Guardhouse |
| Part III:.......The Mansion Returns |
| Part IV:........Hunter Fest |
| Part V:.........The Underground Laboratory |
------------------------------------------------


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
***** Resident Evil 1:17 Walkthrough *****
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Well, talk about going down memory lane.

This is the FAQ that started it all. This is also the game that started it
all. If it weren't for Resident Evil to merely exist, I would've never
dived into the exciting world of video games.

Four years ago, I showed you how to finish Resident Evil within 1:35.
Today, I'm gonna share some new tricks that chalk off another 18 minutes
or so. Let me tell you up front - it's not going to be easy. Expect quite
a few retries before you get it right, because in order to get those 1:20s
and better rolling, we're not going to use any health items.

No First Aid Sprays. No Herbs. Nothing. When played right, our Jill is
only going to be hit once during the entire run. Every action taken is
minimalized so that no time is wasted. The clock has no mercy, so you
better be ready to take risks in order to beat it.

Anyway, let's get it on. One last thing: this is the walkthrough for the
original Resident Evil on Playstation, PAL version (clock might run
differently on NTSC versions - NTSC owners, please send feedback to the
above e-mail address and you'll be properly credited). I'll repeat: PSX,
PAL. Thus *not* the Gamecube. There might be similarities between the
details written here and the Nintendo game, but there are many new puzzles
as well...

A'ight? Then let's go. Boot the Playstation CD and select a Jill game,
because she has many advantages over Chris, speedwise (such as having a
luxurious 8 eight item slots over Chris' meager 6, being generally faster,
better weaponry, Barry helping out...).

Press Start to quickly skip the FMV intro sequence - you can do this
during any such FMV, by the way. Now, the mystery unravels...

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Part I:


*** T h e M a n s i o n ***


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Arrived at the admittedly huge Mansion Hall, Jill starts to moan about
Chris's bad physical condition, as he obviously couldn't keep up with
them. Wesker, who isn't really fond of loose bullets, puts you and Barry
on research after one was heard in the distance. You both proceed to
the Dining Room while Wesker 'takes care of this'.

Once you're in control of Jill, Follow Barry to the back of the Dining
Room (run along the opposite side of the dinner table, it's faster). Soon
enough, a pool of red pixels attracts your attention. 'What is it?', Jill
says and Barry vows to the gods, 'Blood'. He instructs you to find more
clues, as there's still a slim chance it's ketchup.

Jill is so overwhelmed by this discovery that she decides to exit through
the nearest door and circle left into a small alcove, where a zombie is
feasting on a deceased member of the S.T.A.R.S.' Bravo Team. Return to
tell Barry, but unfortunately the game decides to throw in a cutscene
before you can do that.

Head back to the Mansion Hall to tell Wesker, but what's this, Wesk-man's
gone. Barry asks you to look for him - simply run to the column passageway
at the back of the Hall and immediately turn back as the background changes.
After an illuminating conversation, you and Barry split up. Do as Jill
said and run to the blue door on the opposite side of the hall.

Go in and head right to unlock the door you bump into using the Lockpick.
There, run straight for the next exit, completely ignoring the two Zombie
Dogs that come bursting through the antique windows. Spurt through the
ensuing corridor, there's nothing of intrest there, just hit the exit so
that you can unlock the door into the next room (don't mind the sleeping
Zombie in front).

In this 'Storage Hall', there's a Zombie in a white labcoat. Let him
activate, then run behind him for a safe evade, rotating Jill clockwise
straight into the Storage Room. Open the magical box and ditch the
Combat Knife and First Aid Spray (from now on referred to as FAS) in
favor of two Handgun Clips. Equip the Handgun, pick up the Chemical and
head back to Storage Hall.

Move up the stairs, equip your gun (the Beretta) and quickly shoot the
zombie on the right (just hit him 3-4 times until he drops down), unlock
the door he was eagerly blocking and re-enter the passageway. Avoid both
zombies and head back to the Mansion Hall, first floor, where you'll
meet Barry who, after some casual chit-chat, gives you some acid rounds.
Not exactly a present Jill always dreamt of, but it'll do nicely for
what's to come.

Follow Barry to Dining Hall, 1st floor. There's that awful ticking again.
Move to the left and start pushing the cool female statue. The zombie in
Jill's nearest vicinity will lock in, safely behind the statue, giving you
plenty of time to waste him with the Handgun. Your first kill! Start
pushing the statue again until you're in front of the opening in the
balcony, then push it down. The statue will fall down and break.

Meanwhile, the zombie on the other side has wandered enough to be very
close to Jill. Never mind him, just run along to the exit.

Arrived at the Green Passageway, there are again two zombies, but this
time there ain't no room to dodge their deadly grasp, so waste'em both.
Take the stairs down to what I call the Serum Hall and avoid the three
zombies posted throughout (easily done, just keep to your left at the
first zombie, then move completely right for the second. The third
zombie's harmless, he stands near the Serum Room and is easily ignored).

Then you enter the Plant Passageway, where there's a zombie directly in
front of you. Ignore him and run straight down the corridor he seems to
guard. At the end of it you find a small door. Enter and you'll hear the
sound of a running motor. It's the Plant Room, where some treacherous
vines keep you away from obtaining the important Armor Key.

Well, since those vines seem hungry, it's more than logical that you
feed those poor things, innit? Just pour the Chemical in the pump installed
at the back of the room and watch how tasty the food is for those vines.
Content and no longer hungry, the vines drop to your feet and you can
get the Armor Key. Ignore the many herbs in this room; you don't need it.

Return to the Plant Passageway. Run past the zombie met earlier, then turn
left. There's a second zombie blocking the way, dreaming about that cool
zombie babe in Resident Evil 2 (he used to be a fortune teller). Kill him
while his partner tries to catch up, then unlock/enter the exit in the
back.

Jump to the door on the right to get back to the Dining Room. Pick up the
Emblem and the Blue Jewel once decorating a certain female statuette, then
go up the stairs in the Mansion Hall to get to the Red Passageway on the
1st floor. Unlock/enter the nearest door, then listen to poor Richard
talking about Serum or something. Jill, good-hearted as she is, decides to
go get some for him.

Run all the way down to the Serum Hall. Enter the Serum Room (the room
with the Savebox and cool guitar music) and open the magic box one last
time. Ditch stuff until you've got left: Acid Rounds, Emblem, Blue Jewel.
Now pick up the Serum and proceed to the Plant Passageway (where you got
the Armor Key). Remember the alcove that one zombie was 'guarding'?
There's a door in there, go through it and use the Blue Jewel on the tiger
statue, thus obtaining the Wind Crest.

Go to the corridor right in front of the Dining Room. Move on up until
you reach a red door on your left and once you're in, swirl around the
piano until you hit two bookshelves. Push the mobile one out of the way
to obtain some Music Notes and use these on the Piano.

After a superb rendition of Moonlight Sonata, Jill wants to bow to the
applause but the rumbling seems to come elsewhere, namely from a secret
passageway opening up. Go in and take the Gold Emblem; the passageway'll
close again. Now, what have you got in your inventory to solve this
problem of being locked up... aha, the rusty old Emblem you got a few
minutes ago. Use it on the cavity in the statue and, thank god, it works.

Get out, exit the room and run down the passageway to the Dining Room.
Place the Gold Emblem on the same spot where the old Emblem used to be
and blammo: the grandfather clock goes off, unveiling a small opening in
the wall where something's shimmering... it turns out to be the brown
Shield Key.

Take it and head back out to the Mansion Hall. Go up the stairs and
run to the one door you haven't entered yet, one hallway and a patio
later, you're gaping at Forest's dead body. In front of him lies the
Bazooka, so go and get it (don't walk too far, or Jill will examine
Forest instead, triggering a flock of crows to come down).

After that intermezzo, go and see if Richard's still alive (yes). Jill
gives him the Serum, and in return Richard gratefully entrusts you with
his Radio (which is totally useless throughout the game). A death and a
mourn later a new Jill stands up, strengthened, ready to face everything,
even to face... another door. Open it and immediately rush up the stairs
to evade the suprise zombie. Use and discard the Shield Key, then enter
the Attic.

Take a deep breath and rush forward, whilst shouting a hefty 'Banzai!',
because it's Snake-time! A huge poisonous snake emerges from the back
of the attic and with a few proud hisses it's ready for the attack.
You of course do what every strengthened warrior does: run away scared!

As the snake attacks, you start out at the left of the attic, near a
column with some crates. turn Jill to your right, then run towards
another column (no crates). The snake pounds down, but misses you (as long as
you keep your radius large enough, there shouldn't be a problem). Then
twist around the crateless column and run towards the place where the snake
emerged. Take the Moon Crest hidden in the opening and immediately run
back out. If you were fast enough, the snake won't be able to get you.
Head back to the door and proceed to the Red Passageway.

Run to the next door in the Red Passageway and open it with the Armor Key.
Now let's see, what can we do here? Two statues, two gratings in the floor
and a red button... oh yes, push the statues over the gratings and press
the red button! In the back of the room, a cabinet opens and unveils an
important object, the Sun Crest. Continue onto the Storage Hall.

There, exit into the dark corridor with the inert zombie in front. Take the
next unlocked door into some kind of Art Gallery! Yech, more ugly crows!
In order to get the Star Crest without having to face a complete horde of
crows, press the buttons below the following paintings in the very same order:

*Newly-born baby
*Infant
*Boy
*Young Man
*Tired Middle-aged Man
*Bold-Looking Old Man

After that, press the button of the painting entitled 'The end of life'
to obtain the Star Crest.

Bravo, you now have all four Crests (Sun, Moon, Wind, Star)! Now exit
the Gallery, equip the Bazooka and toast the zombie directly in front of Jill,
as he blocked the Mansion's back door. Go through the Metallic door and run
down the corridor. Ignore the dog and immediately start placing the Crests.
Once the fourth is in, the red metallic door opens. You should be able to
place the Crests and enter the door before doggy rushes in to play with your
legs.

In the small storage area move the stepladder until you can get to the
shelf on your left. You can then take the Square Crank. Proceed further
through the double doors, only to find lots of herbs (which you're not
taking) and two dogs. It's time for a long game of 'Ignore'. Ignore both dogs
and exit through the beautifully squeaking gate. It's easy as the dogs are
aligned to the right, so you can blast past them to the left.

A giant pool blocks your way but luckily you can use the Crank in the square
hole on the left. Skip the computer-animated sequence and pass the now-emptied
pool. Ignore the little snakes (tiny, but poisonous, so keep on running!) and
head for the elevator. Go down and ignore the dogs to enter yet another
squeaking gate. Ignore the dogs beyond it and open the door to the Guardhouse.
A new world unfolds...

Check your watch; you should now be well within 30 minutes.


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Part II:


*** T h e G u a r d h o u s e ***


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Forget sliding the little statuette over that hole out of which an ugly
vine tries to choke you, it costs too much time. Just enter the room on
your left (marked '001' on top). Finally you bring out the Bazooka
again, Just blast the first zombie in the 001-room and get the Red Book.
Run back to the tiny door to the dormitory's bathroom and let the muddy
water out of the tub. Pick up the C Room Key.

Get out of the dormitory and head straight for the door on the opposite
side. Pick up the explosive rounds, you're gonna need them. Get out and
move to the room which is being guarded by aforementioned vine. Let him
taste your neck, that's good for Plant 42's appetite, to which the vine
is ultimately connected.

Yippee, another corridor. Swiftly move through it and enter the first
door you see. Nothing beats my day more than a fair game of run-and-hide.
Run to your left, towards a dark opening. There, on a table, you'll find
dormitory key 002.

Take it and move back to the door you entered as fast as you can, before
the giant wasps sting you to death. After that, run further along the
corridor until you bump into a door marked 002 on top. Use and discard
dormitory key 002. Enter the dormitory and have a good laugh at the way
these 'brilliant' scientists sealed the entrance to their secret lab. Two
texture-mapped bookcases, ha ha. Move the bookcases and go down the ladder.
You don't have shove the cases all the way, simply pad the left case to the
back, the right a tad to the right, and the ladder'll already be accessible.

Now... do you remember that 'fun' game, boxes?

Well, apparently Capcom thought it would be fun to revive this ancient
classic. Well, um, not. This is boring. Here you are presented with
three boxes you need to push into a small pool so you can cross safely to get
to the lab. How do you do that? Well go to the first box and push it up
(from your point view). Then turn around it, and push against the
opposite wall. Then get Jill behind it and let her push the box all the way
down
the corridor (ZZZzzzzz...) until you arrive at the ending but not too
far, as you don't want to block access to the other two boxes and start all
over again (!). Conveniently shove the boxes into the small pool and
pass. Bleh. Who said 'Classics are fun'?

Once you get Jill in the water up to her chest (oo-er!), swiftly move to
your left and swirl around the large water basin. Once you get to two
doors, it's time for Jaws. Skip the computer-animated sequence and watch
the master of the seven seas (well, the water basin actually) move
towards you...
Now, which door are you going to take? Door number one or door number two?
Door number one of course, number two hasn't even got a keyhole! Use and
discard the C Room Key. Don't forget to enter or it's your turn to be fishmeat.

Inside there's a lever. Pull it and watch how the water flows away, then go to
the other side of the room and push the flickering button. Now you can enter
door number two, in which you obtain dormitory key 003 (don't waste your time
on the Beretta and Shotgun ammo). Huh, what's that strange bashing sound you
hear in the now dried-out basin? Hehehe, it's Jaws struggling for life.

Run all the way back until you arrive to the room where you found the
002 key. You'll notice a room marked 003. Guess what's next... yep, open and
discard dormitory key 003. Enter the dormitory room, but this time take
the tiny door on the left first and fry the zombie to obtain the flame
rounds. These will turn out to be very important. Now go back to the
dormitory itself and examine the bookcase. Take the white book and
quickly skip all the V-Jolt-blahblah (you don't need it anyway). Now put
the red book you got in the bookcase and surprise - another secret passage
opens.

Enter it, only to gasp at Plant 42. He's huge! But thank god you've got
the explosive rounds. Put them into your bazooka and blast Plant 42 into
submission (three shots should be enough)! Once you've done that, Jill
homes in to have a closer look - big mistake. Plant 42 grabs her and
starts enjoying her fresh blood... until Barry decides to pay a visit,
that is.

Never mind how he got through the very same double doors you couldn't get
into, he's there to show Plant 42 that smoking is bad for your health. After
that, Jill's gratitude towards Barry is endless, which translates into a
saying-all 'You saved me!', to which Barry replies with what his wife has
gotten to know as the Barry-mating-call: 'Yeeeeehhhh'.

Then both Jill and Barry return to their senses and suddenly Barry
realizes just how important it is to know one's surroundings ('What the
hell is this place anyway?!'). You wisely decide not to go into the
discussion, but grab that shiny object in the fireplace instead, which
turns out to be the Helmet Key, the third and last Mansion Key.

After exiting and leaving Barry to meditate about the higher philosophical
impact of 'this place', you want to exit the guard house asap. Unfortunately
you stumble into Wesker, who just finished his gun practice. A few words about
ballistics later, he instructs you to examine the Mansion one more time. Jill,
of course, agrees, after which Wesker leaves, with the words 'I'm counting on
you.' ... '...to die.', he must've whispered between his teeth.

As for you, you run all the way back to the Mansion (ignoring the lame
radio beeps), noticing that there are considerably less dogs all of a
sudden. As you enter the mansion again (in the Art Gallery corridor), a
(skippable) computer-animated sequence introduces you to...

Check your watch; you should now be at 42 minutes.


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Part III:


*** T h e M a n s i o n R e t u r n s ***


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Wow! A nasty green critter slams the door shut behind you.

It's a Hunter. Hunters are bad news. They're faster than you, they're
stronger than you and they're more resilient than you! There's only one
decent reply to a Hunter's shrieking attack sound, and that's the blast
of a smoking bazooka (Acid Rounds (the yellow ones) are particularly
useful against these creatures)).

So, let this one have it, then proceed to the first door you see, other
than the Art Gallery door. This turns out to be a private study, but
it's pretty dark to make out objects. Luckily there's a switch on the
desk which turns on the light after a simple push. Pick up the Doom Book One,
you don't need the Magnum Rounds. Exit and unlock the next door, which
brings you to a familiar place, the Storage Hall, or at least it should
be, but the music's different... aha, another Hunter!

Blast him away and head for the storage room. Pick up the First Aid Spray
and the Acid Rounds, then exit and move up the stairs. To your left, there's
a Hunter, but he's hardly moving (he can't see Jill yet). Throw him a shot
of the bazooka, carefully watching that he doesn't jump.

Move on to the door at the end of the corridor the Hunter was protecting
and enter. To your right, you'll see a red metallic door. Use the
Helmet key to open it and march inside. Hmm, nothing special, just a
huge hall with a fireplace, a tea table and... hey, a piano! Maybe Jill
needs to play another tune to open a secret entrance... Run towards the
piano and although a familiar music starts to play, it's not the one you
expected!

The Snake has returned and is mad for still not having his daily snack.
With your Acid Rounded bazooka at the ready, you're more than willing to
have some smalltalk with the big guy. 4-6 rounds should do the trick and,
as soon as he drops to the floor, examine the big hole he
created whilst pounding in at you.

Barry, who just returned from his seance at the Guard House will enter
the room, look pensatively at the huge Snake crumbling to dust, then
observe the big hole in the ground, think for a while what deeper
consequences this must have for the universe and then ask 'Have you
found anything *interesting*?'.

Jill says yes, but she can't see very well. Thankfully Barry found a rope
to help her get down the hole, but as soon as she descended, the rope falls
down. Somehow you'd expect this from a highly skilled soldier like Barry. He
urges
you to wait a minute until he finds another rope. Well, okay, you wait, but
first
you push the button you found under the grave you come across. The grave
moves away, unveiling a ladder.

Shortly after, Barry comes back and drops a new rope. Clumsiness seemed to be
the problem, but after saving Jill's life three times, you're willing to give
the old
man some credit. With another gift (a Pass Code, totally useless in this
walkthrough), Barry exits the room. After using the First Aid Spray to cover a
few of Jill's wounds from the Snake fight, you drop her down the hole and make
her descend the ladder.

Hurrah, a new corridor. Run straight down, avoiding the oncoming zombie
(keep to one side, then slash to the other to leave a stunned zombie) and enter
the door at the end of it. Hmm, what's that strange crunching sound? Two
zombies
are having a lunchbreak and one of their equally undead colleagues is the main
course. Well, as long as they're ignoring you, why disturb them? Just unlock
the opposite door and enter the Kitchen.

Turn Jill to her right and run down along the bloodstained table.
You'll see a white zombie on the floor. Don't waste ammo on this guy, as
you can't kill him that way. No, just run into him and let'em
have a few bites at your legs. After that, gently decapitate and
enter the elevator he was blocking. This is about the only time you'll get hit.

This old, but sturdy elevator brings you to the highest floor of the
mansion, which was previously inaccessible for you. Of course, an
esteemed guest such as Jill requires a welcoming committee, and it's there in
the
form of a green zombie, homing in for a welcome bite. Do him in and run
along the corridor he was protecting. Enter the first door you see;
you'll be in a tiny storage area where there're more explosive rounds (take one
or two packs, depending on your ammo status; one usually is enough) and
a Battery.

After taking the Battery, exit the mansion and proceed as if you wanted to go
to the Guardhouse. Once you arrive at the Courtyard (i.e. before the second
squeaking gate, with two rectangular pools and guarded by two dogs), ignore
the pesky mutts and put the Battery in the cavity at the northern end of the
place. Now the elevator, close to the cavity, is activated. Use it and run to
the pool, which you previously emptied, whilst ignoring the dogs. Use the
Square
Crank to refill it and run back to the newly-activated elevator.

Upon running down the Courtyard, you'll now have access to a ladder (near the
rectangular pools) which used to be blocked by running water. Climb down before
the dogs rip you to shreds.

Check your watch; you should be within 1:00.


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Part IV:


*** H u n t e r F e s t ***


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


Once down the ladder, you're in a completely new environment. Water
leaks and drips from tubes everywhere. Take the door on your left, only to be
greeted by Barry (now how did he get down here?), who heard a 'voice
coming from this hole'. He proposes to investigate together.

Say 'No' to his request and also to his backup proposal on letting Jill wait
while he goes solo. Now run forwards until you hear a gunshot from THIS,
Barry's weapon of choice. Unfortunately for him, Jill ain't in the mood to
help out.

Proceed to your right and try to open the door you come across. Open the nearby
door and run down the corridor, where wounded Enrico, leader of Bravo Team,
shows
us a glimpse of his superhuman abilities; by merely hearing footsteps, he can
make
out it's Jill, running towards him. After a nice talk about treachery, Enrico
cops
it. Now who shot the fatal bullet? Send Jill back down the corridor and fetch
the Hexagonal Crank.

The Hexagonal Crank will turn out to be vital in this part of the game,
but first you have to get back to the room with the ladder at the start
of Part Four. That's not easy, as there are several Hunters that block your
path. Just give them a guided tour into the world of Ignore and there won't be
a problem.

Once you've arrived, you'll be greeted by a lethally wounded Barry, who's kinda
embarassed about it. Hear the Man's last words, give him the Salute, then run
down
the corridor, ignoring the typewriter along the bend until you can't go any
further. To your left, you see a tiny hexagonal hole. Use the Hexagonal Crank
to
bring part of the background into motion. Now you can safely pass through the
shining red door of hope.

Initially, the room beyond the door of hope seems a dead end. A big
boulder at the one side, a wall at the other. But, boulders are good at
rolling, so you run to the big rock to examine whether you can get it
moving or not. First investigations are negative, so you head back to
the door of hope. But what's that? The boulder gets into motion as you turn
back!

Quickly run to the door of hope or you'll get crushed. The big rock collapses
into the wall, making way for a large gap. Run into the gap made by the
boulder,
you should uncover a set of two doors guarded by a Hunter. Evade him, open
them,
and get prepared for a...

Giant Spider! Talk about big, mean and ugly! Luckily you've brought your
Bazooka. Plug some Acid into the guy and observe how you do him in with three
clean shots. While it's trying to cling onto life, move up and take the Army
Knife, which was glittering in the background all this time.

Equip Jill with it, and let her rip through the spider webs at the double doors
on the other side of the room. Leave this horrid place of creepy-crawleys and
take a left in the subsequent corridor.

Hmh, where are we now? Let's move up on the screen... oh no, another big
boulder! This time you're not in the mood for any boulderdash, so just
focus on the hole to your left. It's hexagonal... dammit, what's the
next step? I can't figure out wha.. of course, the Hexagonal Crank! Use it
three times to move an opening and half the background, until that
opening is at your left. Run to it, and voila; a new secret room unveils. Go
inside and face yet another brainbender. Problem: statuette, lit tile on
the floor, closed vault. .... Solution: statuette on lit tile, vault
open.

Wow, you're getting good at it! There's only one little detail, the
statuette is placed against the wall so there's no way you can shift to
the lit tile. But check again... on the side there's a hexagonal hole,
on which you can use the Hexagonal Crank. This triggeres a piece of the
wall to emerge from the rest. So, you move the statuette to that piece of
wall while it's still unemerged, then use the Hexagonal Crank twice and
finally push the statuette onto the lit tile. The vault'll open and grant you
Doom Book Two.

Exit and walk away from the boulder, along the corridor, until you get
to an elevator. Go up, only to emerge at a small pool, where there's
seemingly nothing to do. You'll notice two round hollows at the side of
the pool. Now examine the two Doom Books by turning them on their side, then
press
X. You'll find an Eagle Medal and a Wolf Medal. Place them inside the
respective hollows (indicated by what Jill sees while investigating
them). Skip the ensuing animated computersequence and enter the newly-formed
opening at the pool. Go inside the lift, which'll bring you down to...

Check your watch; you ought to be at about 1:07.


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Part V:


*** T h e U n d e r g r o u n d L a b o r a t o r y ***


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Yeah, there's some pretty grizzly music down here, as usual, Capcom
saved the best as last. It's in this part that Chris's emprisoned, but as
you're playing for speed, we're not going to free him, but instead opt for a
lone escape. It's a bit sad for Chris, as he'll be fried along with the rest,
but 1:17's our goal, so...

Anyway, no time to lose, so let's get on our way and complete this
mission.

For the moment, you're in the Emergency Exit Room, with a ladder to your
right. Descend it until you get to an almost empty room, apart from that
Savebox to your left. Exit through the door, entering the B2 corridor.
Blast the second zombie that awaits you there, evading the first, then
descend the stairs.

In this B3 hallway, you'll see a naked zombie (how'd *you* call a zombie
without clothing?) posted right in front of Jill. Well, you're not going that
way. Turn to your right and run down the corridor, entering the first door
you see. In this Small Laboratory, a computer is stationed to your left.
Activate it and ogle at the mindbending (not) graphic sequence.

On the keyboard, enter 'JOHN' and 'ADA' as it asks for a login and a password.
Then select B2, as that's the floor where you want to unlock doors, but what's
that? The computer denied access, and now you need to enter another password.
Well,
as this lab is mainly based around chemistry, why not try to enter a
fundamental
chemical unit, the 'MOLE'?

Yes, it works, and triumphantly Jill shouts Glory Hallelujah. With your
business finished, quickly log out and exit the Small Lab.

Back in the B3 hallway, go back to the stairs and ascend to the B2
corridor. Run to your left and open the previously electrically-locked
doors. The conference room you've arrived in holds a little secret and
as you're now trained in unveiling secrets, this should be a finch,
right?

Yes Luke, just proceed down the room until you find a grating; then
use the Force to dicover a red button below it. Push it, Luke, and thou
shall be granted a Lab Key from behind a pedestal. Take the key and head
back for the B3 hallway. Follow the same route as you did to get to the
Small Lab, but now proceed further. Blast any naked zombie that dares
to get in your way, and enter the first door you come across (after the
Small Lab doors). You'll have to use the Lab Key to open the door.
Discard afterwards and enter.

Do you remember that fun game we played, 'Ignore'? Well, we're gonna do
it again. Run down this B3 corridor and take a turn left, ignoring any
zombies, until you reach a door marked 'Power Room'. Enter it (wow,
what a lot of noise!) and proceed to Jill's right, where's there's a
small walkspace.

Go to the back of this walkspace, and activate the computer posted there.
Re-activate terminal power, whilst completely ignoring the fact that you've
been surrounded by an entirely new batch of monsters: the Ceiling Hunters.

Contrary to it's non-ceiling based cousins, these hunters like to cling on
to the ehm ceiling from which they drop down on you, robbing you from a great
deal of health. But they're not as powerful as regular Hunters, so you
shouldn't
have much problems avoiding them.

Anyway, after reconnecting the power, run back to the place where you
entered the power room and proceed further down. Take a 90 degrees turn right
and run on until you bump into a door. Enter it, then walk and turn left
into a small corridor. Follow the corridor till it's very end at a door,
completely ignoring the three lurking Ceiling Hunters.

Enter that door to make the already loud noise become unbearable; you reached
the Mansion's power station, which generated all the electricity needed to
start this nightmare... oh well, it's time to wake up, so run along the
way to Jill's left, until you drop by a computer.

Activate it, and you'll have the possibility to reconnect the elevator. Do it,
then trace your steps back until you reach the B3 corridor again. Hey, where'd
all the zombies go? Walk all the way up until you reach the elevator you've
reconnected. Push the button at it's right and enter the elevator to start the
longest non-skippable acting scene of the game.

In short: you go down to Basement 4, where Wesker (El hombre obscuro)
enlightens
you of his diabolical plans, then forces Jill to enter the lab and bask in all
the glory that is... Tyrant, the biggest, meanest fighting machine to grace
this
game.

Jill can't believe this is what all the people have been dying for. Wesker
decides
it's time for a testrun and disables the development program. The giant test
tube
runs empty and Tyrant comes to life. He breaks loose and steps up to kill
Jill...
or so you'd think.

Obviously, the giant never heard of 'ladies first' and instead turns to face
Wesker, who buys it shortly afterwards. After that, back to Jill it is. Put
Tyrant's lights out with 3 shots from your bazooka, then pick up the Lab Key
and
deactivate the locked doors using the computer terminal.


Head back to the B3 corridor and quickly move Jill to the stairs of the B3
hallway (ignore the Ceiling Hunters), then ascend. Waste the 2 green zombies
blocking your way (evade the 3rd), until you reach the room with the Savebox.

Go up to arrive at the Emergency Exit Room and use the Lab Key to unlock/enter.
Halfway, Brad (the Heli pilot who left you all so cowardly at the start of the
game) will contact you via Richard's radio. Patiently wait a few seconds until
the bugger
terminates his message, then move on until you find a Battery on the floor.
Pick it
up and put it in the cavity near the heliport elevator.

Take the elevator and a few seconds later, you stand at the entrance of the
windy
Heliport. To your left you perceive a small crate. Examine it to find a Flare.
Immediately activate it (you can use it anywhere on the Heliport), and wait for
Brad's helicopter to slowly move down and bring Jill to safety...

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

*** T h e E n d ! ***

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


Tyrant's no more, and you're the max. Enjoy the various sequences until
the result screen pops up with an indication of the elapsed time. Verify that
it's 1:17, then turn off your Playstation and get some lunch. I hope you
enjoyed reading this walkthrough and had some help from it. As a general
hint, one might say that 'delay' is the key to finishing this game
quick.

Delay and stall any action for as long as you can and do other things,
until it has become inevitable. And for the rest, avoid and ignore as
much of the living pixels (i.e. creatures) as possible; it shouldn't take too
long before you can notch your top time...


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
H a p p y H u n t i n g !
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Please do not use this faq on your website without asking me for
permission first. Permission is NOT granted to reprint this summary
in a for-profit magazine or publication without my prior approval.
In no way do I wish this faq to be cut up into sections or altered
in any way. Nor do I wish for import game dealers to use this, or any
of my faqs to sway people into buying the game from them, when without
a walkthrough/translation they wouldn't have purchased the game (ring any
bells Game cave? I heard you try to charge extra for faqs, and I don't
write them to make you money). It is to remain in it's original state
and in one piece if used on websites.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This faq is copyright 1998-2002, Vincent Merken
All rights reserved
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 
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1:17 SPEED WALKTHROUGH
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