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NOTICE
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If you're going to email me, please make sure you tell me you're playing the
Gamecube version in your subject line or your message. The reason is because
I have FAQ's for both the GCN and PSX versions. Submissions are being
accepted now if you want to contribute to this guide.
If you're looking for something specific in this guide, use Ctrl + F on your
keyboard. It can be handy if you're looking for a specific item, like the
Grenade Launcher. Simply type in the item and you'll be taken right to
where the item is mentioned each time in the guide. This walkthrough is
aimed at normal difficulty, AKA the mountain climbing difficulty. There
will be more items in easy difficulty (AKA hiking diffuclty), and less in
hard difficulty. Also, please beware of SPOILERS, because they are in great
number in this document.
If you find this guide ripped on an illegal site not covered in my Copyright
section, please notify me. Also, if this guide is incomplete on a site you
find it on, please go to www.gamefaqs.com before contacting me. That site
will always have my most updated version.
Welcome to my Resident Evil FAQ. Resident Evil is the ONLY reason I got a
Gamecube. Thankfully though, it was worth the money, and I hope Resident
Evil 0 and Resident Evil 4 will match this quality of this excellent
survival horror game. This guide will lead you through the perils of the
Spencer Estate, get you past puzzles and traps, and will allow you to do it
with the greatest of ease.
Version 0.1 5/08/02 - First Edition. I know this guide hardly covers
anything at all right now, but I'm gonna be working very very hard to finish
it in the future.
Version 0.6 6/13/02 - Weapons, Enemies, and Files sections are completed!
I've started on Chris's walkthrough, and have covered everything up to after
the Aqua Ring.
Version 1.1 8/4/02 - I added objective headings to the walkthrough in order
to make it easier to navigate. I corrected some errors and typos, and also
posted in some new things I noticed on my more recent playthroughs. I also
tacked on a Frequently Asked Questions section to keep down email with the
same questions and a Readers Contributions sections for those who've
submitted something to this guide.
I also allowed http://www.geocities.com/regcn01/enter.html to host this
guide from now on.
Version 1.2 8/14/02 I have a small copyright revision today and a new email
address. http://faqs.ign.com may now host my guides, and my new email
address is minesweeper2@hotmail.com.
- read the whole document before sending a question. If you have time to
waste your life away on video games, then you have enough time to scan my
document for a few minutes for an answer to a problem.
- put the name of the game in the message topic. It makes it A LOT easier
for me to pick out which messages are on games and which are not. Also,
please make sure you tell me you're asking about the GCN version of RE,
because I have an FAQ for the PSX version of this game also. If the name of
the game is not there, I might accidentally delete it, thinking it is junk
mail.
- spell correctly. I won't be able to help much with your problem if you
send me something like "Hy mn cn u hlp me wth ths 1 prblm, I cnt bt ths 1
lvl ok thnks gby."
- be polite. Any mail with excessive flaming will not be replied to.
- criticize, but criticize responsibly. Just about the only way I know how
well this guide is doing is by input from others. Please point out
something that needs improvement, instead of simply saying "Your guide needs
an update." If you just yell at me how much my FAQ sucks, especially if you
do it without giving a reason as to why it sucks, then I won't consider your
opinion.
Please DO NOT:
- write the title of the message as "About your walkthrough" or something
vague that.
- send advertisements. These will be considered junk mail and will be
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- forget to include the name of the game in the message or on the title. I
am not a psychic. I cannot tell what game you are after if you do not
include the name in it.
- send me a message in any language other than English. The only other
language I can barely understand at all is Spanish, and even then, I can
hardly form simple sentences. So don't send the message in any language
besides English or I simply won't be able to help you.
- send me large attachments. Thanks to the Klez virus email I've had to
constantly clean out my email inbox to keep it from filling up to capacity.
Any email over 100KB I automatically identify as Klez. Warn me ahead of
time if you're sending some large file, or I will delete your 100KB+
messages on sight.
BUTTON FUNCTIONS
================
CONTROL STICK, CONTROL PAD - move character
C STICK - 180 degree turn
A BUTTON - confirm selection
examine surroundings
action
use weapon when R BUTTON is depressed
X BUTTON - not used
Y BUTTON - display inventory screen
Z BUTTON - display map
R BUTTON - ready weapon
B BUTTON - cancel selection
- run while moving character
START BUTTON - pause game, display option screen
L BUTTON - change targets while holding R BUTTON
- use defense item when set to Manual mode
MOVING ABOUT
============
This is the most basic of all controls. If you're a newbie to Resident
Evil, then you'll need to spend about an hour or so before you can get used
to the odd way your characters walk around. Pressing up on your control
stick does NOT move them up, it moves them in the direction they are facing.
This can be very disorienting at first. To turn, you have to push left or
right on the stick to rotate your character. They move like remote control
cars almost. You WILL get used to it eventually, so don't get discouraged
when you get killed the first few times because you got stuck turning a
corner.
FIRING A WEAPON
===============
This is another control function that gets a lot of newbies confused at the
start. To fire a weapon, you must hold down the R button to make your
character ready the weapon. You can't shoot unless you're holding the R
Button. Next, to fire your weapon, press the A Button. When you're firing
a weapon you have to stand still, so make sure you have enough distance
between you and your enemies. Also, this game has auto aim, which means
you'll automatically turn to face the closest enemy when you ready your
weapon. If there's a zombie behind you, press R and you'll instantly turn
to face it.
180 SPIN
========
This move was newly introduced in Resident Evil 3 for Playstation. By
tapping on your C Stick, you can instantly turn around and face the opposite
direction. This can also be done by tapping down twice on the Control Stick
or the Control Pad + B Button. It's helpful because if an enemy's getting
too close for comfort and you're facing the wrong way, you can quickly spin
around and start running. It's helpful when you need to back up from
enemies while you're shooting at them.
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HEALTH
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ELECTROCARDIOGRAM
=================
In your inventory, you check your health on this. As you take damage, the
meter will decrease to mirror your health. There are several statuses you
can be in.
FINE - Everything's A'OK. You've taken little damage and you have no need
of using healing items.
YELLOW CAUTION - You've taken some damage from the enemies. One GREEN HERB
will usually fix you right up. If not, then two will definitely take care
of it.
ORANGE CAUTION - You've sustained quite a few hits and your character will
start to move about more slowly as he or she clutches at her stomach. You
should heal immediately, because you've lost over 2/3 of your health. Two
GREEN HERBS or a FULL HEALING ITEM ought to be used if you're in this
status.
DANGER - You're almost about to die! You'll also be moving a little more
slowly because your character is clutching at his or her wounds. Find
medical supplies IMMEDIATELY!!! You'll need a FULL HEALING ITEM to take you
back up to FINE status.
POISON - If you're hit with an attack that can poison you, you could enter
this status. You'll move as if in ORANGE CAUTION or in DANGER status. Find
a BLUE HERB quickly because you're gradually losing health as time passes.
HEALING ITEMS
=============
If you're a newcomer to the Resident Evil universe, you're probably a little
confused about how to use the RED HERBS, BLUE HERBS, and GREEN HERBS you
find about the estate. The GREEN HERB will heal you 1/3 of your health, the
BLUE HERB will cure POISON status, and the RED HERB must be mixed with a
GREEN HERB to have an effect. RED HERBS cause GREEN HERBS to have triple
the healing power, which will totally fill up your life meter. Also, you
can find FIRST AID SPRAYS around which will always cure you to full health.
This is a chart on what kind of mixes you can do and what their effects will
be:
GREEN = 1/3 health
GREEN + GREEN = 2/3 health
GREEN + GREEN + GREEN = full health
BLUE = cure poison
GREEN + BLUE = 1/3 health and cure poison
GREEN + GREEN + BLUE = 2/3 health and cure poison
RED = nothing
RED + GREEN = full health
RED + GREEN + BLUE = full health and cure poison
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ITEMS, DOCUMENTS, AND MAPS
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INVENTORY SCREEN
================
This is what you will use to manage all three of the things in the heading
above. From here you can access your weapons and defense items, reread
files you've found about the mansion, and check maps you've either made
yourself or found lying about the mansion.
ITEM LIST - On the right side of your screen is all the items you have in
your possession at the current time. Make sure you have at least one weapon
and ammo for it in your inventory at ALL TIMES. Also, make sure you have at
least one medical item with you at ALL TIMES. You can't ward off the undead
if you don't have guns, and you can't do anything to heal damage unless
you're carrying about some medical supplies. Jill is allowed to carry
around eight items at a time, while Chris can only carry six. You'll need
to manage your inventory much more carefully while playing as this guy. Be
sure to train your eyes and look about carefully for small glimmers and
sparkles, which indicate items.
DEFENSE ITEMS - This is a new feature introduced in this game. In previous
games, you would ALWAYS get damaged if an enemy grabbed you. Now, instead
of having to take damage, you can fight back! Whenever you're grabbed, your
character will automatically use the defense item you have equipped, if
you're set in Automatic mode. If in Manual mode, press L to use them. Both
Chris and Jill will find DAGGERS. Only Jill will find BATTERIES for her
taser gun and only Chris will find GRENADES to stuff in zombie mouths. They
all basically do the same thing: damage and distract the enemy, thus giving
you time to escape or fight back. Pick them up whenever you see them,
because they absorb none of your precious inventory space and provide more
protection.
CHARACTER ITEMS - In the top right corner of the screen is one slot for your
character's special item. Jill gets a LOCK PICK to unlock doors and
cabinets with, while Chris gets a LIGHTER. While Jill can freely open up
some rooms, she'll need to waste inventory space if she wants to carry
around a LIGHTER. Chris has his own LIGHTER, which will not absorb any
space and perform tasks that are troublesome for Jill, like burning up
zombie corpses left around. However, he'll have to go looking around for
more keys.
ITEM BOXES
==========
These boxes you see around are where you'll keep all the junk you accumulate
during your adventure. You'll usually find them around TYPEWRITERS. Be
sure to stop at an ITEM BOX whenever you can to clear away things to make
room for new items. This is especially important to do if you're a newbie
who's trying to pick up every single item that you come across.
KEYS
====
These are VERY important to getting around the mansion. If you try doors
that are locked, you might get a clue as to what key is needed to unlock the
door. For example, a door that has a "carving of an armor" needs the ARMOR
KEY. Keep keys on you as much as possible. As soon as you have unlocked
all doors that need the key, you'll be asked if you want to discard the key.
Do so, because there aren't any more doors that will open for your key,
plus it opens up some inventory room.
FILES
=====
You'll be finding many documents throughout your travels, which will provide
useful clues for proceeding through the game. Make sure you pick up files
you find whenever you can because they'll allow you to get through the game
a lot quicker, plus they don't absorb any inventory space. I'll tell you
where to find them during the game because they will be useful to beginners.
MAPS
====
These will be your best friends in the game before you get to learn the
layout of the estate. As you move about the mansion, your character
will draw his or her own map. However, you can get the whole map if you
find it hidden somewhere in the area you are exploring. There are different
ways of acquiring maps other than simply finding a piece of paper with the
drawing on it, so stay sharp in looking for them.
Red areas on the map are places you haven't found all the items in yet or
solved all the puzzles, white areas are places you've gotten everything and
done everything, blank areas are places you haven't been to yet, and the
flashing area is the room you are currently in. If you're stuck and don't
know what to do, try returning to a red area and search the area more
thoroughly than you did the first time.
A few more tidbits: the arrow is you, and the compass points in the
direction you're facing. Red doors you have tried before and couldn't
unlock, white doors you haven't tried yet, and blue doors are unlocked.
Your character will circle locations on maps where TYPEWRITERS and ITEM
CHESTS are found.
OPEN YOUR EARS!
===============
The first thing to do upon entering a new room is to listen for sounds that
indicate monsters are in the area. Stand still for a few moments and listen
for sounds like groaning, shuffling footsteps, barking, screeching, etc.
It'll keep you from accidentally running into a potential ambush.
WONDER WHAT'S AROUND THE CORNER...
==================================
There are a few ways to see if there are enemies hiding offscreen, just
waiting to pop up and surprises you. The easiest way is to make use of auto
aim. Edge past a corner you can't see around, and press R. If your
character autoaims something, there's a monster or two back there.
Also, you can use the mirrors hanging on the wall. They're usually nothing
but a cool detail, but you can also use them to see enemies that are behind
corners. Look for shadows on the walls and floors too. If you can see a
moving shadow that's not your own, then most likely it belongs to an enemy
creature.
FIGHTING
========
In general, the closer you are to the enemy, the more damage your shots will
inflict. This is especially true with the SHOTGUN. However, it's usually
not safe to stand next to an enemy. If you're using a weak weapon, like the
HANDGUN, fire from a distance. If you want to use the knife, then I suggest
you trap an enemy behind an object (like that statue in the DINING ROOM
BALCONY) and hack away.
There's also a way to kill zombies in one hit with the SHOTGUN. Stand right
next to them and fire up at their heads. This kills them in one hit, and
even prevents them from reanimating later into crimson heads. However, it's
pretty hard to do, because the zombie usually has to be close enough to be
lunging at you.
IS IT DEAD?
===========
You've busted five caps into that zombie's arse and now it's lying flat on
the floor. It ought to be okay to go on right? Not necessarily. The enemy
might just be pretending to be dead, so that when you walk past it'll get up
again and surprise you. There are three ways to tell if a monster is really
dead for good. If you see a blood pool spreading around the corpse, then
the enemy is dead. Try turning away from the enemy then pressing R. If the
enemy isn't dead, then your character will autoaim it. The last way is if
there is threatening music playing. When all enemies in the area are
killed, the music will stop.
YOU CAN'T CATCH ME SLOWPOKE!
============================
In this game, you have very little ammo to use. You simply can't kill
everything that gets in your way or you'll be out of bullets in no time. If
you can evade an enemy and not fight, DO IT! You can fake out enemies by
going to one side of the hall, then zipping past on the other side when the
enemy gets close to the wall on one side. This is especially important to
avoid killing zombies and running the chance they could become crimson
heads.
They're Resident Evil's primary enemies. Without the zombies, this game
just wouldn't be Resident Evil. I put their enemy profile up here as
they're the most common enemy and you should know about them before you
play, right? They're a lot more powerful than in the last games, and absorb
even more firepower than any zombies previously. Also, they now have some
new nasty tricks to pull on you.
FIGHTING
========
As long as you're not nearby them, they're relatively easy to kill. Just
about their only attack is to get next to you and bite you. On stairways,
they can't grab you, so they'll puke a nasty acid substance all over you.
However, it's much easier to evade the acid than a zombie's arms. When using
the HANDGUN, they're best killed by sniping from a distance. They take a
lot more shots than they used to, like 8 or 10. If you're gonna use the
SURVIVAL KNIFE, then I suggest trapping them behind some object like a case,
and then hacking at them while they're trapped.
The most entertaining, and efficient, way to kill them is using the SHOTGUN.
If you get within lunging distance and fire up at their heads, there's a
chance you'll blow it right off. This will kill it, and also prevent the
corpse from reviving later. You can also do this with the MAGNUM and the
HANDGUN, but the SHOTGUN'S the most economical gun to use.
ZOMBIES CAN OPEN DOORS...?
==========================
Scary huh? Usually in the old games, you could just flee to the next room
if you didn't want to fight with a zombie. Not so anymore. If you run to
the next room, there's a chance they'll just open the door and continue
chasing after you. This can be very scary to even veteran Resident Evil
players. They will never follow you through more than two rooms. However,
this can sometimes work to your advantage. They might move into rooms that
you don't even need to go into anyway, sparing you the trouble of having to
kill them in areas you frequently travel through.
THE DEAD WALK...AGAIN!
======================
The nastiest new trick the zombies have up their sleeves is that they will
reanimate in time after you kill them the first time and become crimson
heads, AKA super zombies. They grow claws on their hands, their skin will
turn dark red, and they can even run as fast as you can! They'll be
slashing at you and biting you before you know what's happening. They're
really tough to kill without some heavy firepower. Their head is still weak
to SHOTGUN blasts, so use that gun to dispose of them quickly. Even a
crimson head will stop coming once it's brain has been blown across the
wall.
Once you kill a crimson head, it'll stay dead and won't come back. You
don't have to worry about burning up crimson head corpses or decapitating
them. Also, you may note the nude zombies in the laboratory. You don't
have to decapitate or burn them. After you leave the room, their corpses
will simply vanish, unlike the other zombies.
DISPOSAL OF BODIES
==================
Since the corpses you've killed will come back to life again in time, what
can you do to prevent this from happening at all? There are two ways. One
is to remove their heads from their bodies, the other is to burn them. You
can blow their heads off (SHOTGUN is best) as mentioned above, and that will
kill them once and for all. You can also burn them up with INCENDIARY
SHELLS from the GRENADE LAUNCHER. If you don't have the right weapon handy
and had to put them down with something else, then it's still not too late.
You'll need to get a LIGHTER and a FUEL CANTEEN, and use these items
together to burn the dead corpses on the ground. Your canteen can only hold
enough fuel to be used twice. Thankfully, there are white KEROSENE
CONTAINERS around the estate that you can use to refill. Each of these
contains enough kerosene for four uses. Usually, you need one use to get
rid of one corpse. However, if there are two or more bodies on top of each
other or right next to each other, it'll usually only take one use. So try
to kill the zombies in the same spot to save kerosene. If you leave corpses
lying around please burn them as soon as possible so they won't come back.
In between the action sequences, you'll have to solve some puzzles to gain
items necessary to move on. There are a few general tips that can be used
to solve most of the puzzles.
EXAMINE THE AREA CAREFULLY
==========================
Usually, you'll get all the clues you need to solve the puzzles in the rooms
you find them in. Check the paintings you see in the rooms. Look for
strange holes and other things that seem to be out of place. You'd be
amazed how much easier the puzzles become simply by looking at a picture in
the room somewhere.
EXAMINE ITEMS CAREFULLY
=======================
Use the CHECK feature in your inventory screen to check items. Rotate them
and look at all sides of them. You may find an essential item you're
looking for just by flipping an item over and looking at it from a different
angle. It's especially important that you open up any books you find. You
do this by looking at the pages of the book opposite the spine, like you'd
open an ordinary book.
LISTEN TO CLUES AND DIALOGUES
=============================
If you listen to what your fellow comrades tell you, read any papers you
come across, and read the descriptions you get by checking surroundings,
some of these puzzles will be a heck of a lot easier to solve.
To save your game, you'll need to find a TYPEWRITER, and have at least one
INK RIBBON in your possession. These INK RIBBONS can usually be found near
TYPEWRITERS, so looking for them isn't that big a pain. However, I'll tell
you where they are for the newbies' sakes. I usually won't tell you when to
save, but feel free to save as often as you'd like. However, I will warn
you when there's a sticky situation coming up and I'll advise you to save
then. The rooms that contain these TYPEWRITERS are usually safe havens, so
go to a save room whenever you start getting put down by the monsters.
On the night of July 24, 1998 a helicopter flies over the Arklay Mountains
near Raccoon City. It contains the S.T.A.R.S. Alpha Team from the Raccoon
City Police Department. Recently there have been many murders and people
missing in Raccoon City. Most of the victims were eaten. Their first
mission objective is to investigate the murders and disappearances in this
area of the city.
Their second mission objective is to investigate the disappearance of the
S.T.A.R.S. Bravo Team, who were sent in previously but have turned up
missing. As it gets dark, the helicopter swoops low over the trees. Jill
suddenly spots the downed Bravo helicopter. They land the chopper and go to
investigate the wreck.
The helicopter has been trashed, but most of the combat gear is still
around. Joseph Frost pokes around the wreck while his teammates search the
surrounding area. He finds the corpse of the pilot inside. He quickly
jumps out, terrified, and joins his teammates to search the forest as well.
Frost suddenly hears something and turns around, but nothing's there. He's
then attacked from the other side by a dog. More come to join the first
hound. Jill shoots at them, but none of the animals seem to notice.
These aren't ordinary dogs, because they look like their skin has rotted
off. Jill is too transfixed to reload after her clip runs dry. Suddenly,
they turn on her. She nearly gets jumped by one, but Chris blasts it away
from her. He urges her to get up and hurry. They run off. As they run
away, they see Brad fly away in their helicopter without them. Chris turns
around to shoot a dog, but it's almost on him. Wesker caps this one for
him. He urges them to hurry and run. They all flee through the woods,
firing at their attackers on the run.
Chris spots a mansion in the fog, and yells at Jill to run for it. They may
have thought they made it to safety, but in fact this nightmare's far from
over. Now you decide how this mission will go. Good luck!
=============================================================================
- GETTING THE SWORD KEY
=============================================================================
MAIN HALL
Wesker, Barry, and Jill have made it safely inside, but Chris couldn't keep
up. Jill starts to go outside to find him, but Wesker stops her. Jill
tries to convince him to let her go out there, but then a gunshot is heard
in the distance. He orders Jill to go investigate it, and Barry decides to
go too. They carefully sweep a door and then charge through with guns up.
DINING ROOM
Follow Barry to the front of the room where the fireplace is. He found a
pool of blood. He tells Jill to go look for other clues while he examines
the blood, as if expecting it to move or something. Now that you're free to
move, you might want to practice your moves a bit. Try running a lap or two
around the table so that you can learn to run straight down passageways
without bumping off walls. After you're done practicing, take the INK
RIBBONS and go out the door near where Barry's examining the blood.
***NOTE***
There's a TYPEWRITER and some INK RIBBONS in here, but you might want to
forget saving for now, as you've just started your game. You can also get
the EMBLEM from over the fireplace, but you won't need it till much much
later, so you should leave it where it is too.
***NOTE***
KENNETH'S HALL
Don't bother trying to use any of the other doors or the elevator, because
they're all locked. Instead, go into the sitting area at the west end of
the hall. You'll see somebody...chewing...on a corpse! He turns to face
you, and his face is rotting, like he's...A ZOMBIE! I recommend you flee
from him and run back to Barry, because you'll waste what precious little
ammo you have with you now.
DINING ROOM
As Jill charges into the room, the zombie follows after you. Barry blasts
it with his gun. Jill says that Kenneth was killed by this monster, and
says they ought to report back to Wesker about this. Go out the double
doors. As you're about to exit, you'll hear a growl and a door close. If
you go back to where the zombie was, the corpse will be gone... Anyway,
just go back to where Wesker is.
***NOTE***
There's another way to get through this beginning part. Try to go out the
double doors before looking at the blood at the front of the room. Wesker
will make you go back in. Try to go out again. This time Barry will stop
you. Go over and look at the blood with Barry. Now, try to go back to the
double doors again, and this time the zombie will come through the door by
himself. Barry will kill it for you and then Jill will say they ought to
report to Wesker.
***NOTE***
MAIN HALL
Hey! Where did Wesker go? Barry calls out for Wesker, and then tells you
to search the room for him. He then just paces around...doing nothing.
Lazy... Anyway, you can either search the room by going upstairs and then
coming back down, or running through the passageway beneath the central
staircase. After you've searched, Barry and Jill decide to split up and
search for Chris and Wesker separately. Just before Barry takes off, he'll
give you a LOCK PICK. He then leaves, and you're alone. Go through the
doors opposite the DINING ROOM doors.
ART ROOM
There's an item in the "Woman Drawing Water" statue, just like in the
original game, but crap, there's no stepladder so how are we going to get
it? Don't worry though. In this game, the case in front of the curtained
door does double duty, both blocking that door and serving as the
stepladder's substitute. Climb on top of the case, then jump down on the
other side. Push the case over to the statue and climb on top of it. Get
the MANSION 1F MAP in the statue's bowl.
After you do that, push the case back in front of the curtained door, then
climb over it to get into that hall. At the end of this short passage,
you'll find a DAGGER on a shelf. On the way back out of here though, a
zombie will ambush you from around the corner. Evade it if you can. It
doesn't really matter if he does get you because you have a DAGGER as a
defense item. After getting past the zombie, jump on top of the case and
back into the main room. I'd just leave him alone, because you don't need
to go back where he is again anyway. Leave out the double doors.
MAIN HALL
Run across the hall to the DINING ROOM again.
DINING ROOM
Take the door near the fireplace.
KENNETH'S HALL
Go to where that zombie was chewing on a corpse. When you search the corpse
that was being eaten before, you discover its Kenneth, one of the members of
the Bravo team. Anyway, you'll get KENNETH'S FILM, but you can't watch it
until you find a video recorder. Sorry kiddies, but you won't find any ammo
this time if you check him two more times. Take the door past his corpse.
CROW STAIRS
Run down the hall, and you'll come to a room with a birdcage in it. If you
search it, you'll find a much needed HANDGUN MAGAZINE. Also, take the two
GREEN HERBS you find on the floor near the foot of the stairs. Head up the
steps and take the door at the top.
SPEAR CORRIDOR
Take the GREEN HERB near the corpse in front of you, then combine your three
GREEN HERBS. You'll probably need to use the herbs for this zombie
encounter. This hall's narrow, and it only takes one bite to knock you down
to ORANGE CAUTION. Two will kill you. Go through the doorway with the
mirror. There's a zombie to your left. He's facing the wrong way, so you
can probably slip past. Ignore the door here because it's locked. Go down
the passageway lined with spears.
Near the opposite end, you'll see a sparkly on a statue. Take the GOLDEN
ARROW. You can also get another HANDGUN MAGAZINE in front of the mirror
nearby. Take these items and continue down the hall. You'll find another
zombie here. Kill this one. You'll come to a little room with two doors.
The east door is locked, but the southern door you can go through.
DINING ROOM BALCONY
You're above the DINING ROOM now. You can see a zombie on the other side of
the balcony, but ignore him for now. Turn left and take the DAGGER from the
shelf on the wall. Continue walking down the balcony, past the double doors
to the zombie's side. You can save a little ammo by trapping the zombie on
one side of the woman statue here, then sticking your SURVIVAL KNIFE through
the statue at him.
Sometimes though this guy gets smart and goes around it though, so watch
out. I advise you don't kill him with your HANDGUN, because it's easy to
maneuver around him in this looping balcony. What you ought to do here is
shove the woman statue through the hole in the balcony railing. You'll hear
a crash from below, but don't go to investigate it yet. Go through the
double doors up here.
MAIN HALL
Walk down the short stairs to where the stairs all meet. In the old game
there was just a stained glass window here, but now there's a painting with
a door in it. Go through this door.
GRAVEYARD
Go down the stairs. Watch out for the zombie prowling about. You may
notice the sparkly behind the gate, but there's nothing you can do to get it
right now. Instead, head to the northern path. On the left side at the
start of this path is a somewhat hidden area with SHOTGUN SHELLS in it.
You'll find them in the top left corner, from the camera's view. Be
careful, because there's another zombie lurking here too.
Now, continue down the northern path until you come to a tomb with an angel
with a bow and arrow carved into it. There's a hole where the arrowhead
should be. You've got the GOLDEN ARROW, but it's too big to jam into the
hole. What do you do? Check the arrow in your inventory screen, and you'll
be told you can remove the arrowhead. Do so, and put the ARROWHEAD in the
hole. The tomb will open up, giving you access.
Head down the stairs into a creepy room with fires and gears clinking in the
background. For some reason, the zombies can't follow you down here. Look
at the podium beneath the hanging coffin, and you'll get the BOOK OF CURSE.
Go to the check screen and flip the book over so you're looking at its
backside, and you'll find the SWORD KEY. In the book, you'll read:
The four masks,
a mask that speaks no evil...
a mask that smells no evil...
a mask that sees no evil...
a mask that cannot speak, smell,
or see evil...
When all four fall into place,
evil will awaken.
This passage describes your general objective for this part of the game.
You must find the four DEATH MASKS throughout the mansion, put them into the
correct faces on the wall, and then you'll find out what to do next. Head
up the stairs out of the tomb and go back inside the house. Watch out,
because if you haven't killed the zombies, they'll be standing at the top of
the stairs waiting for you.
=============================================================================
- GETTING THE SHOTGUN
=============================================================================
MAIN HALL
Go down the stairs, and take the double doors to the ART ROOM to the east.
ART ROOM
Go to the door to the right of the curtained door, and use the SWORD KEY to
unlock that door.
L HALL
In this room, you'll see some display cases lining the walls. However, as
you walk past the first window, it'll crack. It's only there to scare you,
so ignore it for now. Push away the display case near the window to find a
DAGGER. Continue down the hall to the next door. Hidden under the display
case there is a HANDGUN MAGAZINE. Go through the door nearby.
WINDING CORRIDOR
To your left is a door you can unlock with your LOCK PICK, but don't go in
there yet. Take the next door you come to.
MANSION BATHROOM
If you check the tub, you'll be asked if you want to drain it. Do so at
this time. As the tub drains, a zombie jumps out of the water! It slides
out onto the floor and tries to bite Jill's leg. She however kills it by
stomping on its head. This sight sickens her so much she runs to the toilet
and pukes up! Anyway, after you're done laughing at her, take the DAGGER
from the tub and leave.
WINDING CORRIDOR
Continue down the hall, past some windows. Just after the windows, you'll
see a single door. Go inside it.
CONNECTING CHAMBER
There's nothing to see here, so why don't you go to the next room?
LIVING ROOM
You can find some more INK RIBBONS on the coffee table, and a SHOTGUN on the
wall! All you got is a peashooter, so of course you should take it with
you. Note how the wall hooks go up... Oh it's probably nothing, so why
don't we get out of here and look for something to try out our new gun on?
CONNECTING CHAMBER
Aw crap! The ceiling is falling! Try both of the doors. Both of them are
locked! Stay calm though, because help's on the way. Barry will come and
shoot out the door lock. He'll open the door and drag you out just before
you get crushed.
***NOTE***
You HAVE to try to open both doors or Barry will not appear.
***NOTE***
WINDING CORRIDOR
I wish Barry still said "Jill Sandwich" like in the old game... Anyway,
Jill thanks him for saving her, and he then walks off to continue his
investigation of the other wing. Equip your SHOTGUN and walk through the
double doors nearby.
***NOTE***
If you want to skip over this sequence, then you can get the BROKEN SHOTGUN
from the other side of the mansion and bring it here. Use it to hold down
the levers while you take the good SHOTGUN out. It's not really worth it
for Jill, since she can get it much more easily with Barry's help. One more
thing, if you wait until later in the game to get the SHOTGUN, then Barry
won't come to help you. To get the SHOTGUN then you'll have to get the
BROKEN SHOTGUN and use that.
***NOTE***
=============================================================================
- GETTING THE ARMOR KEY
=============================================================================
EXIT CORRIDOR
Now it's time to go kick some zombie arse :) Equip that SHOTGUN of yours
and walk towards the west end of the hall. A zombie should come around the
corner. Blast him in the head. For now, take the door in this area near
the small chair.
EAST STAIRS
A zombie will come towards you down the hall. Let him get within striking
distance then blow his bleedin' head off. Head on upstairs and kill the
other two zombies up here. Go into the room under the stairs.
STORAGE ROOM
Welcome to your first SAVE ROOM, which is easily identified by the soothing
music. Empty out your inventory and get the FUEL CANTEEN on the floor. Use
the KEROSENE CONTAINER nearby to fill it up. Take the BODY DISPOSAL note on
the floor near the lantern. It'll tell you that the zombies come back alive
again after you kill them. It also says the ways to get rid of the zombies
for good are removing their heads and burning them up. Read my General
Strategies section for more info. Anyway, organize your inventory at the
ITEM BOX:
SHOTGUN, SHOTGUN SHELLS
SWORD KEY
I'll repeat myself: You burn the corpses you've killed by yourself. I
won't tell you to carry around a FUEL CANTEEN on your own. Go back outside.
EAST STAIRS
You've got one item you need to burn the corpses, so now you'd better get
the other item, which is the LIGHTER so you can burn the zombies you killed
before they can turn into crimson heads. Go upstairs and take the door in
the offshoot to the west.
CURTAIN CORRIDOR
Blast the zombie that approaches from the right. Take the WOODEN MOUNT on
the table to the right of the door you used to get in here.
SECOND FLOOR STUDY
You can get a HANDGUN MAGAZINE on the desk with the chessboard. Look at the
stand next to the table with the chessboard to find a DOG WHISTLE and the
CRUMPLED MEMO. The memo was written by a guard who hid an important item in
a collar on a dog. Then note says that the dog usually hangs out on the
second floor balcony on the west terrace, and that the DOG WHISTLE is needed
to find the dog. Take the LIGHTER on top of the round desk and the BOTANY
BOOK The BOTANY BOOK will explain about herb usage. Read my General
Strategies section for info on mixing herbs. Go out the door you didn't use
to get in.
EAST STAIRS
Run east down the hall and take the door at the very end.
FIREPLACE ROOM
Get the GREEN HERB off the floor. Use the LIGHTER to start a fire in the
fireplace. You may notice the lines of the mansion diagram glowing on the
picture above, but you can't take the diagram with you. Instead, use the
WOODEN MOUNT on the diagram to burn the lines of the map into the wood. By
doing this you'll get the MANSION 2F MAP. Clever trick, huh? Leave the
room.
EAST STAIRS
Head to the STORAGE ROOM.
STORAGE ROOM
Organize your inventory:
SHOTGUN, SHOTGUN SHELLS
SWORD KEY, DOG WHISTLE
Leave.
EAST STAIRS
Go through the door on the first floor.
***NOTE***
This door is special in that you can only use it two times because of the
faulty doorknob. Be sure you only go through it when you really need to.
Anyway, right now we really need to go through it, so go ahead and open it
up.
***NOTE***
EXIT CORRIDOR
Turn left and take the doors over there.
WINDING CORRIDOR
Go down to the east end of the hall. Take the door on the eastern wall.
BACK PORCH
You can hear dogs barking, but they can't do anything to you...yet. Get the
two GREEN HERBS and the one RED HERB. Use a green and a red to make a
RED-GREEN MIXTURE. There's also a KEROSENE CONTAINER out here if you need
to refill your FUEL CANTEEN. Also, take the big bag of the incredible
CHEMICAL. Get out of here after you've gotten everything. Don't mind the
dogs, because they only jump the fence if you come in this room more than
once.
WINDING CORRIDOR
Go through the other door nearby.
L-SHAPED CORRIDOR
As you run down the hall, dogs will jump through the windows! Just run past
them, because it's not worth the ammo to kill them. Get to the door at the
other end of the hall.
ART ROOM
Cross over to the double doors.
MAIN HALL
In here, you'll run into Barry. He will give her "a can of fizz that's
bound to mellow and yellow those things." You'll get the ACID SHELLS from
him if you have an inventory slot open. Jill then tries to impress him with
a little bit of her Italian as she says "Ciao." Barry walks off into the
DINING ROOM. After the conversation, go upstairs and head for the double
doors to the west.
DINING ROOM BALCONY
Run down the northern side of the balcony. In the camera shot that shows
two doors, unlock the left door with the SWORD KEY.
WEST STAIRS
A little to the left of you is another door. Unlock it with the LOCK PICK
and go through it.
WESTERN OUTDOOR BALCONY
You may notice this is the area in the photograph from the CRUMPLED MEMO.
You'll find a GREEN HERB POT nearby with a large supply of GREEN HERBS. At
the eastern end of the balcony, there's a door that leads into the MAIN
HALL. You don't have to, but you can unlock the door from this side to open
up another way around the west wing.
What you have to do here is to blow the DOG WHISTLE to get the hounds a
comin', then kill the one wearing the COLLAR. The best spot to stand is in
front of the door you can unlock here. Blow the whistle, and the dog with
the COLLAR will come. Watch out for his buddy who's also with him. They'll
run straight down the walkway right at you. Start shooting back down the
walkway. You can kill them off even before you see them. After you kill
them, get the COLLAR.
Examine the COLLAR in the check screen. Look at the ornament on the front
of it. Press the switch on it to get a COIN. Flip this coin over so that
you're looking at the side that has a suit of armor on it. When you click
on that, a handle will pop out of the bottom of the COIN, and it will become
an IMITATION OF A KEY. Sadly, you can't use this fake key on any doors. Go
into the WEST STAIRS area. As you leave the balcony, discard the DOG
WHISTLE.
WEST STAIRS
Run around the stairway railing and you'll come to a hallway intersection.
Don't go to the stairs, because there's a zombie coming up while another one
comes from the hall to the left. If you can get these two zombies to group
together, you'll be able to damage them both at the same time with your
SHOTGUN. Head down the stairs and go into the room beneath them.
DRUG ROOM
You're probably just about out of SHOTGUN SHELLS right now, so maybe we
should change over to the HANDGUN. Organize your inventory:
HANDGUN, HANDGUN MAGAZINE
FUEL CANTEEN, LIGHTER
IMITATION OF A KEY, SWORD KEY
CHEMICAL
Leave.
WEST STAIRS
Head north down the hall, and then east. The door at the end of the hall is
locked, but you can undo the other one there with your LOCK PICK.
JUNK ROOM
In here, you'll find a BATTERY PACK for Jill's taser, INK RIBBONS in the
desk (drop 'em off in the DRUG ROOM if you take them), a KEROSENE CONTAINER,
and the BROKEN SHOTGUN. If you already got the SHOTGUN from the LIVING ROOM
with Barry's help, then don't bother picking it up because it's totally
useless now. However, if you did skip over that room, you can now go and
get your SHOTGUN. Leave.
WEST STAIRS
Go up the stairs, and turn left. Go to the door at the end of this short
hall.
SPEAR CORRIDOR
Go through the corridor with the mirror and turn right. Watch out, because
the corpse will become a crimson head even if you do try to burn it.
Quickly slip into the door past the corpse to get away from it.
DEATH KNIGHTS ROOM
I call this room this name because of all the knight statues around that all
have some stupid sentence about death inscribed upon them. Anyway, go up
the stairs. You may note the statue you pass has a spiked shield. Ignore
it though. Continue down the hall. Also note there are tracks running
through this hall. You'll eventually come to a small stand with a key
imbedded in it. The inscription upon it reads "May whoever takes this
emblem find peace in death."
Well, if you're still up to taking the ARMOR KEY anyway, do so at this time.
The walls and the knight statue behind you will slide in, while the stand
goes into the floor. Then, the statue with the spiked shield starts a
comin' down the hall on the track. Err, I guess this wasn't a great idea
after all... Wait a minute! What about that IMITATION OF A KEY you have
with you? It's about the same shape isn't it? Place the IMITATION OF A KEY
in the stand to deactivate the trap. You can now safely exit this room.
Take the same door you used to get in.
=============================================================================
- GETTING THE FIRST DEATH MASK
=============================================================================
SPEAR CORRIDOR
Quickly dash through the mirror doorway and into the door just past it
before the crimson head finds you and inflicts some serious pain.
WEST STAIRS
Watch out, because a zombie will come in here via the WESTERN OUTDOOR
BALCONY. Put it down with the HANDGUN. Then unlock the door downstairs at
the east end of the hall with the ARMOR KEY.
SHADOWY CORRIDOR
Get the BATTERY PACK off the table nearby, and go down the passage in front
of you. You may notice the shadows cast by the windows. It almost looks
like those shadows are the shapes of...zombies! Creepy huh? Anyway, take
the door at the end of this hall.
GREEN HOUSE
Don't try to walk past the fountain, or you'll get attacked by killer vines.
Instead, dump the CHEMICAL into the pump near the door. Start pumping the
water, using the red pipe. If you use the green pipe, you'll kill all the
herbs in this room, and that would be a big waste of healing items. After
you've killed the vines with the poisoned water, go to the shield at the
front of the room, and pick up the first DEATH MASK! One down, three to go.
Don't worry about picking up the herbs now, because we'll free up our
inventory and get them a little later.
=============================================================================
- GETTING THE GRENADE LAUNCHER
=============================================================================
SHADOWY CORRIDOR
The zombies will crash through the windows as you go down the hall. Get
some distance and snipe them with the HANDGUN. After you kill them, burn up
their corpses. The next room we need to go to is down the left corridor.
Take the door on the right side of the hall.
KEEPER'S BEDROOM
Burn the corpse near the liquor cabinet, if you want to prevent it from
ambushing you in a bit. Swipe the HANDGUN MAGAZINE off the bed. Go over
past the bed where all the girly pictures are on the wall. The closet door
will shake. When you try to leave, a zombie will pop out of the closet, so
kill it. Take the BATTERY PACK in the closet and read the KEEPER'S DIARY on
the desk. It somewhat explains why the heck there are zombies and monsters
around, and makes for some rather entertaining reading towards the end.
Leave the room.
SHADOWY CORRIDOR
Go to the south end of the hall and unlock the door there.
KENNETH'S HALL
Put down the zombie in here with your HANDGUN, then burn it up with the FUEL
CANTEEN if you have fuel left. Go to the DINING ROOM.
DINING ROOM
Walk around on the other side of the table. Remember a long time ago when
you shoved that statue off the balcony above? Well now the rubble's lying
about, with a little sparkly in it... Get the BLUE GEMSTONE from the broken
statue, and go out through the single door.
KENNETH'S HALL
Go to the very end of the hall, where the elevator is. On your way past,
unlock the door on the right side of the hall with the SWORD KEY but don't
go in there yet. Run around and head down the stairs. Use the SWORD KEY
here to unlock the door. Go through this door.
KITCHEN
Eeww, nasty, looks like somebody forgot to put the meat back in the fridge.
There are maggots and flies crawling all over everything. No you can't take
the elevator, because the power's not on. Get the DAGGER off the table and
try to leave the room. A zombie will come down the stairs and through the
door. Do a lap around the meat table to get it confused, then leave the
room.
KENNETH'S HALL
Go to the SHADOWY CORRIDOR.
SHADOWY CORRIDOR
Enter the alcove to the right and go through the door there.
TIGER ROOM
In this small room, you'll see a statue of a tiger head on a podium. The
inscription on it reads: "A tiger glowing with blue and yellow light."
Place the BLUE GEMSTONE here and you'll get some SHOTGUN SHELLS. Leave the
room.
SHADOWY CORRIDOR
Head for the WEST STAIRS area.
WEST STAIRS
Go to the DRUG ROOM.
DRUG ROOM
Clean out your inventory and get:
SHOTGUN, SHOTGUN SHELLS
ARMOR KEY, SWORD KEY
Leave.
WEST STAIRS
Go to the SHADOWY CORRIDOR.
SHADOWY CORRIDOR
Go down the long hall in front of you to the GREEN HOUSE.
GREEN HOUSE
Gather up the five GREEN HERBS. Use three to make a LARGE GREEN MIXTURE and
two to make a SMALL GREEN MIXTURE. Leave.
SHADOWY CORRIDOR
Go to the WEST STAIRS area.
WEST STAIRS
Go upstairs, and take the door to the DINING ROOM BALCONY.
DINING ROOM BALCONY
Leave through the double doors.
MAIN HALL
Go across the balcony to the eastern side. Take the southeast door and
unlock it with the ARMOR KEY.
EASTERN OUTDOOR BALCONY
Run down the walkway and go down some stairs. You'll see Forest Speyer's
corpse sitting in a chair here. Fortunately, his GRENADE LAUNCHER is still
with him. Take it, and take the DAGGER on the bench nearby. Now, you can
either just quietly leave now, or continue down the balcony where you'll
find two GREEN HERBS at the end.
However, should you decide to get the GREEN HERBS, Forest will come back to
life and attack you! Kill him with the GRENADE LAUNCHER you just picked up
if you're going to get the GREEN HERBS, because Forest is very fast.
Combine one of those GREEN HERBS with your SMALL GREEN MIXTURE to get a
LARGE GREEN MIXTURE.
=============================================================================
- GETTING THE SECOND DEATH MASK
=============================================================================
MAIN HALL
Go to the northeastern door in here, and use the SWORD KEY to unlock the
door. Discard the key when asked.
CURTAIN CORRIDOR
There's a zombie hanging around past the curtains in the hall. Kill him
then unlock the double doors between the curtains.
KNIGHT ROOM
In here, you'll see four knights slide away from positions on the wall. The
goal of this puzzle is to push the knights back into their places then press
the button on the stand in the middle of the room. The only problem is, the
knights move away from the wall as you push other knights in. Be sure not
to push the button before the knights are in position, or poison gas will
leak into the room! If this happens, leave the room and the puzzle will
reset. I'll be using the camera's view for this puzzle. The most efficient
order to push the statues in I think is:
1 - push in the upper right knight.
2 - push in the bottom left knight.
3 - push in the bottom right knight. The last knight will automatically
slide into place.
Press the button in the middle of the room. Bars will raise up from in
front of a little shelf, giving you access to a strange box. Take the
JEWELRY BOX. Now, we have to solve another puzzle to make the box open. If
you read the inscription on top, it will read, "Sunshine will awaken me."
Note how the sun emblem has two red slices in it. What you have to do to
get the box to open is to replace the red raspberry filling with the yellow
lemon filling, heh. Pretend you're looking at the box from this angle, with
the moon on the left and the sun on the right.
__________
/\ \
BACK SIDE --- / \ MOON SUN \ --- TOP SIDE
/ \__________\
\ / /
\ / / --- FRONT SIDE
\/__________/
To solve this little puzzle, press the button on the FRONT SIDE first, then
press the button on the BACK SIDE of the box, opposite the front side. This
will replace the red with the yellow on the sun, giving you access to the
second DEATH MASK! Two down, two to go. Leave the room.
CURTAIN CORRIDOR
Turn right and go down the hall. Unlock the door you passed by before with
the ARMOR KEY.
=============================================================================
- RESCUING RICHARD
=============================================================================
RICHARD'S HALL
As you enter, you'll see Richard stumble down the hall with a nasty bite
wound in his shoulder. He says it was caused by a snake, and it must have
been poisonous. He says he saw some SERUM around, but he didn't bother to
bring it with him. You now have to go get it for him. You have about 15
minutes to get the SERUM and bring it back to Richard before he dies. Be
sure you don't let him die, because there are several benefits to keeping
him alive, unlike in the original game.
CURTAIN CORRIDOR
As you exit, your map will point you towards the DRUG ROOM in the west wing
of the house. Head for the door to your left.
MAIN HALL
Cross to the other side of the room and enter the DINING ROOM BALCONY.
DINING ROOM BALCONY
Run over to the northwestern door.
WEST STAIRS
Head downstairs and enter the DRUG ROOM.
DRUG ROOM
Get the SERUM from the shelf. If you had tried to pick it up earlier the
game wouldn't have let you. Organize your inventory:
SHOTGUN, SHOTGUN SHELLS
ARMOR KEY, SERUM
LIGHTER
WEST STAIRS
Head upstairs and take the southeastern door up there.
DINING ROOM BALCONY
Head for the double doors to the east.
MAIN HALL
Skip across the balcony back into the CURTAIN CORRIDOR
CURTAIN CORRIDOR
Go to RICHARD'S HALL.
RICHARD'S HALL
Hopefully, you haven't been lollydagging around like an idiot while getting
the SERUM and Richard is still alive. If he's still alive, Jill will give
him a shot to cure the poison, and Richard will give you his radio. He'll
be fine now. You can resume your exploration of the mansion. If you're too
late, he'll be lying on the floor dead, and you won't get anything from his
body. Go through the door beyond him.
=============================================================================
- GETTING THE SHIELD KEY
=============================================================================
ATTIC CORRIDOR
Dirty in here, isn't in? A zombie will appear from the hall to the left.
Blow his head off, then take the door behind him, near the flickering light.
UPSTAIRS DINING ROOM
Take a HANDGUN MAGAZINE from the table. Use your LIGHTER to light the
candle on the table so you can see. Get the HANDGUN MAGAZINE out of the
cabinet on the western wall, then shove aside the cabinet on the eastern
wall to reveal a secret passage. Watch out, because there's a zombie in
there, just waiting for you to boldly prance inside. Lure him out, then do
a lap around the table in the middle of the room to get him confused. Get
the MUSICAL SCORE from the cabinet hidden in the secret room. Leave the
room.
ATTIC CORRIDOR
Go back into RICHARD'S HALL, because you can't unlock the door with the
spider webs yet.
RICHARD'S HALL
If Richard is still alive, you can safely cross through this corridor.
However, if you let Richard die, then there will be a zombie for you to deal
with. Get to the other end of the hall.
CURTAINED CORRIDOR
Head left and go into the MAIN HALL again.
MAIN HALL
Go downstairs and enter the DINING ROOM on the bottom floor.
DINING ROOM
Take the EMBLEM over the fireplace, then take the one door close by.
KENNETH'S HALL
Turn right. The door before you get to the elevator is the one you need to
go to. Hopefully you unlocked it earlier with the SWORD KEY as I directed
you to.
PIANO BAR
Use the complete MUSICAL SCORE on the piano and Jill will do a brilliant
performance of the song. After Jill's played the song, a wall will slide up
revealing a secret room. Take the GOLD EMBLEM from the statue. Uh oh, the
wall went down again! Not to worry though, place the wooden EMBLEM in the
place of the GOLD EMBLEM to keep the wall up. You can get out of here now.
Before you go though, look at the sparkly. You'll find TREVOR'S DIARY.
He's the guy who built this crazy mansion. He says that he's been locked up
in here, and thinks the reason is because he's only one of two people who
know the secrets of this place. The other is Spencer, and if Trevor dies,
only Spencer will know. Trevor says he has to escape, but he never did
manage to get out.
KENNETH'S HALL
Go to the DINING ROOM.
DINING ROOM
Place the GOLD EMBLEM in the place of the old EMBLEM at the start of the
game. The grandfather clock will open up, revealing it's gears. You now
get to control the arms of the clock. But what's the solution to this
puzzle? Look at the painting near the clock. One knight has been impaled
on a short sword in the chest, while the other knight has been struck in the
head with a long sword.
Note the symbols on the clock too. They're a helmet, armor, a shield, and a
sword. This may be a little confusing, but the small option actually
controls the big arm, and the large option controls the small arm. What
protects a head? A helmet. And what protects a chest? Armor. Point the
long arm at the helmet, and the short arm at the armor. The time should
read 6 o' clock. The clock will chime and slide aside. Take the SHIELD KEY
hidden in the secret compartment, and leave through the double doors.
=============================================================================
- GETTING THE THIRD DEATH MASK
=============================================================================
MAIN HALL
Head upstairs and go into the CURTAIN CORRIDOR.
CURTAIN CORRIDOR
Head down the hall until you come to the door to the EAST STAIRS.
EAST STAIRS
Go downstairs to the STORAGE ROOM. Barry posted a note saying he left some
supplies for you in there in case you got in trouble. Head inside the room.
STORAGE ROOM
Get the FIRST AID SPRAY and the INCENDIARY SHELLS. Put these in the ITEM
BOX and organize your inventory:
EAST STAIRS
Go to the door at the midway point of the upstairs hall and unlock it with
your ARMOR KEY.
STAG ROOM
Pick up the RED HERB in here, and take the door to the left of the stag
head.
UPSTAIRS OFFICE
You might run into Barry in here, looking at the RESEARCHER'S WILL. He'll
then hand it to you. The top portion is torn off though. The person who
wrote it says he's infected with an illness that will turn him into a
zombie, and he'll kill himself soon. Barry suggests there was something in
the top half somebody didn't want anyone to see. He then runs off out the
door. If he's not here, then you can get the document on the desk by
yourself.
You need to get three items in this room now. The FISHHOOK from the
fishhook collection near the aquarium, the BEE SPECIMEN from the lure
collection near the desk, and the LURE OF A BEE from the insect collection
near the bookcase. Combine the LURE OF A BEE with the FISHHOOK and place it
in the lure collection, then place the BEE SPECIMEN in the collection of
insects. You'll need at least two item slots to do this. Afterwards, press
the button under the insect collection to find the WIND CREST.
But before you can pick it up, the BEE SPECIMEN comes to life! When I saw
this for the first time, I thought I was dreaming. Jill tries to swat it
away, but to no avail. Don't waste any ammo on the bee. Just get the WIND
CREST and get out of there.
STAG ROOM
Take the door near the broken picture frame.
UPSTAIRS BEDROOM
Look at the table near the desk to get a FIRST AID BOX. Look at the top lid
to open it and get a FIRST AID SPRAY. Next, go behind the bed to get a
GREEN HERB. Combine the GREEN HERB with the RED HERB to get a RED-GREEN
MIXTURE. If you want it, there's also an INK RIBBON on the dresser. Leave.
STAG ROOM
Go out the door that leads out of here.
EAST STAIRS
I suggest you go to the STORAGE ROOM and save, because there's a boss fight
coming up in a little bit. After you're done in there, go into the CURTAIN
CORRIDOR upstairs.
CURTAIN CORRIDOR
Take the door to RICHARD'S HALL.
RICHARD'S HALL
Go to the door at the other side. Heal with the GREEN HERBS here if you
need to.
ATTIC CORRIDOR
Head up the stairs and unlock the spider web door with the SHIELD KEY.
Discard it and enter the room.
ATTIC
For the moment, it seems you're alone. Take the SHOTGUN SHELLS from the
shelf around the corner from the door. Walk further into the room, and the
snake Richard told you about will appear! Man that thing is huge!
#######################################################################
BOSS FIGHT 1 - YAWN
Unlike the original game, the Yawn fight will be much, much easier. The
snake's only attack really is to bite you. If you get bitten, you'll be
infected with it's poison. Also, the attic is more wide open than in the
original game, which means it's easier to evade Yawn. Don't let your health
get too low though, or you'll get swallowed whole by Yawn!
If you saved Richard's hide earlier, he'll run into the room yelling
"Payback time!" He'll then fight alongside you. This will make the battle
a little easier. While Richard slows down the snake with his shots, you can
run into the back corner to grab the third DEATH MASK. After you get it,
run back near Richard. Yawn will ignore Richard and only focus on you.
Stand near him, because the snake has to line up straight to get you here
and it's difficult for Yawn to do that. Also, I suggest you let Richard do
the work by himself because he's got infinite ammo.
When you (or Richard) damages the snake enough, it will appear to be dead,
but then it'll wake up again. Richard will push Jill out of the way and he
will be swallowed. He'll drop his ASSAULT SHOTGUN for you to take though.
Take the gun and get out of there now, because even if you do kill the
snake, it'll just run off. DON'T leave the room before you've defeated the
snake the first time, or you'll be missing out on a great item. If you
leave the room then come back in, Richard will be swallowed whole by the
snake and you won't be able to get the ASSAULT SHOTGUN.
If you're alone, I suggest you just run over and grab the DEATH MASK in the
back corner, then get the heck out of there. If you must defeat it, use the
GRENADE SHELLS from the GRENADE LAUNCHER. That'll kill it in about 5-7
hits. Stand in the corner near the door, because it's safe there.
#######################################################################
If you were hit during the battle and got poisoned, Jill will now have to
run to the DRUG ROOM to get her own dose of SERUM to cure it. I'm sure you
can find it, as we've been there and back several times. I'll meet you back
in the CURTAIN CORRIDOR.
***NOTE***
^>From now on, whenever I say SHOTGUN, feel free to replace it with ASSAULT
SHOTGUN.
***NOTE***
=============================================================================
- GETTING THE FOURTH DEATH MASK
=============================================================================
CURTAIN CORRIDOR
Go to the EAST STAIRS area.
EAST STAIRS
Head downstairs and into the STORAGE ROOM.
STORAGE ROOM
Organize your inventory:
SHOTGUN, SHOTGUN SHELLS
DEATH MASK, DEATH MASK
DEATH MASK, FULL HEALING ITEM
ARMOR KEY, WIND CREST
Leave.
EAST STAIRS
You've already gone through the door with the broken door handle once, which
means you can only go through one more time, so make your choice if you want
to save your last use. You also might want to save your game again, because
there's gonna be another boss fight in a bit. I'd rather just go through
the door now, because you're about to get out of here. Take the door with
the broken handle.
EXIT CORRIDOR
Take the door on the south wall in here. Use the ARMOR KEY to unlock it.
Discard the key when asked.
STAINED GLASS GALLERY
There are many nice stained glass windows in here, but for now head to the
end of the hall. Ignore the crows, because they won't attack as long as you
don't shoot. At the end of the hall you'll see a window of Lisa Spencer,
wearing a green crown, a purple necklace, and an orange bracelet. DON'T
press the button when asked, or you'll get attacked by crows.
Now, try pressing the buttons under the other glass windows and you'll
notice they change color. The buttons on the side with Lisa's picture shine
on blue light, while the buttons on the other side with the door shine on
red light. What you have to do is look at what the person in the picture is
wearing that's in Lisa's picture, and make it the same color as in her
picture. The simple solution to the puzzle is this:
1 - make the picture of the valiant orange by pressing the button under it
on the door's side of the room.
2 - make the picture of the sage purple by pressing the button under it on
Lisa's side of the room.
3 - make the picture of the saint green by pressing the button under it on
Lisa's side of the room.
After you have done this, press the button under Lisa's picture to make it
rise up into the ceiling. You'll be in the GRAVEYARD again, but this time
in the caged area with the sparkly. Take the fourth and final DEATH MASK,
then exit this little yard through the gate.
=============================================================================
- GETTING THE STONE AND METAL OBJECT
=============================================================================
GRAVEYARD
Head down into the tomb where you got the BOOK OF CURSES a long time ago.
It's now time to make good use those DEATH MASKS you've been collecting.
Check each mask to see what facial features it's missing, then place them on
the corresponding faces in the wall. The solution of the puzzle is:
1 - MASK W/OUT EYES in the leftmost face.
2 - MASK W/OUT ALL in the second left face.
3 - MASK W/OUT NOSE in the second right face.
4 - MASK W/OUT MOUTH in the rightmost face.
Note how each time you put in a mask, the casket in the room gets closer and
closer to falling down. After all of them have been put in, the coffin
finally falls to the floor. It's a real stupid idea, but do it anyway. Go
over to the coffin after it's fallen to the floor. A gate will fall to lock
you in the tomb, plus a real nasty-looking zombie will climb out of the
coffin.
#######################################################################
BOSS FIGHT 2 - THE CHAINED ZOMBIE
This guy's no big deal at all really. He's basically a crimson head on
steroids. He'll move slow at first, but when he gets close he'll start
running after you. It'll only take about 2-4 SHOTGUN SHELLS to kill him
though. He's just more scary looking than tough.
#######################################################################
After you have killed off the zombie, go to the sparkly and get the SHOTGUN
SHELLS. Next, search the Chained Zombie's coffin for a switch. Press it to
unlock the gate out of here. Lastly, take the STONE & METAL OBJECT from the
coffin. Take the stairs out of here and exit through the gate into the
STAINED GLASS GALLERY.
***NOTE***
I know you can use this item on the gate underneath the stairs in the MAIN
HALL, but just forget about doing that for now. You don't have both items
needed to unlock the gate anyway.
***NOTE***
=============================================================================
- EXITING THE MANSION
=============================================================================
STAINED GLASS GALLERY
Go to the door at the other end of the corridor.
EXIT CORRIDOR
Head for the gate in front of you.
COVERED WALK
Stroll down the path and you'll get ambushed by a dog. Just ignore it, and
plant the STONE & METAL OBJECT into the hole near the door at the end. At
long last the backdoor out of this mansion is unlocked! Go through it.
=============================================================================
- TRAVELING TO THE RESIDENCE
=============================================================================
TOOL SHED
Inside here, you'll find a box of SHOTGUN SHELLS on the floor, and a FIRST
AID SPRAY and a BATTERY PACK on a shelf. Take the small side door because
the double doors will lead to a dead end for now.
WIND VANE PATH
Walk down the path and read the sign post here. It says:
North: Valley of Destruction
South: Cave of Hatred
East: Summit of Madness
West: Path of Revenge
Oh yeah, all those just sound like lovely vacation spots, dontcha think?
Anyway, you may have noticed that red spinning thing in the distance. It
turns out to be a chicken wind vane. If you have a radio, you'll get a
radio message from Barry warning to stay out of the woods behind the
mansion, because there's some monster. It may be stupid, but we have to
ignore the order if we want to continue on.
Continue on down the path and you'll see a blue wind vane like the first
one. If you keep going down, you'll come to a gate bordered by two
multi-headed dog statues, one with blue eyes, and another with red eyes.
The red-eyed one reads "The War Cry of Revenge," and the blue-eyed one reads
"The Last Gasps of Destruction." Also note the gate reads "The gate will
open when the guard dog's desires are fulfilled." Are the puzzle pieces
starting to fall together in your head?
What you have to do now is make the corresponding weather vane face the
direction of the area that the guard dog corresponds to. The blue dog
represents destruction, so it should face north, towards the Path of
Destruction. The red dog represents revenge, so it should face west towards
the path of revenge. Click on a weather vane to make it stop. Make sure it
stops on the correct direction. If you mess up, click again to get the
chicken moving again.
When the red vane faces west and the blue vane faces north, the gate will
unlock and you'll be able to proceed onward.
CREST GRAVEYARD
In here, you'll see some crows hanging out on the gravestones. If you get
too close or shoot your gun, they'll start attacking, so don't do either
one. To the south there are two gravestones. The one on the right reads
"When the wind sweeps across the earth, stars will shine in the heavens,"
and the other one has two vertical lines, a cross, and three horizontal
lines.
Place the WIND CREST in the right tombstone to get the STAR CREST, the SUN
CREST, and the MOON CREST. You may notice the line patterns in the holes in
the other tombstone, but your CRESTS won't fit in them. Don't worry though.
Examine each crest's backside, and you'll see a pattern inset in it. Press
the button on each crest's other side, and the pattern will rise up. Press
USE and it will then be placed in the correct spot in the diagram. After
all have been fitted, you'll get the all mighty MAGNUM REVOLVER! This is
WAY cooler than simply opening up the backdoor of the mansion like they did
in the old game. Head for the next gate.
CABIN TRAIL
As you enter the area, you'll hear chains jingling and a yell. Ignore them
for now and walk along the trail. You won't encounter anything the whole
way, though you might scare yourself by thinking the statue on the way is
alive :) At the very end there's a wooden cabin. Go inside it.
CABIN
In this old wooden cabin, there's an excessive amount of dust, though the
fire in the fireplace is quite relaxing, don't you think? Go up the short
stairs. On the wall next to the doorway you can get the COURTYARD MAP. Go
inside the little room up here. You'll find a TYPEWRITER and a FAMILY
PICTURE with badly written words on it, some gibberish about a girl's mom
and dad.
Anyway, in the next hall you can find an ITEM BOX, and if you go past that
you can jump down a ledge and find the SQUARE CRANK on top of a bunch of
boards in the corner. Organize your inventory:
SHOTGUN, SHOTGUN SHELLS
CRANK, FULL HEALING ITEM
After you go into the bedroom, you can hear somebody coming in through the
front door... Look out the window and you'll catch a glimpse
of...something...coming towards the stairs. As you try to go down the
stairs you'll get knocked out by that thing. Jill will wake up near the
fire in the room. The monster will then appear again. Run out of there
because you can't kill it. However, you might want to shoot it a few times
to knock it out so you can get past without getting hit. I don't know about
you, but this whole sequence felt kind of Silent Hill-ish to me.
CABIN TRAIL
Run down the path. Watch out for the new zombie that wandered onto the path
while you were at the CABIN.
CREST GRAVEYARD
Leave out the gate back to the WIND VANE PATH.
WIND VANE PATH
Go back up the trail to the TOOL SHED.
TOOL SHED
This time, go through the double doors.
UPPER COURTYARD
I'm VERY glad they updated the look of the courtyard area a lot. This place
actually looks great now, unlike the plain brick walls with plain bushes in
planters in the old game. If you have a radio, you'll get a radio message
from Brad in the helicopter. He's asking for somebody to respond so he can
rescue them. Jill tries to respond to him, but the radio's broken.
On your right as you enter the courtyard is a GREEN HERB and a BLUE HERB.
Take them with you and head for the gate to the north, because the elevator
at the end of the western passage isn't working right now. If you keep
running those dogs won't be able to get you.
WATER RESERVOIR
You can see a ladder going into the water, but Jill can't swim, so you'll
have to use the SQUARE CRANK on the post at the end of the stone path. This
will open up a waterway to drain off the water, which will reveal a path
crossing over the pool. Go across it and climb up the other side. Take the
elevator at the end of this next path to proceed to the next area.
LOWER COURTYARD
The first feature you'll probably notice of this area is the giant
waterfall. If you examine it, you'll see something behind it, but the
water's moving too fast to pass through the waterfall. Also, don't bother
searching the area to the south, because all you'll find is the broken
elevator you saw in the UPPER COURTYARD. However, you can also see why it's
broken. The reason is because there's no battery to power it. Anyway, take
the gate to the left of the waterfall when you're done looking around.
RESIDENCE PATH
Directly in front of you is a RED HERB. Take it and use it with your GREEN
HERB then your BLUE HERB to make a BROWN MIXTURE. Now that you've done
that, start running. Why? Because snakes are raining down from above! As
long as you keep running though, they won't be able to get you. Take the
door at the end of the winding trail.
=============================================================================
- GETTING THE 001 KEY
=============================================================================
ENTRY CORRIDOR
The obvious first thing you should do now that you've reached a new area is
head for a save room, right? Well fortunately there's one close by. Take
the first door on the right in this hallway. Also, if you want them, there
are three BLUE HERBS just across from the entrance door in a nook.
UTILITIES ROOM
In here, you'll find a BATTERY PACK on the shelf near some INK RIBBONS and a
TYPEWRITER. In the other half of the room there is a KEROSENE CONTAINER and
a ITEM BOX. Gather these items then organize your inventory:
HANDGUN, HANDGUN BULLETS
LIGHTER
The reason we're going to use the HANDGUN in this part is because you'll
need to save your more powerful ammunition for later. Plus, in this part
it's not really necessary to blow zombie heads off. Most of the rooms
you'll visit here you'll only have to go to once, so it's kind of pointless
to dispose of the bodies in rooms you don't need to go back to anyway.
Leave.
ENTRY CORRIDOR
Do you see those red doors at the east end of the hall? Go to them.
GAME ROOM
This must be where all the employees working here hang out. Anyway, in here
you'll get your first glimpse of the giant spiders. They can spit poison at
you and tackle you, but they're not all that dangerous as long as you don't
stop running. You should just run from them and not waste your ammo.
Search the area to the south, and you'll find a GREEN HERB. Also, you may
see the red oil lamp on the stand in the corner. Light it and you'll see a
symbol appear in the light beneath it, that looks kind of like this:
___
-(_0_)-
Head to the northern part of the room, grab the other GREEN HERB and go
around the railing. Head downstairs into the bar area. On a table you can
get a box of SHOTGUN SHELLS. Also on the counter you can get the RED BOOK
and a FIRST AID BOX with a GREEN-BLUE MIXTURE inside. If you open the book,
you'll notice the pages are blank. What can you use it for? Don't worry,
because all items in this game will eventually serve some purpose. If you
light the green oil lamp on the table, you'll see a symbol kind of like
this:
\___/
(_0_)
Now, go out of the bar area and head upstairs to the pool table. There is
yet another oil lamp up here, and this one is orange. If you light it,
you'll find another symbol that looks like this:
\_|_/
(_0_)
|
Next, please check the pool table and note the colors and numbers of the
pool balls:
2 - blue
3 - red
4 - purple
5 - orange
6 - green
After you've filed all this information away, leave the room.
ENTRY CORRIDOR
Go back into the UTILITIES ROOM.
UTILITIES ROOM
Organize your inventory:
HANDGUN, HANDGUN BULLETS
RED BOOK, FULL HEALING ITEM
Leave.
ENTRY CORRIDOR
Don't try to go down the hall past the crates, or a killer vine will pop out
of a hole in the floor and strangle you! What you must do is push the crate
near the red doors to get past without getting hurt. But...there's only one
crate, but two holes... You can't block both of them, so what are you going
to do? What you have to do is push the crate against the stack of the
crates in the hall to make a kind of bridge past the holes. Climb over the
stack of crates and take the door beyond.
BEE CORRIDOR
Run down the hall. You'll see the gallery door, but it's locked. Go onto
the next door. Before you go through, enter the nook nearby. Take the
RESIDENCE MAP here but DON'T check the hole hidden behind it when the game
tells you about it. There's a beehive through the hole. If you check it,
three bees will fly through the hole and attack you! However, if you kill
them, no more will come through.
Check the door marked 002, and you'll eavesdrop on a conversation between
Barry and somebody else on the other side of the door. They seem to be
talking about destroying the S.T.A.R.S.... Is there a traitor in your
midst? Anyway, after the conversation is over, go inside the room.
ROOM 002
In here, you'll meet Barry, but the other individual is gone. Jill asks him
about the conversation she heard, but Barry brushes it off as talking to
himself because he's stressed out. He says he'll go outside to get some
fresh air. After he leaves, check the desk near the bed, and you'll find
the PLANT 42 REPORT. It details a plant in this area of the estate that's
been drastically affected by the T-virus. After reading this crazy stuff,
go into the door near the entrance door.
BATHROOM 002
You may note the sparkly on the shelf. However, you'll also hear somebody
coming into the room behind you when you're about to get to it... Anyway,
grab the 001 KEY. As you're leaving, a zombie will come through the door.
Knock him down or evade him and then get out of there.
***NOTE***
You can avoid having the zombie coming in the bathroom by going out when you
hear the door slam outside, or by moving fast enough so that the zombie
can't get to the bathroom door in time. The zombie will be standing around
out here. However, I think it's better that he's in the bathroom, because
he'll be out of the way when you go through this room later.
***NOTE***
=============================================================================
- GETTING TO THE AQUA RING
=============================================================================
ROOM 002
Leave through the entrance door.
BEE CORRIDOR
Head down the hall again, past the gallery door and into the ENTRY CORRIDOR.
ENTRY CORRIDOR
Climb over your box bridge, and go to the door marked 001. Use the 001 KEY
to unlock the door. Discard it when asked.
ROOM 001
You may notice the hand moving in front of the camera. If you go over
closer, you'll see that this zombie has been hung on a noose. Walk past the
hanging body. On the desk, you'll find a HANDGUN MAGAZINE, and a cute lil'
gun called the SELF DEFENSE GUN. Do not be fooled by its size, because the
one bullet you get from this pop gun is more powerful as a shot from the
MAGNUM REVOLVER. After taking this gun, you'll find the SUICIDE NOTE.
It was written by a survivor of this accident who committed suicide. In
case you didn't know, that hanging zombie is the writer. The SELF DEFENSE
GUN is the gun he used to kill Robert. Anyway, go past the hanging zombie
again and enter the bathroom.
BATHROOM 001
On the floor is Robert, who was shot by the writer of the SUICIDE NOTE. As
you move about in the room, you'll hear the zombie break loose of the rope
in the other room. Drain the tub and get the CONTROL ROOM KEY, then leave
before Robert on the floor can attack you.
ROOM 001
Ignore the zombie that broke loose and get out of there.
ENTRY CORRIDOR
Climb over the box bridge again and go into the BEE CORRIDOR.
BEE CORRIDOR
Head for ROOM 002.
ROOM 002
Go into the back of the room, and you'll see two bookcases against the wall.
These bookcases are moveable. Push the one on the left up against the
wall, then push the one on the right to the right side of the room. A
hidden ladder will be revealed. Descend it.
AQUA RING HALL
Down here, you'll find this whole area is quite unlike the bunkhouse above.
The walls, floor and ceiling are all concrete, and it has a much more modern
look to it. Anyway, proceed down the cement hallway. Eventually you'll get
stopped by a pool blocking the passageway. The door nearby is locked from
the other side, so you'll have to find a way to cross the pool to proceed
onward.
Thankfully, there are some wooden crates nearby that you can push into the
pool that look like they would float on the water. The solution to this
puzzle is:
1 - Shove the box nearest the pool into it.
2 - Shove the box near the first box into the pool.
3 - Shove the last box around the corner, and then into the pool.
You'll now have a box bridge to cross over the water. Do so at this time.
Grab the GREEN HERB in the corner, then go around the corner. You'll
discover that the rest of the hall's been flooded, so this is probably where
the Aqua Ring is. Equip your SELF DEFENSE GUN and go through the gates.
=============================================================================
- GETTING THE GALLERY KEY
=============================================================================
UPPER AQUA RING
The PLANT 42 NOTE sure was right about this area being flooded. Anyway,
head southeast down the walkway. You'll then get an FMV
of...something...swimming through the water towards you... It turns out to
be a herd of zombie sharks! They're codenamed Neptunes and they wanna have
some dinner because they've been swimming around down here without a bite to
eat for a very long time.
Quickly shoot the Neptune closing in on you after the FMV is over, then run
like heck down the walkway. That one bullet from the SELF DEFENSE GUN will
kill it. Keep running down the path and don't stop, because one hit from a
shark can send you down from FINE to orange CAUTION! Also, I wouldn't
recommend shooting at the sharks again, because your ammo will do little
more than scare them away for a short time. Stay on the outer walkway. On
the way down the walkway, you'll come to a platform above the water with
double doors. Use the CONTROL ROOM KEY to unlock the door. Discard it when
asked.
AQUA RING CONTROL ROOM
Climb down the ladder nearby. In the hall behind the ladder, you'll find a
FIRST AID BOX with a GREEN-GREEN MIXTURE inside. Go into the control room
itself, and you'll be given some cool underwater views of the Neptunes
swimming around in the pool. Go over to the desk where the whiteboard is,
and be sure you read the note on it about which valve to open if there's an
oil pressure drop. Grab the AQUA RING MAP behind the desk.
Since this is a control room for the area, why don't you see if you can
drain the water so those sharks won't bother you so much? Go to the
southeastern panel of consoles and press the button to drain the water.
Unfortunately, when you do this a shark will crash into the glass, cracking
it. You'll now be on a time limit to solve a puzzle in this room before the
water pressure becomes too great and the shark crashes through the glass.
If that happens, it's GAME OVER! To solve the puzzle, follow these steps:
1 - Operate the panel on the southwestern wall to release the safety on the
pressure lock.
2 - Operate the panel on the eastern wall of the control room. This is a
pressure shelter, which will cover the glass with a protective shield.
Unfortunately, the shield's not working properly, thanks to some oil
pressure problem.
3 - Go into the hall past the ladder and operate the oil pressure valves
here. Open the valve that the message on the whiteboard says to open. The
other ones won't do anything. After you've done that, the shield will go up
again.
4 - Operate the panel on the southwestern wall to release the safety on the
pressure lock again.
5 - Operate the pressure shelter lever a second time. This time the shield
will descend all the way. You're now safe from the sharks, but the room is
still locked up.
6 - Operate the panel on the southeastern wall to drain the water and unlock
the doors in this area.
After you've done that, go to the hallway and open the heavy waterproof
hatch at the north end.
AQUA RING STORAGE AREA
Sadly for you, all of the explosives stored here are too wet to use.
However, you can at least get a box of SHOTGUN SHELLS if you search in the
boxes where the explosives area. Take the doors on the eastern wall, near
the boxes and supplies.
LOWER AQUA RING
As you stroll down the walkway, you'll come upon a shark floundering on
land. Don't bother wasting ammo shooting it though, because it can't hurt
you even if you stand right in front of its mouth. Continue walking around
down here, and you'll see a giant shark laying in a part of the room that
still has some water in it.
Walk past the shark and climb up onto the platform beyond it. If you look
at the sparkly, the big shark in the pool will wake up and attack you,
knocking the object into the water as well as damaging the platform. Don't
even THINK about jumping back into the water again, or you'll get killed
instantly by the shark.
So, if you can't just run, then how are you going to get out of here? Not
to worry, push the terminal nearest the water into the pool, then throw the
switch on the other terminal, which is the generator unit. The water will
be electrified thanks to that electric box you pushed into the pool. The
shark will get electrocuted and will die. Fried fish anyone? Walk past the
wiggling corpse of the shark, and get the GALLERY KEY that fell into the
water. Leave the room.
=============================================================================
- GETTING THE 003 KEY
=============================================================================
AQUA RING STORAGE AREA
Take the other door near the waterproof hatch.
V HALL
In this V-shaped corridor, look at the sparkly on the boxes and you'll find
some very valuable MAGNUM ROUNDS. Go to the other end of the hall and climb
up the ladder. Unlock the door up here and go through it.
AQUA RING HALL
Go back up the ladder at the end of the hall.
ROOM 002
Go out into the BEE CORRIDOR.
BEE CORRIDOR
Unlock the gallery door with the GALLERY KEY, then discard the key.
GALLERY
The first thing you'll note here is the sound of bees. This is the room
where the bees have built their hive, and they really don't like
trespassers. Get the HANDGUN MAGAZINE from the central table and the RED
HERB near the double doors, then run down the hallway to the north. All the
doors in this area are locked or blocked. You'll find a corpse in this
hall, holding a can of INSECTICIDE SPRAY. If you continue down the hall,
you'll see the bee nest, but unfortunately you can't get close because there
are too many bees around. Leave the room through the same door you used to
get in.
BEE CORRIDOR
Remember that hole behind the RESIDENCE MAP I told you NOT to check? Well
this time go there and you can kill all the bees with the INSECTICIDE SPRAY
from the safety of the hole. Go inside the GALLERY again.
GALLERY
Now that the bees have been eliminated, you can get the 003 KEY from the
desk underneath the hive. Go to the door marked 003 and use the key there.
Discard it when asked.
=============================================================================
- GETTING THE HELMET KEY
=============================================================================
ROOM 003
I wouldn't bother searching the bathroom this time, because you won't find
anything in there even if you drain the tub. Inside this room, you can find
a TYPEWRITER on the desk. Go examine the bookshelf, and you'll note there's
a row of red books with one white book in it. Take the ORGANIC CHEMISTRY
LAB REPORT.
In it, a scientist writes he has discovered a chemical that can be used to
kill Plant 42, called UMB No.20, or V-JOLT. It says that you can make this
chemical by mixing the UMB and VP chemicals, though you must be careful or a
toxic gas will be produced instead.
Now that you've read that paper, note there's now a red book missing from
the set of red books. Use the blank RED BOOK you have here. Unlike the
last game where that alone would solve the puzzle, you now have to get the
books in the proper order so that the pattern on the books is continuous.
If you number the books left to right (assuming you haven't messed with them
yet), then the solution to putting the books in the proper order is:
4 - 6 - 7 - 1 - 5 - 2 - 3
When you're done, it should make a picture of a woman lying down in the
ocean, with the feet on the leftmost book and the hands on the rightmost
book. Once the puzzle's been completed, a bookshelf will slide aside to
reveal a secret door.
Now that you've done the puzzle, you have two choices of how to deal with
Plant 42. You can either make the V-JOLT and use it to kill the roots in
the Aqua Ring, or you can charge into its room through the new door and kill
it by shooting it to death. I would recommend making the V-JOLT because
you'll conserve your ammo and health for the next part of the game, which is
quite difficult.
However, fighting with the plant is much faster though, so you should do
this if you just want to hurry up and get onto the next part. You'll have
to waste some of your health and ammo though. I will describe the V-JOLT
path first, as it will be much easier on those who are new at this game.
Skip past the V-JOLT route and down to the FIGHTING route if you just want
to fight Plant 42 and get it over with now.
GALLERY
You may want to go to the UTILITIES ROOM to clean out your inventory,
because the V-JOLT puzzle will require at least three item slots to do.
When you've got your inventory cleaned out, go to the door near the display
cases on the west side of the room. It's time to put to use all of the
clues you got in the GAME ROOM at the start of this part.
You have to figure out the passcode to unlock the door to this room. If you
notice, the buttons above the keypad have the same symbols as the ones you
saw under the oil lamps in the game room. Also, remember the colors of the
lamps and the numbers on the pool balls in there:
2 - blue
3 - red
4 - purple
5 - orange
6 - green
Since the lamps were red, green, and orange, that means the passcode has to
be some combination of the numbers 3, 6, and 5. To operate this device,
press the symbol on the top bar, then press the number to go under it on the
keypad. The numbers you need to input from left to right are:
First symbol - 5
Second symbol - 6
Third symbol - 3
After you do this, the door will be unlocked.
***NOTE***
I've discovered the combination to this puzzle can be random. However, it
will always be a combination of the numbers 3, 5, and 6. That means there
are only six possible combinations to try. Even if the above code doesn't
work, it shouldn't take long to try all the combinations.
***NOTE***
CHEMICALS LAB
This is where you must create the V-JOLT to be used on the plant roots. You
can either figure it out for yourself by looking at the notes on the wall
next to the door, or you can use my step-by-step instructions below:
1 - Gather three EMPTY BOTTLES.
2 - Fill one bottle with WATER, and another with UMB No. 3.
3 - Mix the WATER and UMB No. 3 to get NP-004.
4 - Fill one bottle with YELLOW-6.
5 - Mix the YELLOW-6 with NP-004 to get UMB No.10
6 - Fill one bottle with WATER, and another with YELLOW-6.
7 - Mix the WATER and YELLOW-6 to get UMB No.7.
8 - Mix the UMB No.7 and the UMB No.10 to get VP-017.
9 - Fill one bottle with UMB No.3.
10 - Mix the UMB No. 3 with the VP-017 to at last make the V-JOLT!
Remember to be careful not to mess up, or the bottles you're trying to mix
will be automatically emptied. Leave the lab after you're finished mixing
the chemicals.
GALLERY
Go into the BEE CORRIDOR.
BEE CORRIDOR
Go to ROOM 002.
ROOM 002
Climb down the ladder in the back of the room.
AQUA RING CORRIDOR
Go through the door before you get to the pool, because you can't go through
the pool anymore as the water's been drained.
V HALL
Climb down the ladder and go to the door at the other end of the hall.
AQUA RING STORAGE AREA
Take the waterproof hatch nearby.
AQUA RING CONTROL ROOM
Climb up the ladder and take the door there.
UPPER AQUA RING
Go onto the inner walkway and on the western side of the area, you'll find a
door.
VINE ROOM
Pour the V-JOLT on the vines here to kill Plant 42's roots. Even though
they look like they could strangle you, don't be afraid to get close because
those vines won't hurt. Watch the vines disappear into the ceiling. Any
bottles you have on you will be asked to discard. Do so, because they're
useless. Leave.
UPPER AQUA RING
Go into the AQUA RING CONTROL ROOM again.
AQUA RING CONTROL ROOM
Climb down the ladder and take the waterproof hatch.
AQUA RING STORAGE AREA
Take the double doors to the left.
V HALL
Go down the hall and climb the ladder. Take the door there.
AQUA RING HALL
Take the ladder up again.
ROOM 002
Go into the BEE CORRIDOR.
BEE CORRIDOR
Go to the GALLERY.
GALLERY
Go to ROOM 003.
ROOM 003
Take the door that was hidden behind the book case, until you solved the
book puzzle.
PLANT 42 ROOM
Since you've killed Plant 42's roots, you won't have to fight with it. Jill
strolls over as she watches Plant 42 disintegrate into nothingness.
Unfortunately, she doesn't see a vine sneaking up behind her and she's
snagged. At that time, Barry runs in with a flamethrower. However, he gets
caught in the vines too. Barry then responds by burning up the plant with
his flamethrower while it swings him close. The plant then burns away and
it drops Barry and Jill. They both brush themselves off, being grateful
they're still alive. Barry stands around pondering what's up with this
place.
After the cutscene is over, go to the fireplace in the corner and grab the
HELMET KEY you find hidden there. If you try to leave without it, then
you'll get a brief scene indicating the key. If you talk to Barry, he'll
suggest that you go back to the mansion while he explores this area. Go out
through the double doors. To find where the route continues again, go to
the heading ROUTES JOIN TOGETHER HERE.
GRENADE LAUNCHER (loaded with INCENDIARY SHELLS), GRENADE SHELLS
ACID SHELLS, FULL HEALING ITEM
FULL HEALING ITEM, FULL HEALING ITEM
You might want to make sure that the healing items you have can cure poison,
because Plant 42 will pour a lot of that stuff all over the place. Leave.
ENTRY CORRIDOR
Climb over the box bridge.
BEE CORRIDOR
Go down the hall to the GALLERY.
GALLERY
Go to ROOM 003.
ROOM 003
Go through the door that was previously hidden by the book case.
PLANT 42 ROOM
#######################################################################
BOSS FIGHT 3 - PLANT 42
Unlike the original game, Plant 42's a real pain in the butt this time
around. NEVER, EVER stand underneath the pod in the middle of the room,
because poison continually drips from it. The tentacles are a lot faster
and they can reach farther. They'll whip you hard. Also, they shoot poison
which is deadly accurate. You can also get knocked off the upper ledge by
them, which will really mess up your health. There's are also a few small
yellow pods scattered about the room that will spray toxic gas on you if you
stand next to them too long. Don't EVER stop moving when in this battle.
To defeat Plant 42, you should focus your firepower on the giant pod above
the middle of the room. Wait for it to open the petals covering it before
you shoot, because it'll cause more damage then. I think the easiest way to
kill it is to run around on the upper catwalk, shoot one INCENDIARY SHELL,
then quickly run off before the vines can catch up with you. It's like
Pokemon, where flame Pokemon are good against grass Pokemon. Err, okay,
that was a stupid comparison. Make sure you can see the giant pod before
you shoot. If you hit it when the petals are open, you can kill it with
about 3-5 INCENDIARY SHELLS.
#######################################################################
After the battle is over and the plant has rotted away, look in the
fireplace on the lower floor to find the HELMET KEY. Leave out the double
doors near the one you used to get in.
*****************************************************************
ROUTES JOIN TOGETHER HERE
*****************************************************************
=============================================================================
- RETURNING TO THE MANSION
=============================================================================
GALLERY
Run to the door leading into the BEE CORRIDOR.
BEE CORRIDOR
Jill walks in and hears gunshots. It turns out to be Wesker, having some
target practice with the bees. After he's finished eliminating the bees,
he'll talk to Jill. He's glad Jill's still alive, and its the same the
other way with Jill. He apologizes for running off earlier. He says he had
to protect himself from those monsters. He says Barry's been acting
strangely, and Jill also agrees. However, he also says it would be normal
under these types of circumstances.
He says they need to get out of here, and says that most of the other
mansion is still locked up. Jill says she'll go back to the first mansion,
and will let Wesker know about what she's found. He says he's counting on
you, then he walks away.
Run over the bees he shot down if you want to, then go into the ENTRY
CORRIDOR.
ENTRY CORRIDOR
As Plant 42's been killed off, you needn't worry about the vine in the holes
anymore. You don't have to use the box bridge this time. Go into the
UTILITIES ROOM.
UTILITIES ROOM
Organize your inventory:
MAGNUM REVOLVER, MAGNUM ROUNDS (or GRENADE LAUNCHER with any ammo type)
HELMET KEY, FULL HEALING ITEM
You may want to save, because things are really going to get tougher in a
little bit. Leave.
ENTRY CORRIDOR
Go outside into the courtyard area.
RESIDENCE PATH
Go down the path, and you'll be contacted by Brad again. Jill tries
everything she can do to contact him, including yelling loud ("Brad! Brad!
BRAD!") and changing the channels, but it's no use. Continue to the gate at
the end of the path.
LOWER COURTYARD
The crows have now been replaced by dogs. Go past the waterfall and take
the elevator in the northeastern corner.
WATER RESERVOIR
This path was once clear, but now it's infested by poisonous snakes. Zig
zag down the path, because those snakes are pretty accurate in their strikes
and they're hard to see as they slide along the ground. Jump down, run
across the pool, then get up on the other side where it's safe. Take the
gate there.
UPPER COURTYARD
Jump down the stairs and go into the TOOL SHED.
TOOL SHED
In here, Barry has left you another note. He says he left these supplies to
help you fight against that "bullet-proof thing in chains" you met in the
CABIN, and he also fixed that door with the broken knob near the eastern
stairs. He left you GRENADE SHELLS, a FIRST AID SPRAY, and a BATTERY PACK
for your stun gun. Go through the door towards the mansion.
COVERED WALK
Stroll down the path, and make sure you've got your guns ready before you
walk into the mansion again.
=============================================================================
- GETTING THE LAST BOOK VOL.1
=============================================================================
EXIT CORRIDOR
All's still and quiet when you step into the mansion at first, but don't be
fooled. As you proceed into the hall further, you'll get an FMV of
something jumping over tall walls in a single bound, and it can also open
doors too (uh oh). The POV shot ends with it standing next to the door you
just went through.
As the movie ends, the thing will charge around the corner and attack you.
It's a hunter, the bane of every RE player's existence. They can outrun
you, they can jump long distances, they can slice you up like bread, they
can cut your head off in one attack, and they look like giant mutated frogs.
Anyway, shoot it with your gun (MAGNUM ROUNDS and ACID SHELLS are
particularly effective), then take the door to the EAST STAIRS.
EAST STAIRS
Slowly walk down the hall. You may hear a kind of moan coming from around
the corner. That's the noise hunters make when they're around. Slowly walk
up to the corner and let the hunter come to you. Kill it when it pops
around the corner and makes that screeching noise. Watch out for the hunter
above on the balcony, because it can jump down to the lower floor. Kill him
as well. Go inside the STORAGE ROOM.
EAST STAIRS
Ascend the stairs, and go east down the hall to the door at the very end.
FIREPLACE ROOM
Use the HELMET KEY on the other door in this room.
COMPACTOR ROOM
This room has a rather nasty trap. If you step through the doorway onto the
main floor, the walls will slide along the floor and they will squash you
into a Jill sandwich. That statue there looks nice and solid, so maybe you
could use it to hold the walls open? Push it into the compactor area, and
if the statue's blocking the way of the walls, you won't get crushed.
However, it is possible to get trapped between the back wall and the statue
so that you can't get out without getting crushed, so watch out for that.
If this happens, you should just reset then because you won't be able to get
out without dying. Note that if you allow the walls to slide closed, you
can walk through a second doorway behind the sliding wall. Behind it
there's a switch and a statue like the one that you see when you first enter
the room.
The goal of this puzzle is to get the moveable statue into the other
opening. Push the statue into the crushing room, and the walls will slide
in. However, even after the walls close, you can still push the statue
along the walls. Get it at the opposite end of the room, then run through
the right doorway in the first part of the room.
Tag the switch, then quickly run out from behind the wall before it can
crush you back there. Run in between the crushing walls, then quickly push
the statue in front of the hole on the left side of the back wall. You just
have to move the statue in front of the hole. It will automatically slide
in after you push it onto the square there. After the statue is secure in
the left hole, a secret door will appear in the wall between the two
statues. In this room, you can get a DAGGER on a stand, and there's a hole
to jump down as well. Go down this hole.
TREVOR'S TOMB
Down here, you'll find the LAST BOOK VOL.1. Take it and then look at the
gravestone for George Trevor, who is the designer of this mansion. On it,
you'll find another section of TREVOR'S DIARY. He seems to be getting
pretty desperate in this installment, and that he's afraid his family may be
dead too. Anyway, after you're finished reading that, press the switch on
the gravestone and climb down the ladder that's revealed.
=============================================================================
- GETTING THE BATTERY
=============================================================================
BASEMENT CORRIDOR 1
Down here you'll run into spiders. They're kind of sluggish, so you should
try to evade them. If you go right at the fork, you can find the MANSION B1
MAP, as well as SHOTGUN SHELLS if you examine the right side of the pile of
boxes at the end of the hall. After you're done doing that, take the left
fork and go through the door there.
BASEMENT CORRIDOR 2
At the first corner, you can find a RED HERB and a BLUE HERB. Take them
both and coninue down the hall. At the fork, you'll find a DAGGER as well.
By now the zombies should be on you. It's okay if you don't blow their
heads off, because you won't be coming down here again anyway. Take the
northern branch of the hall, through the flooded corridor. At the end,
you'll find the fuse to turn on the elevator. Switch over the fuse, and
you'll be able to use the elevator in the KITCHEN. Take the door at the end
of the western branch after doing this.
KITCHEN
Now that the elevator is working again, why don't you take it up to the
second floor? Be careful, because it will take it a few seconds to arrive,
giving a zombie enough time to sneak in a bite. If you're careful to do a
lap around the table though, this won't be any trouble.
TORCH CORRIDOR
If you look in the nook to the left when you first step off the elevator,
you'll find a zombie, two GREEN HERBS, and a RED HERB. Kill off the zombie,
but only take the healing items if you need them immediately. You're going
to be picking up a very important item in a second. Ignore the door at the
north end of the hall, because the doorknob is missing and you can't open
it. Instead, go west. Kill the zombie blocking the way, then go into the
first door past the elevator.
SMALL CLOSET
In this room, you'll find SHOTGUN SHELLS, ACID SHELLS, a BATTERY PACK, and
most importantly, the BATTERY you need for the elevator in the courtyard.
Leave out of the room.
=============================================================================
- GETTING THE LAST BOOK VOL.2
=============================================================================
TORCH CORRIDOR
Unlock the door at the western end of the hall.
SPEAR CORRIDOR
Take the door to your immediate right. You won't have to battle with the
zombies if you go this way.
DINING ROOM BALCONY
Take the door right next to the door you just used. Do it quick and you
won't have to fight the hunter hiding offscreen.
WEST STAIRS
Head downstairs and go to the DRUG ROOM.
DRUG ROOM
Organize your inventory:
GRENADE LAUNCHER (loaded with ACID SHELLS), INCENDIARY SHELLS
GRENADE SHELLS, HELMET KEY
FULL HEALING ITEM
Leave.
WEST STAIRS
Head upstairs, and unlock the door near the one to the SPEAR CORRIDOR with
the HELMET KEY.
TROPHY ROOM
In here, note the stuffed bird who's eye follows you around. It may be
pretty creepy, but just ignore it for now. Get the GRENADE SHELLS from
under the deer head, and the DAGGER from near the bull head. Also, you can
get the MAIL FROM THE CHIEF OF SECURITY on the table in the middle of the
room. These orders from Umbrella seem to be directed at someone who's on
your team. Who could the traitor be I wonder?
Next, try turning off the lights with the light switch (what's up with this
house? Only one bathroom, two bedrooms, and one light switch?) Now you'll
see the eyes of the stuffed animals all glowing. Notice when the bird looks
at the deer or the bull, the eye stops glowing. If you push a cabinet in
front of one of these heads, then you'll be told they are jewels. However,
if the bird's looking at the head, you won't be able to get the jewel.
What you must do is stand at one side of the room, quickly run under the
bird to the opposite side of the room, then jump up on a stand and quickly
snatch the jewel before the bird can look at you again. By doing this,
you'll be able to get a RED GEMSTONE and a YELLOW GEMSTONE. Stupid bird, we
fooled you! Leave the room.
WEST STAIRS
You now have a choice of what ending you'd like in the game. There are
these three MO DISKS in the game that you need to get the extra good ending.
We're about to get the first one if you want to get it. If you don't want
to, then skip everything past this row of stars and start reading again at
the next row of stars.
Go down the first floor hall to the east end of it. Two hunters will jump
through the windows, but I say you should just keep running and hit the door
into the SHADOWY CORRIDOR.
SHADOWY CORRIDOR
Turn right and go into the little nook where the TIGER ROOM's door is.
Don't worry, because there are no hunters hanging around right now.
TIGER ROOM
What you're supposed to do is use the YELLOW GEMSTONE on the tiger statue,
and you'll be given the first MO DISK when the tiger rotates. Take it and
leave. Whatever you do, DON'T use the RED JEWEL on the tiger statue. If
you do that, the statue will go up into the ceiling, and then dozens of
snakes will fall from the ceiling and attack you. If you exit the room and
then come back in again, the jewel will be sitting on the floor and the
statue will be in its normal position again.
SHADOWY CORRIDOR
Go back to the WEST STAIRS.
WEST STAIRS
Watch out, because a third hunter will appear in the corridor, plus the two
that jumped through the windows.
GRENADE LAUNCHER (loaded with ACID SHELLS), INCENDIARY SHELLS
GRENADE SHELLS, HELMET KEY
FULL HEALING ITEM, FULL HEALING ITEM
You may want to save, because you're about to get into a boss battle.
Leave.
WEST STAIRS
Go upstairs and enter the SPEAR CORRIDOR.
SPEAR CORRIDOR
Quickly dash through the window doorway, then turn right and take the door
there.
DEATH KNIGHTS ROOM
Go all the way to the end of the hall, and unlock the door there with the
HELMET KEY.
LIBRARY
Grab the two GREEN HERBS nearby. When you get on the balcony over the
library, you'll suddenly be surprised from behind. An old friend has
returned to greet you...and this time, you can't run away.
#######################################################################
BOSS FIGHT 4 - YAWN: THE REMATCH
Also unlike the original game, the second Yawn fight will be much, much
easier. The snake's only attack really is to bite you. If you get bitten,
you won't be poisoned this time. Also, the library is more wide open than
the ball room in the original game, which means it's easier to evade Yawn.
Don't let your health get too low though, or you'll get swallowed whole by
Yawn!
To start the battle, shoot off one shot, then quickly climb down to the main
floor. This is the easiest spot to kill Yawn at. You could climb up again
and snipe from there, but it's pretty tough to see Yawn from up there to hit
her. Allow Yawn to encircle you, because she'll have a hard time trying to
turn enough to get you. You'll also have clear shots at the head like this.
One last way to win is to play Ring around the Mulberry Bush at the
bookshelf in the southern part of the room. Tempt the snake to follow you
around behind the bookshelf, then run loops around the shelf with the snake.
To attack, stand in the open area. When Yawn appears, fire one shot then
follow her tail around again. Repeat until dead. Use the ACID SHELLS from
the GRENADE LAUNCHER. That'll kill it in about 3-6 hits. If you fought
with and defeated Yawn the first time, then it'll take even less shots.
#######################################################################
After Yawn is defeated, she'll hit a bookcase, causing books to fall out on
the other side. A quick scene will then note a sparkly in the mess of books
on the floor. Take the LAST BOOK VOL.2 there, and then leave through the
upper floor. The double doors on the lower floor are broken and won't open.
=============================================================================
- GETTING THE METAL OBJECT
=============================================================================
DEATH KNIGHTS ROOM
Run to the door at the other end of the hall.
SPEAR CORRIDOR
Go through the mirror doorway again, and go into the WEST STAIRS area.
WEST STAIRS
Go into the DRUG ROOM.
DRUG ROOM
Organize your inventory:
SHOTGUN, SHOTGUN SHELLS
HELMET KEY, FULL HEALING ITEM
RED GEMSTONE
Don't worry about weapons much, because you'll only have to run past one
hunter. Leave.
WEST STAIRS
Head upstairs and take the door to the DINING ROOM BALCONY.
DINING ROOM BALCONY
Turn left and run down the balcony on this side. Slip past the hunter. It
will turn around to face you, but it will be facing the wrong direction
after it completes the turn, because you'll already be past it. Take the
double doors.
MAIN HALL
Head downstairs. Go to the door in the northeastern corner of the room and
use the HELMET KEY to unlock it. Discard the key afterwards.
SCIENCE ROOM
I call the room this name because it has a lot of scientific equipment in
it, not to mention those gross internal organs on the shelf. Anyway, grab
the final installment of TREVOR'S DIARY near one of those tubes. He says
there's a secret room behind a painting of the mansion in the ART ROOM. If
you didn't get the CLOSET KEY from your last game, then don't bother
checking the painting in there. You need that key to open it. If you want
them, there are INK RIBBONS in the drawers behind the shelf. Take the door
at the east end of the hall.
FORTUNE TELLER'S CHAMBER
Another odd name I made up. This one kind of reminds me of a fortune
teller's tent, with heavy curtains everywhere and also and a big mirror.
Kill the zombie if you want to. In here, you'll find a BLUE HERB POT with
many BLUE HERBS, a DAGGER, a GREEN HERB, and a JEWELRY BOX.
If you use the RED GEMSTONE on the hole on the front of the JEWELRY BOX, the
pieces on the side of the box will fall off. You'll now have to solve a
little jigsaw puzzle. Shouldn't be too hard right? Anyway, you can do it
yourself, or look at the solution below:
Please forgive this hideous ASCII drawing. You can at least tell the
general shapes of the pieces, can't you? After you've completed the puzzle,
take the BROACH inside. If you examine the BROACH more closely, it will
become the EMBLEM KEY. Leave.
SCIENCE ROOM
Go back into the MAIN HALL.
MAIN HALL
Head up the stairs, and go through the painting door into the GRAVEYARD. If
you take this path, the only enemies you'll run into will be crows.
GRAVEYARD
Go through that gate into the fenced-off area.
STAINED GLASS GALLERY
Run through the gallery, ignoring the crows like always, and leave through
the next door.
EXIT CORRIDOR
You know that door with the Spencer crest on it? Use the EMBLEM KEY there
to open that door, then discard the key.
FIRST FLOOR STUDY
Turn on the lamp on the desk. You'll now be able to see the items in this
room. You'll be able to get a BATTERY PACK on the shelf, SHOTGUN SHELLS in
the left drawer of the desk, and a METAL OBJECT. The METAL OBJECT looks a
lot like that STONE & METAL OBJECT you used to open up the courtyard area,
sans the stone ring around it. You may also remember that gate under the
stairs in the MAIN HALL that can use the STONE & METAL OBJECT. However, it
won't accept the METAL OBJECT, so you won't be able to open the gate right
now. Leave.
=============================================================================
- GETTING TO THE UNDERGROUND CAVES
=============================================================================
EXIT CORRIDOR
Take the door into the EAST STAIRS area.
EAST STAIRS
Go to the STORAGE ROOM.
STORAGE ROOM
Organize your inventory:
GRENADE LAUNCHER, ANY GRENADE AMMO
SQUARE CRANK, BATTERY
FULL HEALING ITEM
You might want to save your game, because you're about to enter an entirely
new part of the game. Leave.
EAST STAIRS
As Barry's repaired the door knob on that door, you can freely enter the
EXIT CORRIDOR.
EXIT CORRIDOR
Take the gate out of the mansion.
COVERED WALK
Go into the TOOL SHED.
TOOL SHED
Take the double doors on the other side of the courtyard.
UPPER COURTYARD
Take the gate on top of the stairs.
WATER RESERVOIR
Cross the path over the pool (you think the stones would have dried by now),
then evade the snakes as you get to the elevator at the end of the path over
there.
LOWER COURTYARD
Remember the elevator on the south end of this area? You can operate it now
that you have the BATTERY. Slip the BATTERY into the slot, and then take
the elevator up once it's operational.
UPPER COURTYARD
Go to the gates to the WATER RESERVOIR again.
WATER RESERVOIR
Close the dam again with the SQUARE CRANK, then go back into the UPPER
COURTYARD again.
UPPER COURTYARD
Take the elevator down to the LOWER COURTYARD.
LOWER COURTYARD
The waterfall you once admired in this area has now vanished. Behind where
it once stood is now a new secret passage. Take the ladder down at the end
of the newly discovered secret passage.
=============================================================================
- ACTIVATING THE ELEVATOR
=============================================================================
ENTRANCE CHAMBER
Awesome place huh? First a beautiful mansion, then a rustic guardhouse, and
now a dank system of caverns beneath the ground. Anyway, around the corner
is a TYPEWRITER and a ITEM BOX if you need them. If you continue further
down the passageway, you'll come to a pit that can't be crossed. However,
there is a hexagonal hole in the wall nearby. You can't do anything here
yet though, so you might as well take the door near the ladder.
MINING PASSAGEWAY 1
If you go south, you'll find the passageway blocked by a giant boulder.
Take the door to the north instead.
MINING ELEVATOR SHAFT
Near the open pit, you'll find a HANDGUN MAGAZINE. If you examine the room
to the east, you'll find a generator for the elevator. Examine the podium
and open the lid on it. You'll get the SHAFT from here. Next, go towards
the door to the south, and get another HANDGUN MAGAZINE here. Go through
the door.
ENRICO'S ROOM
If you walk down the corridor, you'll find Enrico, the leader of the
S.T.A.R.S. Bravo Team. Note how he's able to identify you ONLY by the sound
of your footsteps! Anyway, he says somebody within the S.T.A.R.S. is a
traitor, and that Umbrella had set them up. Suddenly, he's shot by somebody
hiding offscreen. In a return to the stupid ole' original Jill from the old
RE1, Jill sits there and ponders who the traitor is while that assassin gets
further away.
Examine Enrico's body, and Jill will comment that whoever shot Enrico is a
professional. You then discover he's holding the HEXAGON CRANK, which is
what you need to fix your pit problem in the ENTRANCE CHAMBER. Leave then,
and make sure to run past the hunter that charges through the door before
you can get to it.
MINING ELEVATOR SHAFT
Make a beeline to the northwestern door.
MINING PASSAGEWAY 1
Hunters have now infested this area. Sprint past them and get back to the
other door.
ENTRANCE CHAMBER
Organize your inventory:
GRENADE LAUNCHER, ANY GRENADE AMMO
HEXAGONAL CRANK, FULL HEALING ITEM
You might want to make sure your healing items can cure poison. Also you
might want to save again because you're about to have to pull a
death-defying stunt, and then after that is a boss fight. Use the HEXAGON
CRANK to rotate the tunnel like it's on a wheel, filling up the pit so that
you can get to the next door. Take the GREEN HERB nearby if you need it.
BOULDER DASH 1
If the title isn't enough to clue you in as to what's about to happen, then
I don't know what will clue you in. Walk over to the boulder at the end of
this featureless passageway. It appears that you can't do anything with the
boulder, so why don't you walk away? As you're heading back for the door
though, the big rock somehow shakes loose! It's time to play Indiana Jones
and run for the door alcove. If you don't make it you'll get crushed and
killed instantly.
After the boulder crashes though the wall, go to where it used to be. In
the alcove back there, you'll find SHOTGUN SHELLS. Take them, then go
through the hole the boulder made in the wall. Go through the double doors
in there. I hope you're not scared of spiders...
BLACK TIGER'S LAIR
As Jill enters, a giant spider known as the Black Tiger appears from the
ceiling and comes towards her.
#######################################################################
BOSS FIGHT 5 - BLACK TIGER
I can't believe it, the weakest boss from the original RE1 is even weaker in
the remake. It shoots poison at you, and it rams you. In general it's just
got the same attacks as a regular spider. Speaking of regular spiders, just
ignore the small ones you see assisting the big one.
Don't at all about this big guy though. You can kill it easily just by
emptying 2-4 INCENDIARY ROUNDS into it. The battle will be over right after
it starts. You can even do this right after the cutscene ends. Or if you
want to get complicated you could try shooting it once, then running to its
other side while it shoots poison where it used to be. Then you can blast
it again and repeat the pattern.
#######################################################################
After you win, leave the room briefly so the baby spiders that spawn from
the boss after you kill it will vanish.
BOULDER DASH 1
Go back inside the room again.
BLACK TIGER'S LAIR
Take the SURVIVAL KNIFE in the background, and use it to hack away the
webbing from the other door in this room. After you have cleared away all
the webbing, go through the door.
MINING PASSAGEWAY 2
Turn left, and you'll find the COURTYARD B1 MAP posted on the wall, as well
as some BLUE HERBS in case you were poisoned during the battle with the
Black Tiger. Take the door to the west.
BOULDER DASH 2
The corridor is blocked by a pit again. Use your HEXAGON CRANK on the hole
here like with the last pit. Use it three times, and a secret room will be
revealed on the right side of the passageway. Unfortunately, the boulder
chooses this exact moment to break loose, so quickly duck into the newly
revealed room to avoid getting crushed.
After you've evaded the oncoming boulder, go to where it used to be to get a
FIRST AID BOX with a FIRST AID SPRAY inside it. Go to that new door you
discovered after turning the crank.
STATUE CHAMBER
The goal of this puzzle is rather easy to figure out. Simply push the
statue into the hole near the other statue, and something will happen that
will let you proceed to the next area. However, it's not that simple,
because the statue's against the wall so you can't push it into the hole.
Not only that, but it's facing the wrong way to be put into the hole
properly.
To solve this puzzle, push the statue against the wall in front of a portion
of the wall that's slightly discolored. It looks brown, while the rest of
the walls look somewhat goldish. Use the HEXAGON CRANK on the hole in the
wall to make that section of the wall pop out, causing the statue to move
out with it.
Make the wall go in again, then push the statue over to that circle in the
middle of the room. It will rotate an object on it counter-clockwise. Push
the statue onto it twice to make it face the correct way, then push it over
to the hole next to the other statue. The panel between the statues will
slide up, revealing a CYLINDER. Take it and leave.
BOULDER DASH 2
Take the door to the east.
MINING PASSAGEWAY 2
Go into the BLACK TIGER'S LAIR.
BLACK TIGER'S LAIR
Go to the next door.
BOULDER DASH 1
Go to the next door.
ENTRANCE CHAMBER
Go to the ITEM BOX and get out that SHAFT you got at the start of this part
of the game. Combine the CYLINDER and the SHAFT to start another puzzle.
Examine the CYLINDER SHAFT, and you'll note markings on each of the two
pieces. You should turn the shaft to line these markings up so that they
match. When you're done, the markings should look like this from left to
right:
IV II III I
Be sure you memorize the order of these markings. Organize your inventory:
GRENADE LAUNCHER, ANY GRENADE AMMO
FULL HEALING ITEM, CYLINDER SHAFT
Go into the MINING PASSAGEWAY 1.
MINING PASSAGEWAY 1
Take the next door.
MINING ELEVATOR SHAFT
Place the CYLINDER SHAFT in the podium near the generator. You now have
another puzzle to solve. Press the buttons in this order to get the power
running again:
4, 2, 3, 1
It's the same order as on the CYLINDER SHAFT. The elevator platform will
rise up to your level at this time. Go onto the platform, and press the
power button to take you down. However, before you can do that, Barry
appears. Barry says he heard a noise coming from down here. He wonders
where this elevator could lead to, and Jill says there's only one way to
find out. They take the elevator down.
=============================================================================
- GETTING THE STONE RING
=============================================================================
GARBAGE DUMPING AREA
As the elevator stops, you and Barry hear a low moan in the distance. He
says you should go check it out, while he stays here and makes sure that
your escape route is secure. Chicken. If you search the area to the south,
you'll find an item box. On the lower platform, you'll find a trash
compactor, but you can't do anything with it right now. Take the door on
the upper level near the elevator.
LISA'S CORRIDOR
This is probably one of the scariest corridors in the game. This system of
tunnels is haunted by Lisa, that monster you encountered in the CABIN a long
time ago. Whichever way you go after entering the area, she'll appear in
front of you. So, in this way, you can fake her out by going down one
corridor, then suddenly taking the other one. Right now, you want to get
to the door at the eastern side of the area. Fake south, then go north
around Lisa to get there. You can also get a RED HERB and a GREEN HERB on
the way down this hall.
MATERIALS AREA
Walk through this area and you'll come to a place with a moveable crate and
a materials lift. Push the crate onto the lift, then press the nearby
switch to send the crate on its merry way. You have to be standing off the
lift to press the button. It would have been a cool shortcut if you could
have gone with the crate, but you can't. The next thing you need to do is
climb the large stack of crates and bags close to the lift. On top of it,
you'll find oh so precious MAGNUM ROUNDS, a HANDGUN MAGAZINE, and a BATTERY
PACK. Leave the room.
LISA'S CORRIDOR
Fake south, then take the northern hall to the door at the western side of
the area.
GARBAGE DUMPING AREA
Barry's gone...where did he run off to? Anyway, while you're here, climb
down to the lower floor. The lift from the MATERIALS AREA has arrived here.
Push the crate off the lift and into the trash compactor. Turn it on, and
it will crush the crate. In the rubble, you'll find a BROKEN FLAMETHROWER.
Jill would have taken it out of the crate before, but she's too afraid of
breaking her nails. Organize your inventory at the ITEM BOX:
GRENADE LAUNCHER, ANY GRENADE AMMO
FULL HEALING ITEM, BROKEN FLAMETHROWER
METAL OBJECT
As you're heading for LISA'S CORRIDOR, Barry will suddenly appear and take
the elevator up without you. What's gotten into him?! Go into LISA'S
CORRIDOR again.
LISA'S CORRIDOR
Fake north, then go south. On your way down this hall, you may see a
switch. Throw it, and you'll see bars extend from a panel somewhere else in
this area. Stay along the northern passage, and you'll find the panel. Be
quick about getting there, because the bars will retract again if you take
too long. Place the BROKEN FLAMETHROWER here. This will unlock the door
nearby. Go through this door.
LISA'S ROOM
This is probably the spookiest looking room in the game, with candles and
dolls everywhere, like a voodoo cult set up here. Walk around the altar and
go into the sewer behind it. Watch out for snakes down here. Go down the
passageway, and you'll emerge into Lisa's bedroom. Get another JEWELRY BOX
from the table with the candles to the left. This time you don't have to do
anything except simply open it. Inside you'll find the STONE RING. You'll
also find the FAMILY PICTURE AND NOTES.
This is the whole photograph of the torn one you found in the CABIN. It has
notes concerning experiments that were conducted on all three members of the
Trevor family. Jessica, the mother, rejected the Virus-A and was
eliminated. Lisa showed promising results with Virus-B, but George was
terminated and not experimented on. You'll also get to hear about Lisa's
pleasent stay here at te estate. The last paragraph is about the setup in
her mother's tomb in the mansion. Four stones...maybe that's a clue...
Anyway, after you're done reading, combine the STONE RING with the METAL
OBJECT to get a second STONE & METAL OBJECT. Climb up the ladder in this
little room. If you look at the eastern end of the passage, you'll find a
GREEN HERB and a BLUE HERB. After you're done doing that, climb the ladder
at the western end of the hall.
=============================================================================
- RETURNING TO THE MANSION
=============================================================================
CABIN
You'll emerge into the cabin in the courtyard again after you climb that
ladder. I was wondering what was under that wooden trapdoor when I came
into this building for the first time. Anyway, organize your inventory:
SHOTGUN, SHOTGUN SHELLS
STONE & METAL OBJECT, FULL HEALING ITEM
Leave through the door.
CABIN TRAIL
Hike down the trail to the gate at the other end. Watch out for that zombie
on the way down if you left him alive earlier.
CREST GRAVEYARD
Go to the next gate. Watch out for the zombies that have replaced the
crows.
WIND VANE PATH
Head up the path back into the TOOL SHED.
TOOL SHED
Take the single door.
COVERED WALK
Take the other STONE & METAL OBJECT from the slot next to the door. This
will seal off the residence, the underground, and most of the courtyard, but
you shouldn't need to go back there again anyway. Go back inside the
mansion.
=============================================================================
- GETTING TO THE ALTAR
=============================================================================
EXIT CORRIDOR
Take the door across the hall from the alcove you walked into.
STAINED GLASS GALLERY
Run through the gallery, ignoring the crows as usual, and take the gate at
the end of the passage.
GRAVEYARD
Go into the mansion through the back door here.
MAIN HALL
Remember that door under the staircase I kept telling you that you couldn't
open? Well, you finally have what you need to get down there! Place both
STONE & METAL OBJECTS into the octagonal slots to open up the gate.
***NOTE***
If you need to, you can take one or both STONE & METAL OBJECTS, in case you
need to unlock the backdoor of the mansion again for some reason. Simply
try to open the door, and say no when asked to open it. You'll then be able
to remove one of the STONE & METAL OBJECTS. Check the door again if you
want the other one.
***NOTE***
=============================================================================
- GETTING TO THE LABORATORY
=============================================================================
STAIRWAY PASSAGE
Next to you is a TYPEWRITER if you want to save your game. If you go down
the stairs, you'll find an ITEM BOX. Organize your inventory:
GRENADE LAUNCHER, ANY GRENADE AMMO
FULL HEALING ITEM, FULL HEALING ITEM
LAST BOOK VOL.1, LAST BOOK VOL.2
You also might want to save at this time, because an influential event in
the game is about to happen, one that will determine what ending you'll
receive at the end of the game. When you're all set, head down to the
bottom of the stairs, and walk through the cave to the door.
JESSICA'S TOMB
Walk down the candle-lit passageway, and you'll find a ladder in a chamber
at the end. Descend it, and you'll run into Barry. He's examining a
casket, and he suddenly hides his gun when he sees Jill. He casually walks
over, glad that Jill is alive, but she detects something is wrong. Barry
tries to whip out his gun and point it at her, but Jill swipes it out of his
hand and then points his gun at his face instead. He says he can explain,
but Jill thinks otherwise.
Suddenly, Lisa appears from the passageway at the other side of the room.
She smashes the statues bordering the portal, and then a gate descends,
blocking the exit. Barry then says there's no time to explain, and asks you
to hand him his gun. You'll then be asked if you should give it back. This
choice will determine your ending. Say no if you want a bad ending, but if
you want a good ending, then say yes.
If you say no and decide not to trust Barry, Lisa will knock the gun from
Jill's hand, and then Barry will be left defenseless. He tries to swipe the
gun off the floor, but Lisa knocks him into the pit. He'll disappear into
the fog below, never to be seen again. While on his way down, he'll drop
BARRY'S PHOTOGRAPH. You'll now have to fight with Lisa alone.
On the other hand, if you decide to trust him, Jill will hand him his gun
back, and he'll fight alongside you to defeat Lisa. It doesn't really make
much of a difference if you let Barry help you, because you're not supposed
to kill her with bullets.
#######################################################################
BOSS FIGHT 6 - LISA TREVOR
You don't actually have to fight with Lisa at all to win this battle.
However, she'll be more than willing to fight with you. She has her usual
attacks of hitting you with her handcuffs, but now she can jump far, from
one side of the ledge to the other! You stay away from the edge too,
because you can be knocked off the ledge and killed instantly!
If you let Barry help you, be careful, because Lisa can kill him too. Lisa
will primarily focus on you, but she has no problem attacking Barry. She'll
hit him or knock him off the ledge if she can get close enough to him.
Usually she'll only do this if you stand near Barry. However, Barry will be
excellent in distracting her long enough for you to push the stones from the
platform.
As said above, you're not supposed to kill Lisa by shooting at her. She's
invulnerable like always. However, you can briefly stun her by shooting
her. What you're supposed to do instead is push those four stones off of
each corner of the platform. It's relatively easy to do. Just don't get
caught in a corner by Lisa while you're doing this.
#######################################################################
After you've pushed all the stones off the platform, the coffin in the
middle of the room will open up, as well as the exit. Lisa will go over to
it and mutter "...mo...ther..." while taking the skull from inside, and then
jumping into the pit. If Barry's alive and you talk to him, he'll suggest
that you go ahead to the next area.
If you didn't trust Barry and he was automatically killed at the start of
the battle, then get BARRY'S PHOTOGRAPH and BARRY'S 44 MAGNUM if you haven't
already. Be sure to save the shots for that gun. It may appear to be
exactly like the MAGNUM REVOLVER, but it's much more powerful. However, you
can't reload it with the MAGNUM ROUNDS, so be sure you save the bullets.
In either case, search the coffin for a FAMILY PICTURE. This picture has a
letter with it. It was written by Jessica Trevor, who is afraid she's
losing her consciousness as well as her memories of her family. She says
they'll try to escape when they're brought to the lab again to be given
shots, and then they'll go search for daddy. A shame that never happened.
Anyway, take the elevator at the end of the hall.
SECRET FOUNTAIN
As you walk down the path, you'll note the large iron door. Don't bother
messing with it, because you can't open it up. Instead, continue down the
path and you'll find a fountain. Also, note the indentations on the statues
next to fountain. One of them is a circle with a wolf, and the other is a
circle with an eagle.
You know those LAST BOOKS you brought with you? Open them by looking at the
side of the book you open it on. Inside them you'll find an EAGLE MEDAL,
and a WOLF MEDAL. Place these MEDALS in their proper holes, and the water
in the pool will drain away, revealing steps and an elevator. Take this
elevator down to the underground.
***IMPORTANT NOTE***
Remember that MO DISK you might have gotten back in the mansion? You'll
find two more here. This is the place where you must put them to good use.
There are three passcode terminals in the lab that use these MO DISKS. If
you want a chance at an extra good ending, then you must find all of the
machines and use those MO DISKS at them.
I'll be marking segments of this part of the walkthrough with stars. These
are things you have to do to get the extra good ending. If you don't want
to get the very good ending, then skip over everything past a row of stars
and go to the next row of stars to continue reading. Also ignore when I say
to put an MO DISK in your inventory.
One last thing, the zombies in this part of the game very rapidly mutate
into crimson heads, so make sure you dispose of them properly or you'll have
crimson heads all over you in just minutes. If you don't, then you
shouldn't sweat it though. If you've saved ammo properly, you should have
the bullets to deal with them.
***IMPORTANT NOTE***
=============================================================================
- DEACTIVATING THE ELECTRONIC DOOR LOCKS
=============================================================================
ENTRANCE ROOM
Up here, you'll see an emergency exit door that won't open unless in a first
class emergency. Well, that's what the sign next to it says anyway. Climb
down the ladder nearby.
B2 CORRIDOR
In here, you'll find a TYPEWRITER, INK RIBBONS, and an ITEM CHEST. Organize
your inventory:
SHOTGUN, SHOTGUN SHELLS
MO DISK***
Leave.
LABORATORY STAIRWELL
There's a KEROSENE CONTAINER nearby, though you should have plenty of ammo
by now to deal with any crimson heads you encounter. Go down the hall, and
get the two GREEN HERBS if you want them. Kill the three zombies lurking
about. ********Get the MO DISK off the hospital gurney at the end of the
eastern hall.******** Don't bother trying the door near the MO DISK though,
because it's electronically locked. When you're done, go down the stairs
and open the gate at the bottom.
LABORATORY MAIN CORRIDOR
A zombie will approach from the south, and another one will approach from
the east. Kill both of them. If you look at the shelf near the giant fan,
you can get a DAGGER. After you're done exploring, take the door in the
northwest corner of the square-shaped hall, near the stairs.
BACK CORRIDOR
Take the FIRST AID BOX nearby. Inside is a GREEN-GREEN MIXTURE. Take the
door nearby you.
X-RAY ROOM
Get the RESEARCHER'S LETTER, and read it through. The writer says the login
to the door security system is his name, and the password is his girfriend
Ada's name. However, there's a password needed for the Visual Data Room
that needs to be worked out through the x-rays in this room. The letter
concludes with the name John. So, that means the login is JOHN, and the
password is ADA, but what about the second password?
Get the two X-RAYs in this room. One is sparkling on a box, the other is
near the whiteboard. Post them on the X-ray chart board near the other
X-rays. Next, note the message on the messageboard:
"To use the electronic door, place the initials in alphabetical order."
Also please look at the names of the organs on the chart. After doing that,
organize the names so that they're in this order from left to right: ALEX
BECHET, CLARK DAVID, ED FISHER, and GAIL HOLLAND. Next, press the blue
switch on the opposite wall, and certain organs will start glowing on the
X-rays. The organs that glow are Alex's colon, Clark's esophagus, Ed's
liver, and Gail's lungs. If you take the first letter of each of those
organs, you'll get the word CELL for the password. Now that you've got all
of these codes worked out, leave.
BACK CORRIDOR
Head out into the LABORATORY MAIN CORRIDOR.
LABORATORY MAIN CORRIDOR
Take the door in the northeastern corner of the hall.
SPECIMEN EXAMINATION ROOM
The first thing you should do in here is look at the stand near the
operating table's lights. You'll find MAGNUM ROUNDS here. The next thing
to do is walk into the freezer where all the frozen bodies are, wrapped in
plastic... *shudder.* Anyway, get the BATTERY PACK and the FIRST AID BOX
with the GREEN HERB from the shelf in there. Then get out of there before
one of them busts out or something.... *shiver.*
Next, go to the computer in the northeastern corner of the room. Here you
can find the V-ACT RESEARCHER'S NOTE. It tells about how the scientists
discovered the crimson head, and that the first specimen was in the basement
of the backyard cemetery. I guess that was the Chained Zombie you killed
back in Part One.
Anyway, after taking care of that, go to the computer. Type in JOHN as the
login and ADA as the password. After that, try to unlock the door on B2.
When the computer asks for the password, input CELL. Once you unlock the B2
door, unlock the door on B3. There's no password needed for B3 Leave.
***NOTE***
The login and both passwords are the same every game. Be sure to remember
the passwords for your future runs through the game so you won't have to go
through that wacky X-ray puzzle again.
***NOTE***
=============================================================================
- GETTING THE LABORATORY KEY
=============================================================================
LABORATORY MAIN CORRIDOR
Take the door near the gate to the stairs.
BACK CORRIDOR
Take the door near the door with the flashing door locks.
FUEL ROOM
Kill the nude zombie that comes at you as you enter the room, and grab the
INCENDIARY SHELLS from the sink. Also, take the SLIDE FILTER off the
examining table. It may not have been essential to take the SLIDES in the
old game, but it IS necessary that you get the SLIDE FILTER in the remake.
Around the corner you'll find a small door. Behind it is a refueling
device, with a stern warning about the fuel being sensitive to being shaken.
Be sure to keep this place in mind for later.
Take the sparkly, which is a FAX. It seems Umbrella's quite interested in
you and in covering up this disaster. ********After you have read that,
you'll find the first security system passcode transmission device (that's a
mouthful!) that are a.k.a. the little black Gamecubes. Put an MO DISK into
the Gamecube and it will unlock the first lock on the security door in the
hall.******** Leave.
BACK CORRIDOR
Go back into the LABORATORY MAIN CORRIDOR.
LABORATORY MAIN CORRIDOR
Go to the gate for the stairs.
LABORATORY STAIRCASE
Go back to the B2 CORRIDOR, because your inventory is probably overflowing
with junk right now.
B2 CORRIDOR
Organize your inventory:
SHOTGUN, SHOTGUN SHELLS
SLIDE FILTER, MO DISK***
Go back to the stairs.
LABORATORY STAIRCASE
Take the door in the northwestern hallway.
VISUAL DATA ROOM
Take the FIRST AID SPRAY on the table in front of you, and get the
LABORATORY MAP from the filing cabinet on the left side of the door. You
can also find the SHOTGUN SHELLS near the cabinet on the western wall.
********Also take the MO DISK sparkling on the shelf next to the
door.******** Inside the cabinet near the SHOTGUN SHELLS is a file on
SECURITY PROTOCOLS. It details various features of the laboratory. Note
the A.Wesker initials in the Prison section. Do they mean Albert Wesker,
your team leader?
After you've done that, go over to the slide projector and turn it on. If
you want to, you can turn it on and see Umbrella's lineup of monsters that
you've been killing this night, plus a creature called the Tyrant you
haven't encountered yet. Also, check out the development team. Doesn't
that guy on the far right look like Wesker? Or is that note in that file
and this picture a coincidence? Anyway, note the number strip at the end of
the show.
Put the SLIDE FILTER into the slide projector, and the slides will be
displayed in red. This also reveals a code in the number strip on the last
slide, which is 8462. Look at the key panel on the western wall, and input
8462 into the key pad. This will cause a wall to open up in another part of
the room.
In here, you'll at last be able to view KENNETH'S FILM, which you got a long
time ago at the start of the game. Watch it if you want to. You'll just
get to see Kenneth act like a weenie as he shoots all over the place but
doesn't hit the zombie chasing him. He gets killed soon after firing off
his bullets. Get the LABORATORY KEY and leave.
=============================================================================
- ACTIVATING THE B3 ELEVATOR
=============================================================================
***NOTE***
Like the passwords for the login, I would suggest you also remember the 8462
code for future games.
***NOTE***
LABORATORY STAIRCASE
Go down the stairs and take the gate at the bottom.
LABORATORY MAIN CORRIDOR
Go to the southeastern corner of the corridor. Unlock both doors here with
the LABORATORY KEY then discard it. Take the double doors.
LABORATORY STORAGE ROOM
Push the shelf in front of you down this aisle until it's at the end. You
can find SHOTGUN SHELLS on the shelf to your left. We're about to enter
another part of the walkthrough that's only for those that want to get the
extra good ending and have MO DISKS for it. If you don't want the extra
good ending or don't have the MO DISKS, then skip everything past this row
of stars and start reading again at the next row.
Climb up into one of the vent holes on the eastern wall.
AUTOPSY ROOM
In here, you'll get your first glimpse of the chimeras, wall climbing bugs
that can hook you with their claws. Anyway, you should just go to the
ventilation opening on the northern wall. The reason is because there are
no items in this room, and if you kill the chimera, another one will show
up. In rooms where chimeras appear, they spawn infinitely from vents.
LABORATORY STORAGE ROOM
Jump down, and input an MO DISK in the Gamecube. Also get the BATTERY PACK
next to it. Be careful, because a chimera will follow you through the vent.
Push the shelf out of the way here so you can get back to the exit door.
LABORATORY MAIN CORRIDOR
Take the door to the left of the one you just went through.
B3 CORRIDOR
Kill off the nude zombies lurking about, then take the door to the south.
POWER ROOM 1
Hang a right, and go down this path through the machinery. Kill off the
chimera that gets in your way. Examine the terminal at the end of the path
here. You'll get the same stern warning about the fuel as in the FUEL ROOM.
Anyway, take the empty FUEL SUPPLY CAPSULE, and leave the room through the
same door you used to get in.
B3 CORRIDOR
Go into the LABORATORY MAIN CORRIDOR.
LABORATORY MAIN CORRIDOR
Take the door in the northwestern corner, near the stairs.
BACK CORRIDOR
Take the door near the flashing lock door.
FUEL ROOM
Fuel up the FUEL SUPPLY CAPSULE at the refueling terminal. You'll now be
warned that if you decide to run while carrying the fuel, it could result in
a explosion. This part of the game really sucks because you can't just run
back the power rooms or you'll blow up. It's such a long and slow walk to
get back there. Anyway, leave the room.
BACK CORRIDOR
Head for the LABORATORY MAIN CORRIDOR, and remember, (lifeguard voice) NO
RUNNING!
LABORATORY MAIN CORRIDOR
The slow trek back to the southeastern door will probably eat more on your
nerves than those monsters that are after you. Anyway, you can't afford to
run, so don't do it.
B3 CORRIDOR
Slowly walk back to the southern door.
POWER ROOM 1
Head for the terminal in the southwestern corner and put the FUEL SUPPLY
CAPSULE back into the terminal again. Now that the power's working again
and you're rid of the fuel, you can finally run free again! Head for the
door in the southeastern corner of the room.
POWER ROOM 2
********Head straight down the passageway at the fork, and you'll find the
last Gamecube. Plug in the final MO DISK and the door to the prison will be
unlocked!******** Next, get to the door on the southern side of the room
while avoiding chimeras. If you want it, you can get a BATTERY PACK in the
northwestern corner of the room.
POWER ROOM 3
In here, locate the terminal on the southern side of the room. This is the
terminal that will power up the elevator to the bottom floor of the
laboratory. I love the Dino Crisis boops and bleeps they put into this
game. Tag the switch and get out of there.
POWER ROOM 2
Head to the next door.
POWER ROOM 1
Head to the next door.
B3 CORRIDOR
Go to the door across from the hallway intersection.
=============================================================================
- SEARCHING BASEMENT LEVEL FOUR
=============================================================================
LOUNGE
Get the GRENADE ROUNDS off the floor and the FIRST AID SPRAY off the table,
and the INK RIBBONS if you want them.
This is where I'm going to have to make the walkthrough go into two
branching paths. The first path is for those of you who let Barry die while
fighting with Lisa. The second path is for those who left Barry alive. If
you left Barry alive, skip past the first heading and I'll join you at the
second heading of BARRY IS ALIVE ROUTE.
***********************************************************************
BARRY IS DEAD ROUTE
***********************************************************************
Organize your inventory:
BARRY'S 44 MAGNUM, MAGNUM REVOLVER
MAGNUM BULLETS, FULL HEALING ITEM
FULL HEALING ITEM
You might want to save your game, because a boss battle is approaching.
B3 CORRIDOR
Activate the elevator to the north, and take it down to B4.
B4 CORRIDOR
Get the SHOTGUN SHELLS on the left side of the hall, and take the door at
the end of the hallway.
TYRANT LAB
Jill will spot Wesker in here operating a terminal. He holds you at
gunpoint while revealing his plans of destroying the monsters and lab
facility. He says he's then going to sell the research to the highest
bidder. Wesker then punches in some keys to light up a tube behind him,
displaying the Tyrant. The tube drains empty while Wesker comments on how
beautiful it is. Suddenly, Tyrant thrusts his claw through the glass,
impaling Wesker. He then tosses him aside like a toy and advances on Jill.
Now you must defeat Tyrant to escape from here.
#######################################################################
BOSS FIGHT 7 - TYRANT
Tyrant may be considered by Wesker to be the ultimate life form, but he
isn't any big deal really. He basically does various slash combos on you if
you get too close to him. Watch out, because he has a death combo that ends
with him impaling you. Jill cannot survive even one of these combos, so
beware of it. You have to keep your distance from this beast to kill him.
The most effective way to kill him is to run to one corner of the lab, wait
for Tyrant to go around the corner, shoot him once or twice, then run to the
next corner. If you repeat this process you can defeat Tyrant rather
easily. He can't walk fast enough to keep up with you. Just be careful not
to get trapped in the northern dead ends of the room. With BARRY'S 44
MAGNUM, this battle will be insanely easy. Tyrant will die after only one
or two shots from it. You can kill him right after the battle begins. So
much for the "ultimate life form."
#######################################################################
After Tyrant has been defeated, go over to Wesker's corpse, and get the
MASTER KEY. If you search his body, you can find the OBSERVATION NOTE,
which reveals some rather interesting information on the G-Virus in RE2. It
was written by William Birkin, who also stars in RE2. After you've read the
note, go to the northeastern corner of the room and operate the terminal
here to unlock the exit door. Now get out of this creepy place.
=============================================================================
- ESCAPING THE LABORATORY
=============================================================================
B4 CORRIDOR
Take the elevator upstairs again.
B3 CORRIDOR
Take the door to the west, into the LABORATORY MAIN CORRIDOR
LABORATORY MAIN CORRIDOR
You'll be attacked by chimeras, but you can just run right past them. If
you want to go get Chris out of his jail cell, this is the time to go and do
it. If you don't want to or can't save Chris, then skip over everything
enclosed in the lines of stars like always.
BACK CORRIDOR
Throw all the levers to unlock the prison door.
PRISON HALL
Go downstairs, and use your MASTER KEY to unlock the jail cell door.
PRISON CELL
You'll run into Chris in here, and he'll thank you for rescuing him. You'll
both then run off.
***NOTE***
If you visit Chris's cell before talking with Wesker in the TYRANT LAB, then
the conversation you hear will be a little different. You won't be able to
let him out until you get Wesker's MASTER KEY though if you go there early.
***NOTE***
PRISON HALL
If you want to, you can go back inside Chris's jail cell to get SHOTGUN
SHELLS, but it's really much too late in the game to be thinking about
getting more ammo, don't you think? Anyway, lead Chris up the stairs and
back into the BACK CORRIDOR.
BACK CORRIDOR
Chris runs ahead and yells at you to hurry up. Follow after him.
LABORATORY MAIN CORRIDOR
Head on to the gate to the stairs.
LABORATORY STAIRCASE
Go upstairs and circle around the railing to the B2 CORRIDOR.
B2 CORRIDOR
It doesn't really matter what's in your inventory at this point, as long as
you have the MASTER KEY and at least one empty spot in your inventory. Go
up the ladder.
ENTRANCE ROOM
If Chris is with you, he'll urge you to hurry up. Unlock the emergency exit
door with the MASTER KEY and go through it.
EMERGENCY EXIT
You'll find a FIRST AID BOX with a GREEN HERB in it and a box of SHOTGUN
SHELLS, but I would just ignore them because you're almost at the end of the
game. Run down the corridor, and you'll get one final radio message from
Brad. Take the FUSE UNIT and use it on the nearby elevator to get it
running. If you're with Chris, monsters will attack, and Chris will say
he'll hold off the monsters while you go to signal Brad. If not, then
nothing will happen other than you boarding the elevator.
HELIPORT
After you leave the elevator, get the SIGNAL ROCKETS, and immediately use
them. It doesn't matter where in this place you use them. Jill will take
them over to the center of the helipad and shoot off a flare to signal Brad.
If Chris is with you, he'll join you as the helicopter arrives to pick you
two up. The helicopter will fly away, and the game will be over.
However...you'll also see Tyrant's eye watch you from the ground below...
But anyways... Congratulations, you defeated Jill's scenario!
***********************************************************************
BARRY IS ALIVE ROUTE
***********************************************************************
Organize your inventory:
MAGNUM REVOLVER, MAGNUM BULLETS
FULL HEALING ITEM, FULL HEALING ITEM
You might want to save your game, because a boss battle is approaching.
B3 CORRIDOR
Activate the elevator to the north, and take it down to B4.
B4 CORRIDOR
Get the SHOTGUN SHELLS on the left side of the hall, and take the door at
the end of the hallway.
TYRANT LAB
As Jill and Barry enter, Jill spots Wesker operating a computer. While
Barry holds you at gunpoint, Wesker reveals Barry has to do this because his
family is being held hostage. He then orders Barry to leave and wait on the
ground level. He presses a button, lighting up a tube behind him. Inside
is the Tyrant, what Wesker considers to be the ultimate life form.
He then threatens to shoot Jill, but suddenly Barry shoots the gun from his
hand and hits him in the chest. Barry apologizes for his earlier actions,
but Wesker is able to drain the tube because of Barry's distraction in
talking to you. The Tyrant then turns upon Wesker and knocks him aside.
Barry tries to shoot Tyrant, but he's also knocked out. It's now up to you
to defeat Tyrant.
#######################################################################
BOSS FIGHT 7 - TYRANT
Tyrant may be considered by Wesker to be the ultimate life form, but he
isn't any big deal really. He basically does various slash combos on you if
you get too close to him. Watch out, because he has a death combo that ends
with him impaling you. Jill cannot survive even one of these combos, so
beware of it. You have to keep your distance from this beast to kill him.
The most effective way to kill him is to run to one corner of the lab, wait
for Tyrant to go around the corner, shoot him once or twice, then run to the
next corner. If you repeat this process you can defeat Tyrant rather
easily. He can't walk fast enough to keep up with you. Just be careful not
to get trapped in the northern dead ends of the room. It shouldn't take
more than a full clip of the MAGNUM REVOLVER. So much for the "ultimate
life form."
#######################################################################
After Tyrant has been defeated, go over to Wesker's corpse. If you search
his body, you can find the OBSERVATION NOTE, which reveals some rather
interesting information on the G-Virus in RE2. It was written by William
Birkin, who also stars in RE2. After you've read the note, go wake up
Barry. You'll see that Wesker's vanished. Where did he run off to?
Anyway, go to the northeastern corner of the room and operate the terminal
here to unlock the exit door. Now get out of this creepy place.
=============================================================================
- ESCAPING THE LABORATORY
=============================================================================
B4 CORRIDOR
Suddenly, the alarm comes on, and a computer voice announces the
self-destruct system has been activated. You have to get out of here before
this place explodes! Barry and Jill will quickly board the elevator.
B3 CORRIDOR
Take the door to the west, into the LABORATORY MAIN CORRIDOR.
LABORATORY MAIN CORRIDOR
You'll be attacked by chimeras, but you can just run right past them. If
you want to go get Chris out of his jail cell, this is the time to go and do
it. If you don't want to save Chris, then skip over everything enclosed in
the lines of stars like always.
BACK CORRIDOR
Throw all the levers to unlock the prison door.
PRISON HALL
Go downstairs, and use your MASTER KEY to unlock the jail cell door.
PRISON CELL
You'll run into Chris in here, and he'll thank you for rescuing him. You'll
both then run off.
***NOTE***
If you visit Chris's cell before talking with Wesker in the TYRANT LAB, then
the conversation you hear will be a little different. However, you won't be
able to let Chris out of the cell until the alarm system is active.
***NOTE***
PRISON HALL
If you want to, you can go back inside Chris's jail cell to get SHOTGUN
SHELLS, but it's really much too late in the game to be thinking about
getting more ammo, don't you think? Anyway, lead Chris up the stairs and
back into the BACK CORRIDOR.
BACK CORRIDOR
Chris runs ahead and yells at you to hurry up. Follow after him.
LABORATORY MAIN CORRIDOR
Head on to the gate to the stairs.
LABORATORY STAIRCASE
Go upstairs and circle around the railing to the B2 CORRIDOR.
B2 CORRIDOR
Organize your inventory:
GRENADE LAUNCHER, ANY GRENADE AMMO
FULL HEALING ITEM, FULL HEALING ITEM
FULL HEALING ITEM
Make sure you have at least one empty inventory slot. Go up the ladder.
ENTRANCE ROOM
Go through the emergency exit door, because a self-destruct sequence
definitely qualifies as a first-class emergency!
EMERGENCY EXIT
You'll find a FIRST AID BOX with a GREEN HERB in it and a box of SHOTGUN
SHELLS. Take them if you want them, but make sure you have at least one
inventory slot open if you do. Run down the corridor, and you'll get one
final radio message from Brad. Take the FUSE UNIT and use it on the nearby
elevator to get it running. Monsters will attack, and your fellow
S.T.A.R.S. members will stay and hold off the monsters while you go to
signal Brad.
HELIPORT
After you leave the elevator, get the SIGNAL ROCKETS, and immediately use
them. It doesn't matter where in this place you use them. Jill will take
them over to the center of the helipad and shoot off a flare to signal Brad.
Barry will run onto the helipad to join you after you signal the
helicopter. Chris will also come if you rescue him.
Looks like it's all over...CRASH! A hole will open up in the roof. Uh oh,
Tyrant's back again, and he's grown much more powerful in the few minutes
since you fought with him. If Chris is there, Tyrant will swat him aside
and knock him unconsious. Barry hammers him over and over with his MAGNUM,
but it doesn't seem to have any effect. He shrinks back as Tyrant advances
on him. You gotta get rid of Tyrant so Brad can land and get you out of
here before this place blows up!
#######################################################################
BOSS FIGHT 8 - TYRANT: THE REMATCH
Tyrant has all the same slash combos as he did in the last battle, including
the one that finishes off with an impaling. Jill cannot survive even one of
these combos, so beware of it. He now has some new nastier tricks. He can
RUN after you if you get too far away, and he can extend his claw to make it
more powerful. He can swat you across the helipad like a fly, which will
hurt pretty bad. You have to keep your distance from him if you want to
win.
Barry will assist you during this battle. He'll blast away with his MAGNUM
for you. Like most boss fights where you have a partner to help you, Tyrant
will focus primarily on you and ignore Barry. He tends to only attack Barry
if you stand near him. If you want to use Barry as a distraction, then let
him get between you and Tyrant. Be careful though, because if he dies, you
won't be able to get a good ending.
Anyway, after you and Barry have hammered on Tyrant for awhile, Brad will
come over in his helicopter and throw you the ROCKET LAUNCHER, the most
powerful weapon in the game. Wonder how come you can't hear his helicopter
if he's around? Maybe your adrenaline has turned off your ears. Anyway,
grab that ROCKET LAUNCHER and shoot Tyrant. Be careful with your aim,
because you only have four shots. You have to kill him with the ROCKET
LAUNCHER, so if you run out of ammo, you're basically screwed. Also, Tyrant
can swat aside the rocket if you shoot at him, so beware of that. Doesn't
make much of a difference though, because you'll nail him eventually.
#######################################################################
After you tag Tyrant with that lucky shot, he'll be blown into a million
pieces by the rocket. Brad will now land the helicopter and get you out of
there. It flies off into the distance as the mansion is blasted into a
fireball by the self destruct explosives.
On the night of July 24, 1998 a helicopter flies over the Arklay Mountains
near Raccoon City. It contains the S.T.A.R.S. Alpha Team from the Raccoon
City Police Department. Recently there have been many murders and people
missing in Raccoon City. Most of the victims were eaten. Their first
mission objective is to investigate the murders and disappearances in this
area of the city.
Their second mission objective is to investigate the disappearance of the
S.T.A.R.S Bravo Team, who were sent in previously but have turned up
missing. As it gets dark, the helicopter swoops low over the trees. Jill
suddenly spots the downed Bravo helicopter. They land the chopper and go to
investigate the wreck.
The helicopter has been trashed, but most of the combat gear is still
around. Joseph Frost pokes around the wreck while his teammates search the
surrounding area. He finds the corpse of the pilot inside. He quickly
jumps out, terrified, and joins his teammates to search the forest as well.
Frost suddenly hears something and turns around, but nothing's there. He's
then attacked from the other side by a dog. More come to join the first
hound. Jill shoots at them, but none of the animals seem to notice.
These aren't ordinary dogs, because they look like their skin has rotted
off. Jill witnesses Joseph's death, but she's too transfixed to reload
after her clip runs dry. Suddenly, they turn on her. She nearly gets
jumped by one, but Chris blasts one away from her. He urges her to get up
and hurry. They run off. As they run away, they see Brad fly away in their
helicopter without them. Chris turns around to shoot a dog, but it's almost
on him. Wesker caps this one for him. He urges them to hurry and run.
They all flee through the woods, firing at their attackers on the go.
Chris spots a mansion in the fog, and yells at Jill to run for it. They may
have thought they made it to safety, but in fact this nightmare's far from
over. Now you decide how this mission will go. Good luck!
=============================================================================
- GETTING THE SWORD KEY
=============================================================================
MAIN HALL
Wesker, Chris, and Jill have made it safely inside. Chris suddenly notices
that Barry's missing. Wesker believes he's dead. Suddenly, a gunshot is
heard in the distance. Chris says he'll go investigate it. As he walks
out, Jill tells him to take care. You'll need to, with just that knife to
protect you. Real smart idea, sending the guy with only the knife to
investigate...
DINING ROOM
Now that you're free to move, you might want to practice your moves a bit.
Try running a lap or two around the table so that you can learn to run
straight down passageways without bumping off walls. After you're done
practicing, go out the door near the fireplace.
***NOTE***
There's a TYPEWRITER and some INK RIBBONS in here, but you might want to
forget saving for now, as you've just started your game. You can also get
the EMBLEM from over the fireplace, but you won't need it till much much
later, so you should leave it where it is too.
***NOTE***
KENNETH'S HALL
Don't bother trying to use any of the other doors or the elevator, because
they're all locked. Instead, go into the sitting area at the west end of
the hall. You'll see somebody...chewing...on a corpse! He turns to face
you, and his face is rotting, like he's...A ZOMBIE! I recommend you flee
from him and run back into the DINING ROOM, because all you have on you is a
SURVIVAL KNIFE.
DINING ROOM
Run back to Jill and Wesker like the chicken you are.
MAIN HALL
Hey! Where did Wesker and Jill go to? Chris calls out to them, but nobody
answers. He then stumbles upon Jill's gun on the floor. While Jill's gone,
this will at least solve one of your recent troubles. Take the HANDGUN,
then go to the double doors on the eastern side of the hall.
ART ROOM
There's an item in the "Woman Drawing Water" statue, just like in the
original game, but crap, there's no stepladder so how are we going to get
it? Don't worry though. In this game, the case in front of the curtained
door does double duty, both blocking that door and serving as the
stepladder's substitute. Climb on top of the case, then jump down on the
other side. Push the case over to the statue and climb on top of it. Get
the MANSION 1F MAP in the statue's bowl.
After you do that, push the case back in front of the curtained door, then
climb over it to get into that room. You'll see many art objects around.
At the end of this short passage, you'll find a DAGGER on a shelf. On the
way back out of here though, a zombie will ambush you from around the
corner. Evade it if you can. It doesn't really matter if he does get you
because you have a DAGGER as a defense item. After getting past the zombie,
jump on top of the case, then wait for the zombie to come over. Hack down
at him with the SURVIVAL KNIFE as he's trapped below the case and can't
reach you. Leave the room through the double doors after you've killed him.
MAIN HALL
Run across the hall to the DINING ROOM again.
DINING ROOM
Take the door near the fireplace again.
KENNETH'S HALL
Go to where that zombie was chewing on a corpse. When you search the corpse
that was being eaten, you discover its Kenneth, one of the members of the
Bravo team. Anyway, you'll get KENNETH'S FILM, but you can't watch it until
you find a video recorder. Sorry kiddies, but you won't find any ammo this
time if you check him two more times. Take the door past his corpse.
CROW STAIRS
Run down the hall, and you'll come to a room with a birdcage in it. If you
search it, you'll find a much needed HANDGUN MAGAZINE. Also, take the two
GREEN HERBS you find on the floor near the foot of the stairs. Head up the
steps and take the door at the top.
SPEAR CORRIDOR
Take the GREEN HERB near the corpse in front of you, then combine your three
GREEN HERBS into a LARGE GREEN MIXTURE. Go through the doorway with the
mirror. There's a zombie to your left. Avoid it if you can. Ignore the
door here because it's locked. Go down the passageway lined with spears.
Near the opposite end, you'll see a sparkly on a statue. Take the GOLDEN
ARROW. You can also get another HANDGUN MAGAZINE in front of the mirror
nearby. Take these items and continue down the hall. You'll find another
zombie here. Kill or evade it. If you must kill these zombies, try to get
their corpses to be touching each other. You'll come to a little room with
two doors. The east door is locked, but the southern door you can go
through.
DINING ROOM BALCONY
You're above the DINING ROOM now. You can see a zombie on the other side of
the balcony, but ignore him for now. Turn left and take the DAGGER from the
shelf on the wall. Continue walking down the balcony, past the double doors
to the zombie's side. You can save a little ammo by trapping the zombie on
one side of the woman statue here, then sticking your SURVIVAL KNIFE through
the statue at him.
Sometimes though this guy gets smart and goes around it, so watch out. I
advise you don't kill him with your HANDGUN, because it's easy to maneuver
around him in this looping balcony. What you ought to do here is shove the
woman statue through the hole in the balcony railing. You'll hear a crash
from below, but don't go to investigate it yet. Go through the double doors
up here.
MAIN HALL
Walk down the short stairs to where the stairs all meet. In the old game
there was just a stained glass window here, but now there's a painting with
a door in it. Go through this door.
GRAVEYARD
Go down the stairs. Watch out for the zombie prowling about. You may
notice the sparkly behind the gate, but there's nothing you can do to get it
right now. Instead, head to the northern path. On the left side at the
start of this path is a somewhat hidden area with SHOTGUN SHELLS in it.
You'll find them in the top left corner, from the camera's view. Be
careful, because there's another zombie lurking here too.
Now, continue down the northern path until you come to a tomb with an angel
with a bow and arrow carved into it. There's a hole where the arrowhead
should be. You've got the GOLDEN ARROW, but it's too big to jam into the
hole. What do you do? Check the arrow in your inventory screen, and you'll
be told you can remove the arrowhead. Do so, and put the ARROWHEAD in the
hole. The tomb will open up, giving you access.
Head down the stairs into a creepy room with fires and gears clinking in the
background. For some reason, the zombies can't follow you down here. Look
at the podium beneath the hanging coffin, and you'll get the BOOK OF CURSE.
Go to the check screen and flip the book over so you're looking at its
backside, and you'll find the SWORD KEY. In the book, you'll read:
The four masks,
a mask that speaks no evil...
a mask that smells no evil...
a mask that sees no evil...
a mask that cannot speak, smell,
or see evil...
When all four fall into place,
evil will awaken.
This passage describes your general objective for this part of the game.
You must find the four DEATH MASKS throughout the mansion, put them into the
correct faces on the wall, and then you'll find out what to do next. Head
up the stairs out of the tomb and go back inside the house. Watch out,
because if you haven't killed the zombies, they'll be standing at the top of
the stairs waiting for you.
=============================================================================
- GETTING THE ARMOR KEY
=============================================================================
MAIN HALL
Go down the stairs, and take the double doors to the ART ROOM to the east.
ART ROOM
Go to the door to the right of the curtained door, and use the SWORD KEY to
unlock that door.
L HALL
In this room, you'll see some display cases lining the walls. However, as
you walk past the first window, it'll crack. It's only there to scare you,
so ignore it for now. Push away the display case near the window to find a
DAGGER. Continue down the hall to the next door. Hidden under the display
case there is a HANDGUN MAGAZINE. Go through the door nearby.
WINDING CORRIDOR
Your inventory is full, so you can't get anything out of the rooms yet. Run
all the way down the hall to the double doors at the end.
***NOTE***
Don't try to go get the SHOTGUN early like Jill can, because nobody will
come to save Chris. You are required to use the BROKEN SHOTGUN when playing
as Chris.
***NOTE***
EXIT CORRIDOR
Take the door on the right you can see as you enter.
EAST STAIRS
You should kill all the zombies hanging around here, because you will be
traveling through this area very frequently. Go into the little door
underneath the stairs.
STORAGE ROOM
Welcome to your first SAVE ROOM, which is easily identified by the soothing
music. Empty out your inventory and get the OLD KEY near the TYPEWRITER.
Also take the FUEL CANTEEN on the floor. Use the KEROSENE CONTAINER nearby
to fill it up. Take the BODY DISPOSAL note on the floor near the lantern.
It'll tell you that the zombies come back alive again after you kill them,
and the ways to get rid of the zombies for good are removing their heads and
burning them up. Read my General Strategies section for more info. Anyway,
organize your inventory at the ITEM BOX:
HANDGUN, HANDGUN BULLETS
SWORD KEY
I'll repeat myself: You burn the corpses you've killed by yourself. I
won't tell you to carry around a FUEL CANTEEN on your own. It's much easier
for Chris to burn corpses, because he has a LIGHTER with him at all times,
and it doesn't take up any item space. Go back outside.
EAST STAIRS
Go on upstairs and take the door to the southwest.
CURTAIN CORRIDOR
Kill off the zombie nearby, and take the WOODEN MOUNT on the table.
SECOND FLOOR STUDY
You can get a HANDGUN MAGAZINE on the desk with the chessboard. Look at the
stand next to the table with the chessboard to find a DOG WHISTLE and the
CRUMPLED MEMO. The memo was written by a guard who had to hide an important
item. He says he hid it in a collar on a dog. He also says that the dog
usually hangs out on the second floor balcony on the west terrace. He
writes the DOG WHISTLE is what is needed to find this dog. Take the BOTANY
BOOK on top of the round desk. The BOTANY BOOK will explain about herb
usage. Read my General Strategies section for info on mixing herbs. Go out
the door you didn't use to get in.
EAST STAIRS
Run east down the hall and take the door at the very end.
FIREPLACE ROOM
Get the GREEN HERB off the floor. Use the LIGHTER to start a fire in the
fireplace. You may notice the lines of the mansion diagram glowing on the
picture above, but you can't take the diagram with you. Instead, use the
WOODEN MOUNT on the diagram to burn the lines of the map into the wood. By
doing this you'll get the MANSION 2F MAP. Clever trick, huh? Leave the
room.
EAST STAIRS
Head to the STORAGE ROOM.
STORAGE ROOM
Organize your inventory:
HANDGUN, HANDGUN BULLETS
SWORD KEY
Leave.
EAST STAIRS
Go through the door on the first floor. Go even though the game tells you
the knob might break.
EXIT CORRIDOR
Turn left and take the doors over there.
WINDING CORRIDOR
Head over to the eastern end of the hall. Take the door on the northern
wall.
MANSION BATHROOM
Go over to the tub and unplug it to let the water out. As the water drains,
a zombie splashes out of it! It slides over onto the floor as Chris slinks
back to the door like a chicken. How come he can't be a man and kick the
zombie to death like Jill? Oh well, just swipe the OLD KEY out of the tub
and get out of there before the zombie can stand up again.
WINDING CORRIDOR
Take the door nearby, on the eastern wall. Use the OLD KEY you just found
to unlock it.
BACK PORCH
You can hear dogs barking, but they can't do anything to you...yet. Get the
two GREEN HERBS and the one RED HERB. Use a green and a red to make a
RED-GREEN MIXTURE. There's also a KEROSENE CONTAINER out here if you need
to refill your FUEL CANTEEN. Also, take the big bag of the incredible
CHEMICAL. Get out of here after you've gotten everything. Don't mind the
dogs, because they only jump the fence if you come in here more than once.
WINDING CORRIDOR
Go to the other door nearby.
L-SHAPED CORRIDOR
As you run down the hall, dogs will jump through the windows! Just run past
them, because it's not worth the ammo to kill them. Get to the door at the
other end of the hall.
ART ROOM
Cross over to the double doors.
MAIN HALL
Run upstairs. Unlock the door in the northeastern corner of the balcony
with the SWORD KEY, but don't go through it yet. Instead, take the double
doors on the western side of the balcony.
DINING ROOM BALCONY
Go over to the two doors, and unlock the one on the left with the SWORD KEY.
WEST STAIRS
Run around the stairs railing. There's a zombie in the northern alcove near
the stairs. Kill him off. Another zombie will be coming up the stairs.
Shoot him too. Go downstairs and head into the door beneath the stairs.
DRUG ROOM
Organize your inventory:
HANDGUN, HANDGUN BULLETS
SWORD KEY, DOG WHISTLE
OLD KEY
Leave.
WEST STAIRS
Head upstairs and unlock the door near the one to the DINING ROOM with the
OLD KEY.
WESTERN OUTDOOR BALCONY
You may notice this is the area in the photograph from the CRUMPLED MEMO.
You'll find a GREEN HERB POT nearby with a large supply of GREEN HERBS. At
the eastern end of the balcony, there's a door that leads into the MAIN
HALL. You don't have to, but you can unlock the door from this side to open
up another way around the west wing.
What you have to do here is to blow the DOG WHISTLE to get the hounds a
comin', then kill the one wearing the COLLAR. The best spot to stand is in
front of the door you can unlock here. Blow the whistle, and the dog with
the COLLAR will come. Watch out for his buddy who's also with him. They'll
run straight down the walkway right at you. Start shooting back down the
walkway. You can kill them off even before you see them. After you kill
them, get the COLLAR.
Examine the COLLAR in the check screen. Look at the ornament on one side of
it. Press the switch on it to get a COIN. Flip this coin over so that
you're looking at the side that has a suit of armor on it. When you click
on that, a handle will pop out of the bottom of the COIN, and it will become
an IMITATION OF A KEY. Sadly, you can't use this fake key on any doors. Go
into the WEST STAIRS area. As you leave the balcony, discard the DOG
WHISTLE.
WEST STAIRS
Unlock the door at the northern end of the upstairs hall.
SPEAR CORRIDOR
Go through the corridor with the mirror and turn right. Watch out, because
the corpse will become a crimson head even if you do try to burn it.
Quickly slip into the door past the corpse to get away from it.
DEATH KNIGHTS ROOM
I call this room this name because of all the knight statues around that all
have some stupid sentence about death inscribed upon them. Anyway, go up
the stairs. You may note the statue you pass has a spiked shield. Ignore
it though. Continue down the hall. Also note there are tracks running
through this hall. You'll eventually come to a small stand with a key
imbedded in it. The inscription upon it reads "May whoever takes this
emblem find peace in death."
Well, if you're still up to taking the ARMOR KEY anyway, do so at this time.
The walls and the knight statue behind you will slide in, while the stand
goes into the floor. Then, the statue with the spiked shield starts a
comin' down the hall on the track. Err, I guess this wasn't a great idea
after all... Wait a minute! What about that IMITATION OF A KEY you have
with you? It's about the same shape isn't it? Place the IMITATION OF A KEY
in the stand to deactivate the trap. You can now safely exit this room.
Take the same door you used to get in.
=============================================================================
- GETTING THE SHOTGUN - PART 1
=============================================================================
SPEAR CORRIDOR
Go through the mirror doorway, then quickly take the door ahead and to the
left before the crimson head can catch you.
WEST STAIRS
You can hear a zombie jimmying a door, but ignore it, even when it gets
through. Head downstairs, then go all the way to the end of the hall.
Unlock the door there with the ARMOR KEY.
SHADOWY CORRIDOR
Get the FLASH GRENADE off the dresser nearby, then hang a right and go down
this hall. Take the door on the right side of the hall.
KEEPER'S BEDROOM
Burn the corpse near the liquor cabinet, if you want to prevent it from
ambushing you in a bit. Swipe the HANDGUN MAGAZINE off the bed. Go over
past the bed where all the girly pictures are on the wall. The closet door
will shake. When you try to leave, a zombie will pop out of the closet, so
kill it. Take the OLD KEY in the closet and read the KEEPER'S DIARY on the
desk. It somewhat explains why the heck there are zombies and monsters
around, and makes for some rather entertaining reading towards the end.
Leave the room.
SHADOWY CORRIDOR
Unlock the door at the south end of the hall.
KENNETH'S HALL
Go east down the hall, and kill off the zombie you encounter on the way.
Unlock the door before the elevator with the ARMOR KEY, but don't go in
there yet. Walk past the elevator and head downstairs. Use the SWORD KEY
to unlock the door there and discard the key.
KITCHEN
Eeww, nasty, looks like somebody forgot to put the meat back in the fridge.
There are maggots and flies crawling all over everything. Get the DAGGER
off the table, and the OLD KEY on the spices shelf. No you can't take the
elevator, because the power's not on. As you try to leave the room, a
zombie will come down the stairs and through the door. Also, a sleeping
zombie on the floor will wake up and start crawling about. Do a lap around
the meat table to get the walker confused, then leave the room.
KENNETH'S HALL
Head upstairs and go into the DINING ROOM.
DINING ROOM
Remember when we pushed that statue off the balcony? Go over to the rubble
and search it for the BLUE GEMSTONE. Go back into KENNETH'S HALL.
KENNETH'S HALL
Go into the SHADOWY CORRIDOR again.
SHADOWY CORRIDOR
Remember that alcove you passed by while coming through here the first time?
Go into the door there.
TIGER ROOM
In this small room, you'll see a statue of a tiger head on a podium. The
inscription on it reads: "A tiger glowing with blue and yellow light."
Place the BLUE GEMSTONE here and you'll get some SHOTGUN SHELLS. Leave the
room.
SHADOWY CORRIDOR
Take the door to the WEST STAIRS AREA.
WEST STAIRS
Unlock the door nearby with an OLD KEY.
JUNK ROOM
Get the BROKEN SHOTGUN and the FLASH GRENADE off the shelf. At long last
you can now take the BROKEN SHOTGUN and go get the real SHOTGUN. There's
also some INK RIBBONS inside the desk here if you want them, and a KEROSENE
CONTAINER for refueling the FUEL CANTEEN. Leave the room.
WEST STAIRS
Head for the DRUG ROOM.
DRUG ROOM
Organize your inventory:
HANDGUN, HANDGUN MAGAZINE
ARMOR KEY
Leave.
WEST STAIRS
Go upstairs and take the door to the DINING ROOM BALCONY.
DINING ROOM BALCONY
Head for the MAIN HALL.
MAIN HALL
Go to the door in the southeast corner of the balcony, and use the ARMOR KEY
to unlock it.
EASTERN OUTDOOR BALCONY
Run down the walkway and go down some stairs. You'll see Forest Speyer's
corpse sitting in a chair here. Unfortunately, you won't get the GRENADE
LAUNCHER here like Jill does. Take the DAGGER on the bench nearby. Now,
you can either just quietly leave, or continue down the balcony where you'll
find two GREEN HERBS at the end.
However, should you decide to get the GREEN HERBS, Forest will come back to
life and attack you! He runs pretty fast, so it can be difficult to deal
with him without being injured. I'd rather just get the DAGGER from the
bench and get out of there. Those GREEN HERBS aren't really worth it.
MAIN HALL
Take the door in the northeastern corner of the balcony. Hopefully you
unlocked it earlier with the SWORD KEY like I told you to.
CURTAIN CORRIDOR
Take the first door you come to. Unlock it with the ARMOR KEY.
=============================================================================
- RESCUING RICHARD
=============================================================================
RICHARD'S HALL
As you walk through the hall, you'll encounter two Bravo team members,
Rebecca and Richard. Richard's gotten into a nasty fight with a snake, and
he's been badly wounded. He says that it's not just any snake. Rebecca
tells him not to talk, and says this bite is very big for just a snake. She
says there's SERUM to cure it, but she left it in another room. Chris
offers to go and get the SERUM for her, and runs out.
CURTAIN CORRIDOR
Your map will light up, indicating where you get the SERUM with a picture.
It's in the DRUG ROOM in the west wing of the mansion. You have about 15
minutes to get the SERUM and get back before Richard dies. Be sure you do
save him, because you'll be handsomely rewarded later. Take the door to the
MAIN HALL.
MAIN HALL
Sprint across the balcony and into the DINING ROOM BALCONY.
DINING ROOM BALCONY
Head down the balcony and take the door to the WEST STAIRS.
WEST STAIRS
Go downstairs and into the DRUG ROOM.
DRUG ROOM
Get the SERUM, and get back out again.
WEST STAIRS
Head upstairs and back into the DINING ROOM BALCONY again.
DINING ROOM BALCONY
Go to the MAIN HALL.
MAIN HALL
Go across the balcony again to the CURTAIN CORRIDOR.
CURTAIN CORRIDOR
Take the door nearby.
RICHARD'S HALL
Hopefully, you haven't been lollydagging around like an idiot while getting
the SERUM and Richard is still alive. If he's still alive, Chris will hand
Rebecca the SERUM. She'll give Richard a shot to cure the poison, and then
Richard will give you his radio. He'll go unconscious. Chris says this
place isn't safe, so they take Richard to the DRUG ROOM.
If you were too late however, Richard will be lying dead on the floor. You
won't get anything from his body if you search it. I'll meet you back at
the DRUG ROOM below.
DRUG ROOM
Rebecca lays Richard on the bed, and says he should be fine now. She will
stay in this room and watch over Richard. You'll also get something out of
this. If you come into this room, Rebecca will be able to treat you back to
FINE status up to three times. If you didn't save Richard, then you don't
get any free healings! In either case, organize your inventory:
HANDGUN, HANDGUN BULLETS
ARMOR KEY
=============================================================================
- GETTING THE SHIELD KEY - PART 1
=============================================================================
Leave.
WEST STAIRS
Head upstairs and go to the DINING ROOM BALCONY.
DINING ROOM BALCONY
Go to the MAIN HALL.
MAIN HALL
Go to the CURTAIN CORRIDOR.
CURTAIN CORRIDOR
Head into the first door you see.
RICHARD'S HALL
A zombie has now appeared in this hall, but you can evade it by going behind
the column at the corner, where the two GREEN HERBS are. Get to the door at
the end.
ATTIC CORRIDOR
Dirty in here, isn't in? A zombie will appear from the hall to the left.
Kill him, then take the door behind him, near the flickering light.
UPSTAIRS DINING ROOM
Take a HANDGUN MAGAZINE from the table. Use your LIGHTER to light the
candle on the table so you can see. Get the HANDGUN MAGAZINE out of the
cabinet on the western wall, then shove aside the cabinet on the eastern
wall to reveal a secret passage. Watch out, because there's a zombie in
there, just waiting for you to boldly trot inside. Lure him out, then do a
lap around the table in the middle of the room to get him confused. Get the
MUSICAL SCORE from the cabinet hidden in the secret room. Leave the room.
RICHARD'S HALL
Sprint past the zombie behind the column again, and get to the next door.
CURTAIN CORRIDOR
Go to the MAIN HALL.
MAIN HALL
Head downstairs and go into the DINING ROOM.
DINING ROOM
Go to the door near the fireplace.
KENNETH'S HALL
Go east down the hall, and take the door that's just before the elevator.
Hopefully you unlocked it earlier with the ARMOR KEY like I told you to.
PIANO BAR
Cool place huh? But there doesn't seem to be anything to do here... While
you're thinking about it, walk around the piano and into the alcove behind
it. Push away the bookshelf from the other shelves to find the MISSING
MUSIC, which is the other half of the music you found in the UPSTAIRS DINING
ROOM. Combine the MUSICAL SCORE with the MISSING MUSIC to get the complete
Moonlight Sonata. That's a nifty twist to an old puzzle from the original
game. Try to play the piano now. Unfortunately, Chris doesn't know how to
play the piano...
Rebecca then enters, and sees you struggling. She decides to try to play
the Moonlight Sonata herself. Rebecca does much better than Chris does, but
unfortunately she's still not as good as Jill. She asks if she could stay
and practice. It doesn't matter if you say yes or no, because she'll sit
right here and play until she gets the song right. It will take her about 8
minutes to learn the song. Leave the room.
=============================================================================
- GETTING THE SHOTGUN - PART 2
=============================================================================
KENNETH'S HALL
While we're waiting for Rebecca to learn how to play the piano again, let's
explore the mansion some more. Go into the door near the one to the DINING
ROOM.
SHADOWY CORRIDOR
Take the door in the northwestern corner of the hall.
WEST STAIRS
Go to the DRUG ROOM.
DRUG ROOM
Organize your inventory:
HANDGUN, HANDGUN MAGAZINE
ARMOR KEY, BROKEN SHOTGUN
OLD KEY
Leave.
WEST STAIRS
Again, go upstairs and into the DINING ROOM BALCONY.
DINING ROOM BALCONY
Go to the MAIN HALL.
MAIN HALL
Head downstairs, and go to the double doors on the east side of the hall.
ART ROOM
Take the door to the L HALL.
L HALL
Sprint past the dogs and get to the next door.
WINDING CORRIDOR
If you stand still, you might hear something banging on the window. Ignore
it though and continue down the hall. Zombies will crash through the
windows. Also, if you left the zombie in the bathroom alive, he'll also
open the door and join the pack. If you keep running though, they won't be
able to sit up in time to get you. Take the door near the double doors in
this hall.
CONNECTING CHAMBER
There's not much to see here, so why don't we go to the next room?
LIVING ROOM
On the coffee table is a DAGGER, and some INK RIBBONS if you want them.
More importantly, you can see a SHOTGUN hanging on the wall! Take the
SHOTGUN, and the wall hooks will rise up. Place the BROKEN SHOTGUN in its
place to keep the hooks down so the trap in the CONNECTING CHAMBER won't
activate and make you a Chris Sandwich. Leave.
=============================================================================
- GETTING THE FIRST DEATH MASK
=============================================================================
CONNECTING CHAMBER
Get that SHOTGUN equipped before you head into the next room, because you're
going to need it.
WINDING CORRIDOR
A zombie will be only a few steps away from your left side. Blast him with
the SHOTGUN, and continue on to the double doors past him.
EXIT CORRIDOR
Go to the door in the southwestern corner of this hall. Unlock it with the
ARMOR KEY. If you move fast enough, you won't have to deal with the zombie
coming from the alcove nearby or the one barging through the double doors.
STAINED GLASS GALLERY
There are many nice stained glass windows in here, but for now head to the
end of the hall. Ignore the crows, because they won't attack as long as you
don't shoot. At the end of the hall you'll see a window of Lisa Spencer,
wearing a green crown, a purple necklace, and an orange bracelet. DON'T
press the button when asked, or you'll get attacked by crows.
Now, try pressing the buttons under the other glass windows and you'll
notice they change color. The buttons on the side with Lisa's picture shine
on blue light, while the buttons on the other side with the door shine on
red light. What you have to do is look at what the person in the picture is
wearing that's in Lisa's picture, and make it the same color as in her
picture. The simple solution to the puzzle is this:
1 - make the picture of the valiant orange by pressing the button under it
on the door's side of the room.
2 - make the picture of the sage purple by pressing the button under it on
Lisa's side of the room.
3 - make the picture of the saint green by pressing the button under it on
Lisa's side of the room.
After you have done this, press the button under Lisa's picture to make it
rise up into the ceiling. You'll be in the GRAVEYARD again, but this time
in the caged area with the sparkly. Here you'll get your first DEATH MASK!
One down, three to go. Use an OLD KEY to unlock the gate nearby.
=============================================================================
- GETTING THE SECOND DEATH MASK
=============================================================================
GRAVEYARD
Evade the zombie nearby, then enter the mansion through the backdoor.
MAIN HALL
Go to the DINING ROOM BALCONY.
DINING ROOM BALCONY
Go to the WEST STAIRS area.
WEST STAIRS
Head downstairs and go into the DRUG ROOM.
DRUG ROOM
Organize your inventory:
SHOTGUN, SHOTGUN SHELLS
CHEMICAL
Leave.
WEST STAIRS
Go to the door at the east end of the hall.
SHADOWY CORRIDOR
Take the eastern fork at this point in the hall. You may note the zombie
shadows coming through the windows. Ignore them though and take the door at
the very end of the hall.
GREEN HOUSE
Don't try to walk past the fountain, or you'll get attacked by killer vines.
Instead, dump the CHEMICAL into the pump near the door. Start pumping the
water, using the red pipe. If you use the green pipe, you'll kill all the
herbs in this room, and that would be a big waste of healing items. After
you've killed the vines with the poisoned water, go to the shield at the
front of the room, and pick up the second DEATH MASK! Two down, two to go.
Take all five GREEN HERBS and mix them into a SMALL GREEN MIXTURE and a
LARGE GREEN MIXTURE. Leave.
=============================================================================
- GETTING THE SHIELD KEY - PART 2
=============================================================================
SHADOWY CORRIDOR
The zombies will crash through the windows as you go down the hall. Keep
running and don't shoot at them. You've already done everything you need to
do in this hall for now, and you won't have to come back here until much,
much later. Take the door at the northwestern corner of the hall.
WEST STAIRS
Go to the DRUG ROOM.
DRUG ROOM
Organize your inventory:
SHOTGUN, SHOTGUN SHELLS
ARMOR KEY
KENNETH'S HALL
One of the zombies will follow you in here, so kill him. Go to the DINING
ROOM.
DINING ROOM
Get the EMBLEM over the fireplace, then go back into KENNETH'S HALL.
KENNETH'S HALL
Go to the PIANO BAR. Rebecca ought to be done practicing by now.
PIANO BAR
If Rebecca's finished practicing, she'll call you over to the piano and ask
you to listen to her play. After she's played the song correctly, a secret
passage will open up in the wall. Take the GOLD EMBLEM from the statue in
there. Uh oh, the wall went down again! Not to worry though, place the
wooden EMBLEM in the place of the GOLD EMBLEM to keep the wall up. You can
get out of here now.
Before you go though, look at the sparkly. You'll find TREVOR'S DIARY.
He's the guy who built this crazy mansion. He says that he's been locked up
in here, and thinks the reason is because he's only one of two people who
know the secrets of this place. The other is Spencer, and if Trevor dies,
only Spencer will know. Trevor says he has to escape, but he never did
manage to get out.
KENNETH'S HALL
Go to the DINING ROOM.
DINING ROOM
Place the GOLD EMBLEM in the place of the old EMBLEM at the start of the
game. The grandfather clock will open up, revealing it's gears. You now
get to control the arms of the clock. But what's the solution to this
puzzle? Look at the painting near the clock. One knight has been impaled
on a short sword in the chest, while the other knight has been struck in the
head with a long sword.
Note the symbols on the clock too. They're a helmet, armor, a shield, and a
sword. This may be a little confusing, but the small option actually
controls the big arm, and the large option controls the small arm. What
protects a head? A helmet. And what protects a chest? Armor. Point the
long arm at the helmet, and the short arm at the armor. The time should
read 6 o' clock.
The clock will chime and slide aside. Take the SHIELD KEY hidden in the
secret compartment, and leave through the double doors.
=============================================================================
- GETTING THE THIRD DEATH MASK
=============================================================================
MAIN HALL
Head upstairs and go into the CURTAIN CORRIDOR.
CURTAIN CORRIDOR
There's a zombie hanging around past the curtains in the hall. Kill him
then unlock the double doors between the curtains.
KNIGHT ROOM
In here, you'll see four knights slide away from positions on the wall. The
goal of this puzzle is to push the knights back into their places then press
the button on the stand in the middle of the room. The only problem is, the
knights move away from the wall as you push other knights in. Be sure not
to push the button before the knights are in position, or poison gas will
leak into the room! If this happens, leave the room and the puzzle will
reset. I'll be using the camera's view for this puzzle. The most efficient
order to push the statues in I think is:
1 - push in the upper right knight.
2 - push in the bottom left knight.
3 - push in the bottom right knight. The last knight will automatically
slide into place.
Press the button in the middle of the room. Bars will raise up from in
front of a little shelf, giving you access to a strange box. Take the
JEWELRY BOX. Now, we have to solve another puzzle to make the box open. If
you read the inscription on top, it will read, "Sunshine will awaken me."
Note how the sun emblem has two red slices in it. What you have to do to
get the box to open is to replace the red raspberry filling with the yellow
lemon filling, heh. Pretend you're looking at the box from this angle, with
the moon on the left and the sun on the right.
__________
/\ \
BACK SIDE --- / \ MOON SUN \ --- TOP SIDE
/ \__________\
\ / /
\ / / --- FRONT SIDE
\/__________/
To solve this little puzzle, press the button on the FRONT SIDE first, then
press the button on the BACK SIDE of the box, opposite the front side. This
will replace the red with the yellow on the sun, giving you access to the
third DEATH MASK! Three down, one to go. Leave the room.
=============================================================================
- GETTING THE FOURTH DEATH MASK
=============================================================================
CURTAIN CORRIDOR
Head down the hall until you come to the door to the EAST STAIRS.
EAST STAIRS
Go downstairs to the STORAGE ROOM. Wesker posted a note saying he left some
supplies for you in there, and that he's going to look for a way out. Head
inside the room.
STORAGE ROOM
The supplies Wesker left include a HANDGUN MAGAZINE, a FIRST AID SPRAY, and
a box of SHOTGUN SHELLS. Take all these items, then organize your
inventory:
SHOTGUN, SHOTGUN SHELLS
ARMOR KEY
Leave.
EAST STAIRS
There should be one door here you haven't unlocked yet. It's upstairs and
about at the midway point of the hall. Unlock it with the ARMOR KEY and
discard the key.
STAG ROOM
Pick up the RED HERB in here, and take the door to the right of the stag
head.
UPSTAIRS BEDROOM
Look at the table near the desk to get a FIRST AID BOX. Look at the top lid
to open it and get a FIRST AID SPRAY. Next, go behind the bed to get a
GREEN HERB. Combine the GREEN HERB with the RED HERB to get a RED-GREEN
MIXTURE. It's important that you also take the OLD KEY on the dresser. If
you want it, there's also an INK RIBBON on the dresser. Leave.
STAG ROOM
Use the OLD KEY to unlock the door to the left of the stag head.
UPSTAIRS OFFICE
On the desk you can find the complete RESEARCHER'S WILL. It was written by
somebody who says he's infected and will kill himself soon to avoid becoming
a zombie. Anyway, after you do that, look about the room.
You need to get three items in this room. The FISHHOOK from the fishhook
collection near the aquarium, the BEE SPECIMEN from the lure collection near
the desk, and the LURE OF A BEE from the insect collection near the
bookcase. Combine the LURE OF A BEE with the FISHHOOK and place it in the
lure collection, then place the BEE SPECIMEN in the collection of insects.
You'll need at least two item slots to do this puzzle. Afterwards, press
the button under the insect collection to find the WIND CREST.
But before you can pick it up, the BEE SPECIMEN comes to life! When I saw
this for the first time, I thought I was dreaming. Chris tries to swat it
away, then grabs it and throws it to the floor. Don't waste any ammo on the
bee. Just get the WIND CREST and get out of there.
STAG ROOM
Take the door back into the hall.
EAST STAIRS
Head to the STORAGE ROOM.
STORAGE ROOM
Organize your inventory:
SHOTGUN, SHOTGUN SHELLS
SHIELD KEY, FULL HEALING ITEM
FULL HEALING ITEM
You may also want to save your game, because a boss battle is approaching.
Leave.
CURTAIN CORRIDOR
Take the door to RICHARD'S HALL.
RICHARD'S HALL
Go to the door at the other side. Heal with the GREEN HERBS here if you
need to.
ATTIC CORRIDOR
Head up the stairs and unlock the spider web door with the SHIELD KEY.
Discard it and enter the room.
ATTIC
For the moment, it seems you're alone. However, walk further into the room,
and the snake Richard told you about will appear! Man that thing is huge!
#######################################################################
BOSS FIGHT 1 - YAWN
Unlike the original game, the Yawn fight will be much, much easier. The
snake's only attack really is to bite you. If you get bitten, you'll be
infected with it's poison. Also, the attic is more wide open than in the
original game, which means it's easier to evade Yawn. Don't let your health
get too low though, or you'll get swallowed whole by Yawn!
I suggest you just run over and grab the last DEATH MASK in the back corner,
then get the heck out of there. If you must defeat it, use the SHOTGUN.
That'll kill it in about 7-10 hits. Stand in the corner near the door,
because it's safe there. Also, you could allow the snake to encircle you.
This makes it difficult for Yawn to turn around and strike you. You however
have clear shots. If you decide to fight Yawn, she'll run away after you've
beaten her.
#######################################################################
ATTIC CORRIDOR
If you were poisoned in the battle, Chris will be overcome by the poison.
If you saved Richard, Rebecca will run in, and she'll say she'll go get
another dose of SERUM for you. You'll now have to play as her for a short
time. If you didn't save Richard, Chris will have to go get the poison
himself.
If you weren't poisoned however, then nothing will happen once you step out
into the hall. Anyway, if you do have to go get the SErUM, then read
everything between this row of stars below, and then stop at the next row of
stars. People who aren't poisoned can just skip over everything within the
stars.
RICHARD'S HALL
If you're playing as Rebecca, be careful because she has even less stamina
than Jill. You have to be very careful not to get attacked while playing as
her. Also, she's only got the 15 bullets in her gun for ammo, so be sure to
do more running rather than fighting. Anyway, go to the door into the
CURTAINED CORRIDOR.
CURTAINED CORRIDOR
Take the door to the MAIN HALL.
MAIN HALL
Sprint across the balcony and into the DINING ROOM BALCONY.
DINING ROOM BALCONY
Head down the balcony and take the door to the WEST STAIRS.
WEST STAIRS
Go downstairs and into the DRUG ROOM.
DRUG ROOM
Get the SERUM. If you're playing as Chris, use it now to cure yourself.
Get back out again.
WEST STAIRS
Head upstairs and back into the DINING ROOM BALCONY again.
DINING ROOM BALCONY
Go to the MAIN HALL.
MAIN HALL
Go across the balcony again to the CURTAIN CORRIDOR.
CURTAIN CORRIDOR
Chris people, you can wait here until I mention this room again. Rebecca
people, take the door nearby.
RICHARD'S HALL
Run to the next door.
ATTIC CORRIDOR
If you're playing as Rebecca, she will give Chris a shot, curing him of the
poison. Chris's head hurts, but at least he's alive. Rebecca urges him to
be more careful. After you're finished talking with her, go into RICHARD'S
HALL.
=============================================================================
- GETTING THE STONE AND METAL OBJECT
=============================================================================
RICHARD'S HALL
Go to the next door.
CURTAIN CORRIDOR
Go down the hall to the door to the EAST STAIRS.
EAST STAIRS
Go into the STORAGE ROOM.
STORAGE ROOM
Organize your inventory:
SHOTGUN, SHOTGUN SHELLS
DEATH MASK, DEATH MASK
DEATH MASK, DEATH MASK
You might also want to save your game again, because another boss battle's
coming, though this one's nowhere near as hard as the one with Yawn. Leave.
EAST STAIRS
Take the door on the first floor. This will be the last time you'll be able
to use the door on this side in this part of the game.
EXIT CORRIDOR
Take the door ahead and to the right.
STAINED GLASS GALLERY
Run down the hall, ignoring the crows, and take the gate at the end.
GRAVEYARD
Head down into the tomb where you got the BOOK OF CURSES a long time ago.
It's now time to make good use those DEATH MASKS you've been collecting.
Check each mask to see what facial features it's missing, then place them on
the corresponding faces in the wall. The solution of the puzzle is:
1 - MASK W/OUT EYES in the leftmost face.
2 - MASK W/OUT ALL in the second left face.
3 - MASK W/OUT NOSE in the second right face.
4 - MASK W/OUT MOUTH in the rightmost face.
Note how each time you put in a mask, the casket in the room gets closer and
closer to falling down. After all of them have been put in, the coffin
finally falls to the floor. It's a real stupid idea, but do it anyway. Go
over to the coffin after it's fallen to the floor. A gate will fall to lock
you in the tomb, plus a real nasty-looking zombie will climb out of the
coffin.
#######################################################################
BOSS FIGHT 2 - THE CHAINED ZOMBIE
This guy's no big deal at all really. He's basically a crimson head on
steroids. He'll move slow at first, but when he gets close he'll start
running after you. It'll only take about 2-4 SHOTGUN SHELLS to kill him
though. He's just more scary looking than tough.
#######################################################################
After you have killed off the zombie, go to the sparkly and get the SHOTGUN
SHELLS. Next, search the Chained Zombie's coffin for a switch. Press it to
unlock the gate out of here. Lastly, take the STONE & METAL OBJECT from the
coffin. Take the stairs out of here and exit through the gate into the
STAINED GLASS GALLERY.
***NOTE***
I know you can use this item on the gate underneath the stairs in the MAIN
HALL, but just forget about doing that for now. You don't have both items
needed to unlock the gate anyway.
***NOTE***
=============================================================================
- EXITING THE MANSION
=============================================================================
STAINED GLASS GALLERY
Go to the door at the other end of the corridor.
EXIT CORRIDOR
Head for the gate in front of you.
COVERED WALK
Stroll down the path and you'll get ambushed by a dog. Just ignore it, and
plant the STONE & METAL OBJECT into the hole near the door at the end. At
long last the backdoor out of this mansion is unlocked! Go through it.
=============================================================================
- TRAVELING TO THE RESIDENCE
=============================================================================
TOOL SHED
Inside here, you'll find a box of SHOTGUN SHELLS on the floor, and a FIRST
AID SPRAY and a FLASH GRENADE on a shelf. Take the small side door because
the double doors will lead to a dead end for now.
WIND VANE PATH
Walk down the path and read the sign post here. It says:
North: Valley of Destruction
South: Cave of Hatred
East: Summit of Madness
West: Path of Revenge
Oh yeah, all those just sound like lovely vacation spots, dontcha think?
Anyway, you may have noticed that red spinning thing in the distance. It
turns out to be a chicken wind vane. If you have a radio, you'll get a
radio message from Wesker warning to stay out of the woods behind the
mansion, because there's some monster. It may be stupid, but we have to
ignore the order if we want to continue on.
Continue on down the path and you'll see a blue wind vane like the first
one. If you keep going down, you'll come to a gate bordered by two
multi-headed dog statues, one with blue eyes, and another with red eyes.
The red-eyed one reads "The War Cry of Revenge," and the blue-eyed one reads
"The Last Gasps of Destruction." Also note the gate reads "The gate will
open when the guard dog's desires are fulfilled." Are the puzzle pieces
starting to fall together in your head?
What you have to do now is make the corresponding weather vane face the
direction of the area that the guard dog corresponds to. The blue dog
represents destruction, so it should face north, towards the Path of
Destruction. The red dog represents revenge, so it should face west towards
the path of revenge. Click on a weather vane to make it stop. Make sure it
stops on the correct direction. If you mess up, click again to get the
chicken moving.
When the red vane faces west and the blue vane faces north, the gate will
unlock and you'll be able to proceed onward.
CREST GRAVEYARD
Don't shoot your gun or go near the crows, and they won't attack you. If
you go to the south, you'll note two tombstones with indentations on them.
You don't have the item to fit them with you, so you should just keep on
going to the next gate.
CABIN TRAIL
As you enter the area, you'll hear chains jingling and a yell. Ignore them
for now and walk along the trail. You won't encounter anything the whole
way, though you might scare yourself by thinking the statue on the way is
alive :) At the very end there's a wooden cabin. Go inside it.
CABIN
In this old wooden cabin, there's an excessive amount of dust, though the
fire in the fireplace is quite relaxing, don't you think? Go up the short
stairs. On the wall next to the doorway you can get the COURTYARD MAP. Go
inside the little room up here. You'll find a TYPEWRITER and a FAMILY
PICTURE with badly written words on it, some gibberish about a girl's mom
and dad.
Anyway, in the next hall you can find an ITEM BOX, and if you go past that
you can jump down a ledge and find the SQUARE CRANK on top of a bunch of
boards in the corner. Organize your inventory:
SHOTGUN, SHOTGUN SHELLS
CRANK, WIND CREST
After you go into the bedroom, you can hear somebody coming in through the
front door... Look out the window and you'll catch a glimpse
of...something...coming towards the stairs. As you try to go down the
stairs you'll get knocked out by that thing. Chris will wake up near the
fire in the room. Run out of there because you can't kill this monster.
However, you might want to shoot it a few times to knock it out so you can
get past without getting hit. I don't know about you, but this whole
sequence felt kind of Silent Hill-ish to me.
CABIN TRAIL
Run down the path. Watch out for the new zombie that wandered onto the path
while you were at the CABIN.
CREST GRAVEYARD
Go to the gravestones to the south. The one on the right reads "When the
wind sweeps across the earth, stars will shine in the heavens," and the
other one has two vertical lines, a cross, and three horizontal lines.
Place the WIND CREST in the right tombstone to get the STAR CREST, the SUN
CREST, and the MOON CREST. You may notice the line patterns in the holes in
the other tombstone, but your CRESTS won't fit in them. Don't worry though.
Examine each crest's backside, and you'll see a pattern inset in it. Press
the button on each crest's other side, and the pattern will rise up. Press
USE and it will then be placed in the correct spot in the diagram. After
all have been fitted, you'll get the all mighty MAGNUM REVOLVER! This is
WAY cooler than simply opening up the backdoor of the mansion like they did
in the old game. Head for the next gate.
WIND VANE PATH
Go back up the trail to the TOOL SHED.
TOOL SHED
This time, go through the double doors.
UPPER COURTYARD
I'm VERY glad they updated the look of the courtyard area a lot. This place
actually looks great now, unlike the plain brick walls with plain bushes in
planters in the old game. If you have a radio, you'll get a radio message
from Brad in the helicopter. He's asking for somebody to respond so he can
rescue them. Chris tries to respond to him, but the radio's broken.
On your right as you enter the courtyard is a GREEN HERB and a BLUE HERB.
Take the GREEN HERB with you only. You won't have the item space later to
make a BROWN MIXTURE if you do take it. Head for the gate to the north,
because the elevator at the end of the western passage isn't working right
now. If you keep running those dogs won't be able to get you.
WATER RESERVOIR
You can see a ladder going into the water, but Chris can't swim, so you'll
have to use the SQUARE CRANK on the post at the end of the stone path. This
will open up a waterway to drain off the water, which will reveal a path
crossing over the pool. Go across it and climb up the other side. Take the
elevator at the end of this next path to proceed to the next area.
LOWER COURTYARD
The first feature you'll probably notice of this area is the giant
waterfall. If you examine it, you'll see something behind it, but the
water's moving too fast to pass through the waterfall. Also, don't bother
searching the area to the south, because all you'll find is the broken
elevator you saw in the UPPER COURTYARD. However, you can also see why it's
broken. The reason is because there's no battery to power it. Anyway, take
the gate to the left of the waterfall when you're done looking around.
RESIDENCE PATH
Directly in front of you is a RED HERB. Take it and use it with your GREEN
HERB then your BLUE HERB to make a BROWN MIXTURE. Now that you've done
that, start running. Why? Because snakes are raining down from above! As
long as you keep running though, they won't be able to get you. Take the
door at the end of the winding trail.
=============================================================================
- GETTING THE 001 KEY
=============================================================================
ENTRY CORRIDOR
The obvious first thing you should do now that you've reached a new area is
head for a save room, right? Well fortunately there's one close by. Take
the first door on the right in this hallway. Also, if you want them, there
are three BLUE HERBS just across from the entrance door in a nook.
UTILITIES ROOM
In here, you'll find a FLASH GRENADE on the shelf near some INK RIBBONS and
a TYPEWRITER. In the other half of the room there is a KEROSENE CONTAINER
and a ITEM BOX. Gather these items then organize your inventory:
HANDGUN, HANDGUN BULLETS
The reason we're going to use the HANDGUN in this part is because you'll
need to save your more powerful ammunition for later. Plus, in this part
it's not really necessary to dispose of the corpses. Most of the rooms
you'll visit here you'll only have to go to once, so it's kind of pointless
to dispose of the bodies in rooms you don't need to go back to anyway.
Leave.
ENTRY CORRIDOR
Do you see those red doors at the east end of the hall? Go to them.
GAME ROOM
This must be where all the employees working here hang out. Anyway, in here
you'll get your first glimpse of the giant spiders. They can spit poison at
you and tackle you, but they're not all that dangerous as long as you don't
stop running. You should just run from them and not waste your ammo.
Search the area to the south, and you'll find a GREEN HERB. Also, you may
see the red oil lamp on the stand in the corner. Light it and you'll see a
symbol appear in the light beneath it, that looks kind of like this:
\___/
(_0_)
Head to the northern part of the room, grab the other GREEN HERB and go
around the railing. Head downstairs into the bar area. On a table you can
get a box of SHOTGUN SHELLS. Also on the counter you can get the RED BOOK
and a FIRST AID BOX with a GREEN-BLUE MIXTURE inside. Mix one of your GREEN
HERBS with the GREEN-BLUE MIXTURE to get a GREEN-GREEN-BLUE MIXTURE. If you
open the book, you'll notice the pages are blank. What can you use it for?
Don't worry, because all items in this game will eventually serve some
purpose. If you light the green oil lamp on the table, you'll see a symbol
kind of like this:
\_|_/
(_0_)
|
Now, go out of the bar area and head upstairs to the pool table. There is
yet another oil lamp up here, and this one is orange. If you light it,
you'll find another symbol that looks like this:
___
-(_0_)-
Next, please check the pool table and note the colors and numbers of the
pool balls:
2 - blue
3 - red
4 - purple
5 - orange
6 - green
After you've filed all this information away, leave the room.
ENTRY CORRIDOR
Go back into the UTILITIES ROOM.
UTILITIES ROOM
Organize your inventory:
HANDGUN, HANDGUN BULLETS
Leave.
ENTRY CORRIDOR
Don't try to go down the hall past the crates, or a killer vine will pop out
of a hole in the floor and strangle you! What you must do is push the crate
near the red doors to get past without getting hurt. But...there's only one
crate, but two holes... You can't block both of them, so what are you going
to do? What you have to do is push the crate against the stack of the
crates in the hall to make a kind of bridge past the holes. Climb over the
stack of crates and take the door beyond.
BEE CORRIDOR
Run down the hall. You'll see the gallery door, but it's locked. Go onto
the next door. Before you go through, enter the nook nearby. Take the
RESIDENCE MAP here but DON'T check the hole hidden behind it when the game
tells you about it. There's a beehive through the hole. If you check it,
three bees will fly through the hole and attack you! However, if you kill
them, no more will come through. Go to the door marked 002.
ROOM 002
Take the door next to you.
BATHROOM 002
You may note the sparkly on the shelf. However, you'll also hear somebody
coming into the room behind you when you're about to get to it... Anyway,
grab the 001 KEY. As you're leaving, a zombie will come through the door.
Knock him down or evade him and then get out of there.
***NOTE***
You can avoid having the zombie coming in the bathroom by going out when you
hear the door slam outside, by moving fast enough so that the zombie can't
get to the bathroom door in time, or by going further into the room before
entering the bathroom. The zombie will be standing around out here.
However, I think it's better that he's in the bathroom, because he'll be out
of the way when you go through this room later.
***NOTE***
=============================================================================
- GETTING TO THE AQUA RING
=============================================================================
ROOM 002
Check the desk near the bed, and you'll find the PLANT 42 REPORT. It
details a plant in this area of the estate that's been drastically affected
by the T-virus. After reading this crazy stuff, go into the door near the
entrance door.
ROOM 002
Leave through the entrance door.
BEE CORRIDOR
Head down the hall again, past the gallery door and into the ENTRY CORRIDOR.
ENTRY CORRIDOR
Climb over your box bridge, and go to the door marked 001. Use the 001 KEY
to unlock the door. Discard it when asked.
ROOM 001
You may notice the hand moving in front of the camera. If you go over
closer, you'll see that this zombie has been hung on a noose. Walk past the
hanging body. On the desk, you'll find a HANDGUN MAGAZINE, and a cute lil'
gun called the SELF DEFENSE GUN. Do not be fooled by its size, because the
one bullet you get from this pop gun is as powerful as a shot from the
MAGNUM REVOLVER. After taking this gun, you'll find the SUICIDE NOTE.
It was written by a survivor of this accident who committed suicide. In
case you didn't know, that hanging zombie is the writer. The SELF DEFENSE
GUN is the gun he used to kill Robert. Anyway, go past the hanging zombie
again and enter the bathroom.
BATHROOM 001
On the floor is Robert, who was shot by the writer of the SUICIDE NOTE.
Drain the tub and get the CONTROL ROOM KEY. Robert will wake up. Leave
before he can get up and attack you.
ROOM 001
Unlike Jill's game, the hanging zombie won't break loose and attack you. Go
out into the hall.
ENTRY CORRIDOR
Go to the UTILITIES ROOM.
UTILITIES ROOM
Organize your inventory:
SHOTGUN, SHOTGUN SHELLS
CONTROL ROOM KEY, SELF DEFENSE GUN (if you didn't save Richard)
You may want to save your game, because you're about to enter a part of the
game where dying is very likely.
ENTRY CORRIDOR
Climb over the box bridge again and go into the BEE CORRIDOR.
BEE CORRIDOR
Head for ROOM 002.
ROOM 002
Go into the back of the room, and you'll see two bookcases against the wall.
These bookcases are moveable. Push the one on the left up against the
wall, then push the one on the right to the right side of the room. A
hidden ladder will be revealed. Descend it.
AQUA RING HALL
Down here, you'll find this whole area is quite unlike the bunkhouse above.
The walls, floor and ceiling are all concrete, and it has a much more modern
look to it. Anyway, proceed down the cement hallway. Eventually you'll get
stopped by a pool blocking the passageway. The door nearby is locked from
the other side, so you'll have to find a way to cross the pool to proceed
onward.
Thankfully, there are some wooden crates nearby that you can push into the
pool that look like they would float on the water. The solution to this
puzzle is:
1 - Shove the box nearest the pool into it.
2 - Shove the box near the first box into the pool.
3 - Shove the last box around the corner, and then into the pool.
You'll now have a box bridge to cross over the water. Do so at this time.
Grab the GREEN HERB in the corner, then go around the corner. You'll
discover that the rest of the hall's been flooded, so this is probably where
the Aqua Ring is. Go through the gates.
=============================================================================
- GETTING THE GALLERY KEY
=============================================================================
UPPER AQUA RING
If you got Richard the SERUM in time back in the mansion, you'll see him in
the middle of this room. He yells at you to watch out. A shark suddenly
jumps out of the water, and Richard shoves you out of the way to save you.
The big shark then splashes down into the water with Richard eaten. You're
now surrounded by a herd of zombie sharks! They're codenamed Neptunes and
they wanna have some dinner because they've been swimming around down here
without a bite to eat for a very long time.
Start running down the path and don't stop, because those sharks deal heavy
damage blows. If you brought the SELF DEFENSE GUN with you, that one bullet
can kill one of them. But I wouldn't recommend shooting at the sharks with
anything else, because your ammo will do little more than scare them away
for a short time. Not only that, but there's a bigger shark in the water
that will splash out of the water and swallow you whole if you stand still
too long. Stay on the outer walkway. On the way down the walkway, you'll
come to a platform above the water with double doors. Use the CONTROL ROOM
KEY to unlock the door. Discard it when asked.
***NOTE***
If you didn't save Richard in the mansion, the sharks will just appear with
an FMV sequence like in Jill's game.
***NOTE***
AQUA RING CONTROL ROOM
Climb down the ladder nearby. In the hall behind the ladder, you'll find a
FIRST AID BOX with a GREEN-GREEN MIXTURE inside. Go into the control room
itself, and you'll be given some cool underwater views of the Neptunes
swimming around in the pool. Go over to the desk where the whiteboard is,
and be sure you read the note on it about which valve to open if there's an
oil pressure drop. Grab the AQUA RING MAP behind the desk.
Since this is a control room for the area, why don't you see if you can
drain the water so those sharks won't bother you so much? Go to the
southeastern panel of consoles and press the button to drain the water.
Unfortunately, when you do this a shark will crash into the glass, cracking
it. You'll now be on a time limit to solve a puzzle in this room before the
water pressure becomes too great and the shark crashes through the glass.
If that happens, it's GAME OVER! To solve the puzzle, follow these steps:
1 - Operate the panel on the southwestern wall to release the safety on the
pressure lock.
2 - Operate the panel on the eastern wall of the control room. This is a
pressure shelter, which will cover the glass with a protective shield.
Unfortunately, the shield's not working properly, thanks to some oil
pressure problem.
3 - Go into the hall past the ladder and operate the oil pressure valves
here. Open the valve that the message on the whiteboard says. The other
ones won't do anything. After you've done that, the shield will go up
again.
4 - Operate the panel on the southwestern wall to release the safety on the
pressure lock again.
5 - Operate the pressure shelter lever a second time. This time the shield
will descend all the way. You're now safe from the sharks, but the room is
still locked up.
6 - Operate the panel on the southeastern wall to drain the water and unlock
the doors in this area.
After you've done that, go to the hallway and open the heavy waterproof
hatch at the north end.
AQUA RING STORAGE AREA
Sadly for you, all of the explosives stored here are too wet to use.
However, you can at least get a box of SHOTGUN SHELLS if you search in the
boxes where the explosives area. Take the doors on the eastern wall, near
the boxes and supplies.
LOWER AQUA RING
As you stroll down the walkway, you'll come upon a shark floundering on
land. Don't bother wasting ammo shooting it though, because it can't hurt
you even if you stand right in front of its mouth. However, if you saved
Richard in the mansion, you'll find his ASSAULT SHOTGUN near the flopping
fish. Continue walking around down here, and you'll see a giant shark
laying in a part of the room that still has some water in it.
Walk past the shark and climb up onto the platform beyond it. If you look
at the sparkly, the big shark in the pool will wake up and attack you,
knocking the object into the water as well as damaging the platform. Don't
even THINK about jumping back into the water again, or you'll get killed
instantly by the shark.
So, if you can't just run, then how are you going to get out of here? Not
to worry, push the terminal nearest the water into the pool, then throw the
switch on the other terminal, which is the generator unit. The water will
be electrified thanks to that electric box you pushed into the pool. The
shark will get electrocuted and will die. Fried fish anyone? Walk past the
wiggling corpse of the shark, and get the GALLERY KEY that fell into the
water. Leave the room.
=============================================================================
- GETTING THE 003 KEY
=============================================================================
AQUA RING STORAGE AREA
Take the other door near the waterproof hatch.
V HALL
In this V-shaped corridor, look at the sparkly on the boxes and you'll find
some very valuable MAGNUM ROUNDS. Go to the other end of the hall and climb
up the ladder. Unlock the door up here and go through it.
AQUA RING HALL
Go back up the ladder at the end of the hall.
ROOM 002
Go out into the BEE CORRIDOR.
BEE CORRIDOR
Unlock the gallery door with the GALLERY KEY, and then discard the key.
GALLERY
The first thing you'll note here is the sound of bees. This is the room
where the bees have built their hive, and they really don't like
trespassers. Run down the hallway to the north. All the doors in this area
are locked or blocked. You'll find a corpse in this hall, holding a can of
INSECTICIDE SPRAY. If you continue down the hall, you'll see the bee nest,
but unfortunately you can't get close because there are too many bees
around. Leave the room through the same door you used to get in.
BEE CORRIDOR
Remember that hole behind the RESIDENCE MAP I told you NOT to check? Well
this time go there and you can kill all the bees with the INSECTICIDE SPRAY
from the safety of the hole. Go inside the GALLERY again.
GALLERY
Now that the bees have been eliminated, you can get the 003 KEY from the
desk underneath their hive. Go to the door marked 003 and use the key
there. Discard it when asked. Don't go in there yet. Instead, take the
HANDGUN MAGAZINE from the central table and leave the room through the door
to the BEE CORRIDOR.
=============================================================================
- GETTING THE HELMET KEY
=============================================================================
BEE CORRIDOR
Take the door at the western end of the hallway.
ENTRY CORRIDOR
Cross the box bridge, and go into the UTILITIES ROOM.
UTILITIES ROOM
Organize your inventory:
SHOTGUN, SHOTGUN SHELLS
RED BOOK, FULL HEALING ITEM
SELF DEFENSE GUN (if you still haven't used it yet)
You might want to save, because you're about to get into a boss battle.
ROOM 003
I wouldn't bother searching the bathroom this time, because you won't find
anything in there even if you drain the tub. Inside this room, you can find
a TYPEWRITER on the desk. Go examine the bookshelf, and you'll note there's
a row of red books with one white book in it. Take the ORGANIC CHEMISTRY
LAB REPORT.
In it, a scientist writes he has discovered a chemical that can be used to
kill Plant 42, called UMB No.20, or V-JOLT. It says that you can make this
chemical by mixing the UMB and VP chemicals, though you must be careful or a
toxic gas will be produced instead.
Now that you've read that paper, note there's now a red book missing from
the set of red books. Use the blank RED BOOK you have here. Unlike the
last game where that alone would solve the puzzle, you now have to get the
books in the proper order so that the pattern on the books is continuous.
If you number the books left to right (assuming you haven't messed with them
yet), then the solution to putting the books in the proper order is:
4 - 6 - 7 - 1 - 5 - 2 - 3
When you're done, it should make a picture of a person lying down in the
ocean, with the feet on the leftmost book and the hands on the rightmost
book. A secret door will appear. Go through it.
PLANT 42 ROOM
In here, you'll at long last meet the Plant 42 that all those files have
told you about. If you didn't save Richard in the mansion, you'll be
instantly grabbed by the vines. Chris will cry out for help. Rebecca will
hear him yelling and will come into the room. She starts to aim her gun at
the plant, but Chris tells her it's no use. He throws her the ORGANIC
CHEMISTRY LAB REPORT file and tells her to use it to make a poison that will
kill the roots. She takes the book and then leaves the room. For Rebecca's
second mini-quest, do everything between the two rows of stars below.
If you did save Richard, however, the battle will start up right away. Skip
over everything between the two rows of stars that follow below.
GALLERY
Go to the door near the display cases on the west side of the room. It's
time to put to use all of the clues you got in the GAME ROOM at the start of
this part.
You have to figure out the passcode to unlock the door to this room. If you
notice, the buttons above the keypad have the same symbols as the ones you
saw under the oil lamps in the game room. Also, remember the colors of the
lamps and the numbers on the pool balls in there:
2 - blue
3 - red
4 - purple
5 - orange
6 - green
Since the lamps were red, green, and orange, that means the passcode has to
be some combination of the numbers 3, 6, and 5. To operate this device,
press the symbol on the top bar, then press the number to go under it on the
keypad. The numbers you need to input from left to right are:
First symbol - 6
Second symbol - 3
Third symbol - 5
***NOTE***
I've discovered the combination to this puzzle can be random. However, it
will always be a combination of the numbers 3, 5, and 6. That means there
are only six possible combinations to try. Even if the above code doesn't
work, it shouldn't take long to try all the combinations.
***NOTE***
After you do this, the door will be unlocked.
CHEMICALS LAB
This is where you must create the V-JOLT to be used on the plant roots. You
can either figure it out for yourself by looking at the notes on the wall
next to the door, or you can use my step-by-step instructions below:
1 - Gather three EMPTY BOTTLES.
2 - Fill one bottle with WATER, and another with UMB No. 3.
3 - Mix the WATER and UMB No. 3 to get NP-004.
4 - Fill one bottle with YELLOW-6.
5 - Mix the YELLOW-6 with NP-004 to get UMB No.10
6 - Fill one bottle with WATER, and another with YELLOW-6.
7 - Mix the WATER and YELLOW-6 to get UMB No.7.
8 - Mix the UMB No.7 and the UMB No.10 to get VP-017.
9 - Fill one bottle with UMB No.3.
10 - Mix the UMB No. 3 with the VP-017 to at last make the V-JOLT!
Remember to be careful not to mess up, or the bottles you're trying to mix
will be automatically emptied. Leave the lab after you're finished mixing
the chemicals.
***NOTE***
If you had tried to come in here eariler as Chris, you wouldn't have been
able to make the V-JOLT because Chris doesn't know anything about medicine.
Only Rebecca can do this job.
***NOTE***
GALLERY
Go into the BEE CORRIDOR.
BEE CORRIDOR
Go to ROOM 002.
ROOM 002
Climb down the ladder in the back of the room.
AQUA RING CORRIDOR
Go through the door before you get to the pool, because you can't go through
the pool anymore as the water's been drained.
V HALL
Climb down the ladder and go to the door at the other end of the hall.
AQUA RING STORAGE AREA
Take the waterproof hatch nearby.
AQUA RING CONTROL ROOM
Climb up the ladder and take the door there.
UPPER AQUA RING
Go onto the inner walkway and on the western side of the area, you'll find a
door.
VINE ROOM
Pour the V-JOLT on the vines here to kill Plant 42's roots. Even though
they look like they could strangle you, don't be afraid to get close because
those vines won't hurt. Watch the vines disappear into the ceiling. Any
bottles you have on you will be asked to discard. Do so, because they're
useless. Leave. As you leave the room, the scene shifts back to Chris.
PLANT 42 ROOM
The giant plant releases its grip on Chris as it withers into the ceiling.
For a moment, it seems the potion has done its job. Then Plant 42 grows
back again. You'll now have to kill it for good with your firepower.
#######################################################################
BOSS FIGHT 3 - PLANT 42
Unlike the original game, Plant 42's a real pain in the butt this time
around. NEVER, EVER stand underneath the pod in the middle of the room,
because poison continually drips from it. The tentacles are a lot faster
and they can reach farther. They'll whip you hard. Also, they shoot poison
which is deadly accurate. You can also get knocked off the upper ledge by
them, which will really mess up your health. There's are also a few small
yellow pods scattered about the room that will spray toxic gas on you if you
stand next to them too long. Don't EVER stop moving when in this battle.
To defeat Plant 42, you should focus your firepower on the giant pod above
the middle of the room. Wait for it to open the petals covering it before
you shoot, because it'll cause more damage then. I think the easiest way to
kill it is to run around on the upper catwalk, shoot one or two SHOTGUN
SHELLS, then quickly run off before the vines can catch up with you. If you
used the V-JOLT on the roots, Plant 42 will be a lot weaker, only taking
about half as much ammo if you hadn't. If you have the SELF DEFENSE GUN
with you, then use it. You can kill Plant 42 with just that one bullet in
it, plus two SHOTGUN SHELLS if you used the V-JOLT.
#######################################################################
After the battle is over and the plant has rotted away, look in the
fireplace on the lower floor to find the HELMET KEY. Leave out the double
doors near the one you used to get in.
=============================================================================
- RETURNING TO THE MANSION
=============================================================================
GALLERY
You'll run into Rebecca in here. If you did save Richard, basically all
that will happen is she'll give you a quick hi and bye, then stand around in
the CHEMICALS LAB doing nothing.
If you didn't save Richard before, she'll give you his radio, saying that a
transmission came in from Brad awhile ago. Anyway, she'll run off to the
CHEMICALS LAB. If you want a heal up, go in there and she'll give you one.
Leave the room and go into the BEE CORRIDOR.
BEE CORRIDOR
You'll run into Wesker here, having some target practice with the bees.
Chris asks her where Jill is, and she says they got separated when they were
attacked by a monster. Chris asks what he can do to help. Wesker tells him
to go back to the first mansion to look around again. He says he'll look
around this house. Take the door to the ENTRY CORRIDOR. Run over the bees
Wesker shot if you want to.
ENTRY CORRIDOR
As you've killed Plant 42, you won't have to worry about its vine shooting
up through the floor anymore. Go into the UTILITIES ROOM.
UTILITIES ROOM
Organize your inventory:
SHOTGUN, SHOTGUN SHELLS
HELMET KEY
You might want to save, because things are going to get much tougher in a
little bit. Leave.
ENTRY CORRIDOR
Head out the front door. Your business in this house is done.
RESIDENCE PATH
Go down the path, and you'll be contacted by Brad on the radio. Chris tries
everything he can do to contact him, but it's no use. The radio's broken.
Continue to the gate at the end of the path.
LOWER COURTYARD
The crows have now been replaced by dogs. Go past the waterfall and take
the elevator in the northeastern corner.
WATER RESERVOIR
This path was once clear, but now it's infested by poisonous snakes. Zig
zag down the path, because those snakes are pretty accurate in their strikes
and they're hard to see as they slide along the ground. Jump down, run
across the pool, then get up on the other side where it's safe. Take the
gate there.
UPPER COURTYARD
Jump down the stairs and go into the TOOL SHED.
TOOL SHED
In here, Wesker has left you another note. He says he left these supplies
to help you fight against that "monster in chains" you met in the CABIN, and
he also fixed that door with the broken knob near the eastern stairs. He
left you SHOTGUN SHELLS, a FIRST AID SPRAY, and a FLASH GRENADE. Go through
the door towards the mansion.
COVERED WALK
Stroll down the path, and make sure you've got your guns ready before you
walk into the mansion again.
=============================================================================
- GETTING THE LAST BOOK VOL. 1
=============================================================================
EXIT CORRIDOR
All's still and quiet when you step into the mansion at first, but don't be
fooled. As you proceed into the hall further, you'll get an FMV of
something jumping over tall walls in a single bound, and it can also open
doors too (uh oh). The POV shot ends with it standing next to the door you
just went through.
As the movie ends, the thing will charge around the corner and attack you.
It's a hunter, the bane of every RE player's existence. They can outrun
you, they can jump long distances, they can slice you up like bread, they
can cut your head off in one attack, and they look like giant mutated frogs.
Anyway, shoot it with your SHOTGUN to knock it down, then stand over it
and pump more shells into it to kill it. Take the door to the EAST STAIRS.
EAST STAIRS
Slowly walk down the hall. You may hear a kind of moan coming from around
the corner. That's the noise hunters make when they're around. Slowly walk
up to the corner and let the hunter come to you. Kill it when it pops
around the corner and makes that screeching noise. Watch out for the hunter
above on the balcony, because it can jump down to the lower floor. Kill him
as well. Go inside the STORAGE ROOM.
STORAGE ROOM
Organize your inventory:
SHOTGUN, SHOTGUN SHELLS
HELMET KEY
Leave.
EAST STAIRS
Ascend the stairs, and go east down the hall to the door at the very end.
FIREPLACE ROOM
Use the HELMET KEY on the other door in this room.
COMPACTOR ROOM
This room has a rather nasty trap. If you step through the doorway onto the
main floor, the walls will slide along the floor and they will squash you
into a Chris sandwich. That statue there looks nice and solid, so maybe you
could use it to hold the walls open? Push it into the compactor area, and
if the statue's blocking the way of the walls, you won't get crushed.
However, it is possible to get trapped between the back wall and the statue
so that you can't get out without getting crushed, so watch out for that.
If this happens, you should just reset then because you won't be able to get
out without dying. Note that if you allow the walls to slide closed, you
can walk through a second doorway behind the sliding wall. Behind it
there's a switch and a statue like the one that you see when you first enter
the room.
The goal of this puzzle is to get the moveable statue into the other
opening. Push the statue into the crushing room, and the walls will slide
in. However, even after the walls close, you can still push the statue
along the walls. Get it at the opposite end of the room, then run through
the right doorway in the first part of the room.
Tag the switch, then quickly run out from behind the wall before it can
crush you back there. Run in between the crushing walls, then quickly push
the statue in front of the hole on the left side of the back wall. You just
have to move the statue in front of the hole. It will automatically slide
in after you push it onto the square there. After the statue is secure in
the left hole, a secret door will appear in the wall between the two
statues. In this room, you can get a DAGGER on a stand, and there's a hole
to jump down as well. Go down this hole.
TREVOR'S TOMB
Down here, you'll find the LAST BOOK VOL.1. Take it and then look at the
gravestone for George Trevor, who is the designer of this mansion. On it,
you'll find another section of TREVOR'S DIARY. He seems to be getting
pretty desperate in this installment, and that he's afraid his family may be
dead too. Anyway, after you're finished reading that, press the switch on
the gravestone and climb down the ladder that's revealed.
=============================================================================
- GETTING THE BATTERY
=============================================================================
BASEMENT CORRIDOR 1
Down here you'll run into spiders. They're kind of sluggish, so you should
try to evade them. If you go right at the fork, you can find the MANSION B1
MAP, as well as SHOTGUN SHELLS if you examine the right side of the pile of
boxes at the end of the hall. After you're done doing that, take the left
fork and go through the door there.
BASEMENT CORRIDOR 2
At the first corner, you can find a RED HERB and a BLUE HERB. At the fork,
you'll find a DAGGER as well. By now the zombies should be on you. It's
okay if you don't blow their heads off, because you won't be coming down
here again anyway. Take the northern branch of the hall, through the
flooded corridor. At the end, you'll find the fuse to turn on the elevator.
Switch over the fuse, and you'll be able to use the elevator in the
KITCHEN. Take the door at the end of the western branch after doing this.
KITCHEN
Now that the elevator is working again, why don't you take it up to the
second floor? Be careful, because it will take it a few seconds to arrive,
giving a zombie enough time to sneak in a bite. If you're careful to do a
lap around the table though, this won't be any trouble.
TORCH CORRIDOR
If you look in the nook to the left when you first step off the elevator,
you'll find a zombie, two GREEN HERBS, and a RED HERB. Kill off the zombie,
but only take the herbs if you're going to use them immediately. You don't
have the inventory room for them right now, because you're about to collect
an important item. You'll need to come back later to get them. Ignore the
door at the north end of the hall, because the doorknob is missing and you
can't open it. Instead, go west. Kill the zombie blocking the way, then go
into the first door past the elevator.
SMALL CLOSET
In this room, you'll find two boxes of SHOTGUN SHELLS, a FLASH GRENADE, and
most importantly, the BATTERY you need for the elevator in the courtyard.
Leave out of the room.
TORCH CORRIDOR
Unlock the door at the western end of the hall.
SPEAR CORRIDOR
Take the door to your immediate right. You won't have to battle with the
zombies if you go this way.
DINING ROOM BALCONY
Take the door right next to the door you just used. Do it quick and you
won't have to fight the hunter hiding offscreen.
WEST STAIRS
Head downstairs and go to the DRUG ROOM.
DRUG ROOM
Organize your inventory:
SHOTGUN, SHOTGUN SHELLS
HELMET KEY
Leave.
WEST STAIRS
Head upstairs, and unlock the door near the one to the SPEAR CORRIDOR with
the HELMET KEY.
TROPHY ROOM
In here, note the stuffed bird who's eye follows you around. It may be
pretty creepy, but just ignore it for now. Get the SHOTGUN SHELLS from
under the deer head, and the DAGGER from near the bull head. Also, you can
get the MAIL FROM THE CHIEF OF SECURITY on the table in the middle of the
room. These orders from Umbrella seem to be directed at someone who's on
your team. Who could the traitor be I wonder?
Next, try turning off the lights with the light switch (what's up with this
house? Only one bathroom, two bedrooms, and one light switch?) Now you'll
see the eyes of the stuffed animals all glowing. Notice when the bird looks
at the deer or the bull, the eye stops glowing. If you push a cabinet in
front of one of these heads, then you'll be told they are jewels. However,
if the bird's looking at the head, you won't be able to get the jewel.
What you must do is stand at one side of the room, quickly run under the
bird to the opposite side of the room, then jump up on a stand and quickly
snatch the jewel before the bird can look at you again. By doing this,
you'll be able to get a RED GEMSTONE and a YELLOW GEMSTONE. Stupid bird, we
fooled you! Leave the room.
WEST STAIRS
You now have a choice of what ending you'd like in the game. There are
these three MO DISKS in the game that you need to get the extra good ending.
We're about to get the first one if you want to get it. If you don't want
to, then skip everything past this row of stars and start reading again at
the next row of stars.
Go down the first floor hall to the east end of it. Two hunters will jump
through the windows, but I say you should just keep running and hit the door
into the SHADOWY CORRIDOR.
SHADOWY CORRIDOR
Turn right and go into the little nook where the TIGER ROOM's door is.
Don't worry, because you'll only meet zombies here, assuming you left them
alive in Part 1.
TIGER ROOM
What you're supposed to do is use the YELLOW GEMSTONE on the tiger statue,
and you'll be given the first MO DISK when the tiger rotates. Take it and
leave. Whatever you do, DON'T use the RED GEMSTONE on the tiger statue. If
you do that, the statue will go up into the ceiling, and then dozens of
snakes will fall from the ceiling and attack you. If you exit the room and
then come back in again, the jewel will be sitting on the floor and the
statue will be in its normal position again.
SHOTGUN, SHOTGUN SHELLS
HELMET KEY, FULL HEALING ITEM
You may want to save, because you're about to get into a boss battle.
Leave.
WEST STAIRS
Go upstairs and enter the SPEAR CORRIDOR.
SPEAR CORRIDOR
Quickly dash through the window doorway, then turn right and take the door
there.
DEATH KNIGHTS ROOM
Go all the way to the end of the hall, and unlock the door there with the
HELMET KEY.
LIBRARY
Grab the two GREEN HERBS nearby. When you get on the balcony over the
library, you'll suddenly be surprised from behind. An old friend has
returned to greet you...and this time, you can't run away.
#######################################################################
BOSS FIGHT 4 - YAWN: THE REMATCH
Also unlike the original game, the second Yawn fight will be much, much
easier. The snake's only attack really is to bite you. If you get bitten,
you won't be poisoned this time. Also, the library is more wide open than
the ball room in the original game, which means it's easier to evade Yawn.
Don't let your health get too low though, or you'll get swallowed whole by
Yawn!
To start the battle, shoot off one shot, then quickly climb down to the main
floor. This is the easiest spot to kill Yawn at. You could climb up again
and snipe from there, but it's pretty tough to see Yawn from up there to hit
her. Allow Yawn to encircle you, because she'll have a hard time trying to
turn enough to get you. You'll also have clear shots at the head like this.
One last way to win is to play Ring around the Mulberry Bush at the
bookshelf in the southern part of the room. Tempt the snake to follow you
around behind the bookshelf, then run loops around the shelf with the snake.
To attack, stand in the open area. When Yawn appears, fire one shot then
follow her tail around again. Repeat until dead. Use the SHOTGUN. That'll
kill it in about 6-10 hits. If you fought with and defeated Yawn the first
time, then it'll take even less shots.
#######################################################################
After Yawn is defeated, she'll hit a bookcase, causing books to fall out on
the other side. Then the cutscene will note a book with a sparkly in the
mess of books on the floor. Take the LAST BOOK VOL.2, and then leave
through the upper floor, because the double doors on the lower floor are
broken and won't open.
=============================================================================
- GETTING THE METAL OBJECT
=============================================================================
DEATH KNIGHTS ROOM
Run to the door at the other end of the hall.
SPEAR CORRIDOR
Go through the mirror doorway again, and go into the WEST STAIRS area.
WEST STAIRS
Go into the DRUG ROOM.
DRUG ROOM
Organize your inventory:
SHOTGUN, SHOTGUN SHELLS
HELMET KEY, RED GEMSTONE
Leave.
WEST STAIRS
Head upstairs and take the door to the DINING ROOM BALCONY.
DINING ROOM BALCONY
Turn left and run down the balcony on this side. Slip past the hunter. It
will turn around to face you, but it will be facing the wrong direction
after it completes the turn, because you'll already be past it. Take the
double doors.
MAIN HALL
Head downstairs. Go to the door in the northeastern corner of the room and
use the HELMET KEY to unlock it. Discard the key afterwards.
SCIENCE ROOM
I call the room this name because it has a lot of scientific equipment in
it, not to mention those gross internal organs on the shelf. Anyway, grab
the final installment of TREVOR'S DIARY near one of those tubes. He says
there's a secret room behind a painting of the mansion in the ART ROOM. If
you didn't get the CLOSET KEY from your last game, then don't bother
checking the painting in there. You need that key to open it. If you want
them, there are INK RIBBONS in the drawers behind the shelf. Take the door
at the east end of the hall.
FORTUNE TELLER'S CHAMBER
Another odd name I made up. This room kind of reminds me of a fortune
teller's tent, with heavy curtains everywhere and also and a big mirror.
Kill the zombie if you want to. In here, you'll find a BLUE HERB POT with
many BLUE HERBS, a DAGGER, a GREEN HERB, and a JEWELRY BOX.
If you use the RED GEMSTONE on the hole on the front of the JEWELRY BOX, the
pieces on the side of the box will fall off. You'll now have to solve a
little jigsaw puzzle. Shouldn't be too hard right? Anyway, you can do it
yourself, or look at the solution below:
Please forgive this hideous ASCII drawing. You can at least tell the
general shapes of the pieces, can't you? After you've completed the puzzle,
take the BROACH inside. If you examine the BROACH more closely, it will
become the EMBLEM KEY. Leave.
SCIENCE ROOM
Go back into the MAIN HALL.
MAIN HALL
Head up the stairs, and go through the painting door into the GRAVEYARD. If
you take this path, the only enemies you'll run into will be crows.
GRAVEYARD
Go through that gate into the fenced-off area.
STAINED GLASS GALLERY
Run through the gallery, ignoring the crows like always, and leave through
the next door.
EXIT CORRIDOR
You know that door with the Spencer crest on it? Use the EMBLEM KEY there
to open that door, then discard the key.
FIRST FLOOR STUDY
As you enter, you'll hear Rebecca scream. Chris says she's probably
upstairs. This will be a turning point in the game. Whether or not you
rescue her will determine your ending. She's above you in the SECOND FLOOR
STUDY. If you want to go rescue her and get a good ending, then do
everything within these two rows of stars. If you just wanna leave Rebecca
to die, then ignore this section. I warn you though, the end of the game's
going to be boring if you don't save her!
EAST STAIRS
Walk upstairs, and take the door into the CURTAIN CORRIDOR.
CURTAIN CORRIDOR
Turn right and take the door over there.
SECOND FLOOR STUDY
You'll see Rebecca cornered in this room by a hunter. Kill the hunter to
rescue her. She'll thank you for what you did. Chris says that they have
to get out of here, and that he'll go on ahead. Go through the door she was
cowering in front of.
EAST STAIRS
Head down the stairs, and go into the EXIT CORRIDOR. Don't worry about the
broken doorknob, because it's been fixed by Wesker.
EXIT CORRIDOR
Go into the FIRST FLOOR STUDY again.
Turn on the lamp on the desk. You'll now be able to see the items in this
room. You'll be able to get a FLASH GRENADE on the shelf, SHOTGUN SHELLS in
the left drawer of the desk, and a METAL OBJECT. The METAL OBJECT looks a
lot like that STONE & METAL OBJECT you used to open up the courtyard area,
sans the stone ring around it. You may also remember that gate under the
stairs in the MAIN HALL that can use the STONE & METAL OBJECT. However, it
won't accept the METAL OBJECT, so you won't be able to open the gate right
now. Leave.
=============================================================================
- GETTING TO THE UNDERGROUND CAVES
=============================================================================
EXIT CORRIDOR
Take the door into the EAST STAIRS area.
EAST STAIRS
Go to the STORAGE ROOM.
STORAGE ROOM
Organize your inventory:
SHOTGUN, SHOTGUN SHELLS
SQUARE CRANK, BATTERY
FULL HEALING ITEM
You might want to save your game, because you're about to enter an entirely
new part of the game. Leave.
EAST STAIRS
As Wesker's repaired the door knob on that door, you can freely enter the
EXIT CORRIDOR.
EXIT CORRIDOR
Take the gate out of the mansion.
COVERED WALK
Go into the TOOL SHED.
TOOL SHED
Take the double doors on the other side of the courtyard.
UPPER COURTYARD
Take the gate on top of the stairs.
WATER RESERVOIR
Cross the path over the pool (you think the stones would have dried by now),
then evade the snakes as you get to the elevator at the end of the path over
there.
LOWER COURTYARD
Remember the elevator on the south end of this area? You can operate it now
that you have the BATTERY. Slip the BATTERY into the slot, and then take
the elevator up once it's operational.
UPPER COURTYARD
Go to the gates to the WATER RESERVOIR again.
WATER RESERVOIR
Close the dam again with the SQUARE CRANK, then go back into the UPPER
COURTYARD again.
UPPER COURTYARD
Take the elevator down to the LOWER COURTYARD.
LOWER COURTYARD
The waterfall you once admired in this area has now vanished. Behind where
it once stood is now a new secret passage. Take the ladder down at the end
of the newly discovered secret passage.
=============================================================================
- ACTIVATING THE ELEVATOR
=============================================================================
ENTRANCE CHAMBER
Awesome place huh? First a beautiful mansion, then a rustic guardhouse, and
now a dank system of caverns beneath the ground. Anyway, around the corner
is a TYPEWRITER and a ITEM BOX if you need them. If you continue further
down the passageway, you'll come to a pit that can't be crossed. However,
there is a hexagonal hole in the wall nearby. You can't do anything here
yet though. Organize your inventory:
SHOTGUN, SHOTGUN SHELLS
Take the door near the ladder.
MINING PASSAGEWAY 1
If you go south, you'll find the passageway blocked by a giant boulder.
Take the door to the north instead.
MINING ELEVATOR SHAFT
Near the open pit, you'll find a HANDGUN MAGAZINE. If you examine the room
to the east, you'll find a generator for the elevator. Examine the podium
and open the lid on it. You'll get the SHAFT from here. Next, go towards
the door to the south, and get another HANDGUN MAGAZINE here. Go through
the door.
ENRICO'S ROOM
If you walk down the corridor, you'll find Enrico, the leader of the
S.T.A.R.S. Bravo Team. He tells you not to come any closer, and calls you a
double crosser. He's just about to shoot you, when suddenly he's shot
himself by somebody hiding offscreen. He just manages to mutter
"Um...brel...aaah..." before dying. Like Jill, Chris returns to his stupid
original RE1 self and wastes time pondering who the killer is while he gets
further away.
Examine Enrico's body, and Chris will comment that whoever shot Enrico was
able to expertly kill him with one shot. You then discover he's holding the
HEXAGON CRANK, which is what you need to fix your pit problem in the
ENTRANCE CHAMBER. Leave then, and make sure to run past the hunter that
charges through the door before you can get to it.
MINING ELEVATOR SHAFT
Make a beeline to the northwestern door.
MINING PASSAGEWAY 1
Hunters have now infested this area. Sprint past them and get back to the
other door.
ENTRANCE CHAMBER
Organize your inventory:
MAGNUM REVOLVER, MAGNUM ROUNDS
HEXAGONAL CRANK, FULL HEALING ITEM
You might want to make sure your healing items can cure poison. Also you
might want to save again because you're about to have to pull a
death-defying stunt, and then after that is a boss fight. Use the HEXAGON
CRANK to rotate the tunnel like it's on a wheel, filling up the pit so that
you can get to the next door. Take the GREEN HERB nearby if you need it.
BOULDER DASH 1
If the title isn't enough to clue you in as to what's about to happen, then
I don't know what will clue you in. Get the awesome-looking FLAMETHROWER
next the door. This will however lock the door until you put it back on the
rack. Walk over to the boulder at the end of this featureless passageway.
It appears that you can't do anything with the boulder, so why don't you
walk away? As you're heading back for the door though, the big rock somehow
shakes loose! It's time to play Indiana Jones and run for the door alcove.
If you don't make it you'll get crushed and killed instantly.
After the boulder crashes though the wall, go to where it used to be. In
the alcove back there, you'll find SHOTGUN SHELLS. Take them, then go
through the hole the boulder made in the wall. Go through the double doors
in there. I hope you're not scared of spiders...
BLACK TIGER'S LAIR
As Chris enters, a giant spider known as the Black Tiger appears from the
ceiling and comes towards her.
#######################################################################
BOSS FIGHT 5 - BLACK TIGER
I can't believe it, the weakest boss from the original RE1 is even weaker in
the remake. It shoots poison at you, and it rams you. In general it's just
got the same attacks as a regular spider. Speaking of regular spiders, just
ignore the small ones you see assisting the big one.
Don't at all about this big guy though. You can kill it easily just by
emptying 3-5 MAGNUM ROUNDS into it. The battle will be over right after it
starts. You can even do this right after the cutscene ends. Or if you want
to get complicated you could try shooting it once, then running to its other
side while it shoots poison where it used to be. Then you can blast it
again and repeat the pattern. You could also use the FLAMETHROWER if you
want to. Stand beside the Black Tiger and point down. You'll have to keep
the flames on it about 4-6 seconds to kill it.
#######################################################################
After you win, leave the room briefly so the baby spiders that spawn from
the boss after you kill it will vanish.
BOULDER DASH 1
Go back inside the room again.
BLACK TIGER'S LAIR
Take the SURVIVAL KNIFE in the background, and use it to hack away the
webbing from the other door in this room. After you have cleared away all
the webbing, go through the door. You can also burn off the webbing with
the FLAMETHROWER if you want to. You'll need about 50% fuel to do this.
MINING PASSAGEWAY 2
Turn left, and you'll find the COURTYARD B1 MAP posted on the wall, as well
as some BLUE HERBS in case you were poisoned during the battle with the
Black Tiger. Take the door to the west, after placing the FLAMETHROWER on
the rack to unlock the door.
BOULDER DASH 2
The corridor is blocked by a pit again. Use your HEXAGON CRANK on the hole
here like with the last pit. Use it three times, and a secret room will be
revealed on the right side of the passageway. Unfortunately, the boulder
chooses this exact moment to break loose, so quickly duck into the newly
revealed room to avoid getting crushed.
After you've evaded the oncoming boulder, go to where it used to be to get a
FIRST AID BOX with a FIRST AID SPRAY inside it. Only take it if you need to
use it immediately, or if you'll have one item slot free after you take it.
Go to that new door you discovered after turning the crank.
STATUE CHAMBER
The goal of this puzzle is rather easy to figure out. Simply push the
statue into the hole near the other statue, and something will happen that
will let you proceed to the next area. However, it's not that simple,
because the statue's against the wall so you can't push it into the hole.
Not only that, but it's facing the wrong way to be put into the hole
properly.
To solve this puzzle, push the statue against the wall in front of a portion
of the wall that's slightly discolored. It looks brown, while the rest of
the walls look somewhat goldish. Use the HEXAGON CRANK on the hole in the
wall to make that section of the wall pop out, causing the statue to move
out with it.
Make the wall go in again, then push the statue over to that circle in the
middle of the room. It will rotate an object on it counter-clockwise. Push
the statue onto it twice to make it face the correct way, then push it over
to the hole next to the other statue. The panel between the statues will
slide up, revealing a CYLINDER. Take it and leave.
BOULDER DASH 2
Take the door to the east.
MINING PASSAGEWAY 2
Go into the BLACK TIGER'S LAIR.
BLACK TIGER'S LAIR
Go to the next door.
BOULDER DASH 1
Go to the next door. Wacth out, because a hunter has taken up residence
here while you were gone.
ENTRANCE CHAMBER
Go to the ITEM BOX and get out that SHAFT you got at the start of this part
of the game. Combine the CYLINDER and the SHAFT to start another puzzle.
Examine the CYLINDER SHAFT, and you'll note markings on each of the two
pieces. You should turn the shaft to line these markings up so that they
match. When you're done, the markings should look like this from left to
right:
IV II III I
Be sure you memorize the order of these markings. Organize your inventory:
SHOTGUN, SHOTGUN SHELLS
CYLINDER SHAFT
Go into the MINING PASSAGEWAY 1.
MINING PASSAGEWAY 1
Take the next door.
MINING ELEVATOR SHAFT
Place the CYLINDER SHAFT in the podium near the generator. You now have
another puzzle to solve. Press the buttons in this order to get the power
running again:
4, 2, 3, 1
It's the same order as on the CYLINDER SHAFT. The elevator platform will
rise up to your level at this time. Go onto the platform, and take the
elevator down.
=============================================================================
- GETTING THE STONE RING
=============================================================================
GARBAGE DUMPING AREA
If you search the area to the south, you'll find an item box. On the lower
platform, you'll find a trash compactor, but you can't do anything with it
right now. Take the door on the upper level near the elevator.
LISA'S CORRIDOR
This is probably one of the scariest corridors in the game. This system of
tunnels is haunted by Lisa, that monster you encountered in the CABIN a long
time ago. Whichever way you go after entering the area, she'll appear in
front of you. So, in this way, you can fake her out by going down one
corridor, then suddenly taking the other one. Right now, you want to get
to the door at the eastern side of the area. Fake south, then go north
around Lisa to get there. You can also get a RED HERB and a GREEN HERB on
the way down this hall.
MATERIALS AREA
Walk through this area and you'll come to a place with a moveable crate and
a materials lift. Push the crate onto the lift, then press the nearby
switch to send the crate on its merry way. You have to be standing off the
lift to press the button. It would have been a cool shortcut if you could
have gone with the crate, but you can't. The next thing you need to do is
climb the large stack of crates and bags close to the lift. On top of it,
you'll find oh so precious MAGNUM ROUNDS, a HANDGUN MAGAZINE, and a FLASH
GRENADE. Leave the room.
LISA'S CORRIDOR
Fake south, then take the northern hall to the door at the western side of
the area.
GARBAGE DUMPING AREA
Somebody's come in here and sabotaged the lift's controls! You can't get
back to the surface on the elevator anymore, so you'll have to find another
way. While you're here, climb down to the lower floor. The lift from the
MATERIALS AREA has arrived here. Push the crate off the lift and into the
trash compactor. Turn it on, and it will crush the crate. In the rubble,
you'll find a BROKEN FLAMETHROWER. Take it and organize your inventory at
the ITEM BOX:
SHOTGUN, SHOTGUN SHELLS
BROKEN FLAMETHROWER, METAL OBJECT
Go into LISA'S CORRIDOR again.
LISA'S CORRIDOR
Fake north, then go south. On your way down this hall, you may see a
switch. Throw it, and you'll see bars extend from a panel somewhere else in
this area. Stay along the northern passage, and you'll find the panel. Be
quick about getting there, because the bars will retract again if you take
too long. Place the BROKEN FLAMETHROWER here. This will unlock the door
nearby. Go through this door.
LISA'S ROOM
This is probably the spookiest looking room in the game, with candles and
dolls everywhere, like a voodoo cult set up here. Walk around the altar and
go into the sewer behind it. Watch out for snakes down here. Go down the
passageway, and you'll emerge into Lisa's bedroom. Get another JEWELRY BOX
from the table with the candles to the left. This time you don't have to do
anything except simply open it. Inside you'll find the STONE RING. You'll
also find the FAMILY PICTURE AND NOTES.
This is the whole photograph of the torn one you found in the CABIN. It has
notes concerning experiments that were conducted on all three members of the
Trevor family. Jessica, the mother, rejected the Virus-A and was
eliminated. Lisa showed promising results with Virus-B, but George was
terminated and not experimented on. Anyway, you'll get to hear about Lisa's
pleasent stay on this estate. The last paragraph is about the setup in her
mother's tomb in the mansion. Four stones...maybe that's a clue...
Anyway, after you're done reading, combine the STONE RING with the METAL
OBJECT to get a second STONE & METAL OBJECT. Climb up the ladder in this
little room. If you look at the eastern end of the passage, you'll find a
GREEN HERB and a BLUE HERB. After you're done doing that, climb the ladder
at the western end of the hall.
=============================================================================
- RETURNING TO THE MANSION
=============================================================================
CABIN
You'll emerge into the cabin in the courtyard again after you climb that
ladder. I was wondering what was under that wooden trapdoor when I came
into this building for the first time. Anyway, organize your inventory:
SHOTGUN, SHOTGUN SHELLS
STONE & METAL OBJECT, FULL HEALING ITEM
Leave through the door.
CABIN TRAIL
Hike down the trail to the gate at the other end. Watch out for that zombie
on the way down if you left him alive earlier.
CREST GRAVEYARD
Go to the next gate. Watch out for the zombies that have replaced the
crows.
WIND VANE PATH
Head up the path back into the TOOL SHED.
TOOL SHED
Take the single door.
=============================================================================
- GETTING TO THE ALTAR
=============================================================================
COVERED WALK
Take the other STONE & METAL OBJECT from the slot next to the door. This
will seal off the residence, the underground, and most of the courtyard, but
you shouldn't need to go back there again anyway. Go back inside the
mansion.
EXIT CORRIDOR
Take the door across the hall from the alcove you walked into.
STAINED GLASS GALLERY
Run through the gallery, ignoring the crows as usual, and take the gate at
the end of the passage.
GRAVEYARD
Go into the mansion through the back door here.
MAIN HALL
Remember that door under the staircase I kept telling you that you couldn't
open? Well, you finally have what you need to get down there! Place both
STONE & METAL OBJECTS into the octagonal slots to open up the gate.
***NOTE***
If you need to, you can take one or both STONE & METAL OBJECTS, in case you
need to unlock the backdoor of the mansion again for some reason. Simply
try to open the door, and say no when asked to open it. You'll then be able
to remove one of the STONE & METAL OBJECTS. Check the door again if you
want the other one.
***NOTE***
=============================================================================
- GETTING TO THE LABORATORY
=============================================================================
STAIRWAY PASSAGE
Next to you is a TYPEWRITER if you want to save your game. If you go down
the stairs, you'll find an ITEM BOX. Organize your inventory:
SHOTGUN, SHOTGUN SHELLS
FULL HEALING ITEM, LAST BOOK VOL.1
LAST BOOK VOL.2
You also might want to save at this time, because you're about to get into
another boss fight. When you're all set, head down to the bottom of the
stairs, and walk through the cave to the door.
JESSICA'S TOMB
Walk down the candle-lit passageway, and you'll find a ladder in a chamber
at the end. Descend it, and you'll run into Wesker. He's busy trying to
fend off Lisa. He yells at you to help him out.
#######################################################################
BOSS FIGHT 6 - LISA TREVOR
You don't actually have to fight with Lisa at all to win this battle.
However, she'll be more than willing to fight with you. She has her usual
attacks of hitting you with her handcuffs, but now she can jump far, from
one side of the ledge to the other! You stay away from the edge too,
because you can be knocked off the ledge and killed instantly!
Lisa can kill Wesker too. She'll will primarily focus on you, but she has
no problem attacking him as well. She'll hit Wesker or knock him off the
ledge if she can get close enough to him. Usually she'll only do this if
you stand near Wesker. He'll be good at helping you by keeping Lisa busy,
so try not to let him die.
As said above, you're not supposed to kill Lisa by shooting at her. She's
invulnerable like always. However, you can briefly stun her by shooting
her. What you're supposed to do instead is push those four stones off of
each corner of the platform. It's relatively easy to do. Just don't get
caught in a corner by Lisa while you're doing this.
#######################################################################
After you've pushed all the stones off the platform, the coffin in the
middle of the room will open up, as well as the exit. Lisa will go over to
it and mutter "...mo...ther..." while taking the skull from inside, and then
jumping into the pit. If Wesker's alive and you talk to him, he says he'll
stay here and search this area.
Examine the coffin for a FAMILY PICTURE. This picture has a letter with it.
It was written by Jessica Trevor, who is afraid she's losing her
consciousness as well as her memories of her family. She says they'll try
to escape when they're brought to the lab again to be given shots, and then
they'll go search for daddy. A shame that never happened. Anyway, take the
elevator at the end of the hall.
SECRET FOUNTAIN
As you walk down the path, you'll note the large iron door. Don't bother
messing with it, because you can't open it up. Instead, continue down the
path and you'll find a fountain. Also, note the indentations on the statues
next to fountain. One of them is a circle with a wolf, and the other is a
circle with an eagle.
You know those LAST BOOKS you brought with you? Open them by looking at the
side of the book you open it on. Inside them you'll find an EAGLE MEDAL,
and a WOLF MEDAL. Place these MEDALS in their proper holes, and the water
in the pool will drain away, revealing steps and an elevator. Take this
elevator down to the underground.
***IMPORTANT NOTE***
Remember that MO DISK you might have gotten back in the mansion? You'll
find two more here. This is the place where you must put them to good use.
There are three passcode terminals in the lab that use these MO DISKS. If
you want a chance at an extra good ending, then you must find all of the
machines and use those MO DISKS at them.
I'll be marking segments of this part of the walkthrough with stars. These
are things you have to do to get the extra good ending. If you don't want
to get the very good ending, then skip over everything past a row of stars
and go to the next row of stars to continue reading. Also ignore when I say
to put an MO DISK in your inventory.
One last thing, the zombies in this part of the game very rapidly mutate
into crimson heads, so make sure you dispose of them properly or you'll have
crimson heads all over you in just minutes. If you don't, then you
shouldn't sweat it though. If you've saved ammo properly, you should have
the bullets to deal with them.
***IMPORTANT NOTE***
=============================================================================
- DEACTIVATING THE ELECTRONIC DOOR LOCKS
=============================================================================
ENTRANCE ROOM
Up here, you'll see an emergency exit door that won't open unless in a first
class emergency. Well, that's what the sign next to it says anyway. Climb
down the ladder nearby.
B2 CORRIDOR
In here, you'll find a TYPEWRITER, INK RIBBONS, and an ITEM CHEST. Organize
your inventory:
SHOTGUN, SHOTGUN SHELLS
Leave.
LABORATORY STAIRWELL
There's a KEROSENE CONTAINER nearby, though you should have plenty of ammo
by now to deal with any crimson heads you encounter. Go down the hall, and
get the two GREEN HERBS if you need them. Kill the three zombies lurking
about. ********Get the MO DISK off the hospital gurney at the end of the
eastern hall.******** Don't bother trying the door near the MO DISK though,
because it's electronically locked. When you're done, go down the stairs
and open the gate at the bottom.
LABORATORY MAIN CORRIDOR
A zombie will approach from the south, and another one will approach from
the east. Kill both of them. If you look at the shelf near the giant fan,
you can get a DAGGER. After you're done exploring, take the door in the
northwest corner of the square-shaped hall, near the stairs.
BACK CORRIDOR
Take the FIRST AID BOX nearby. Inside is a GREEN-GREEN MIXTURE. Take the
door nearby you.
X-RAY ROOM
Get the RESEARCHER'S LETTER, and read it through. The writer says the login
to the door security system is his name, and the password is his girfriend
Ada's name. However, there's a password needed for the Visual Data Room
that needs to be worked out through the x-rays in this room. The letter
concludes with the name John. So, that means the login is JOHN, and the
password is ADA, but what about the second password?
Get the two X-RAYs in this room. One is sparkling on a box, the other is
near the whiteboard. Post them on the X-ray chart board near the other
X-rays. Next, note the message on the messageboard:
"To use the electronic door, place the initials in alphabetical order."
Also please look at the names of the organs on the chart. After doing that,
organize the names so that they're in this order from left to right: ALEX
BECHET, CLARK DAVID, ED FISHER, and GAIL HOLLAND. Next, press the blue
switch on the opposite wall, and certain organs will start glowing on the
X-rays. The organs that glow are Alex's colon, Clark's esophagus, Ed's
liver, and Gail's lungs. If you take the first letter of each of those
organs, you'll get the word CELL for the password. Now that you've got all
of these codes worked out, leave.
BACK CORRIDOR
Head out into the LABORATORY MAIN CORRIDOR.
LABORATORY MAIN CORRIDOR
Take the door in the northeastern corner of the hall.
SPECIMEN EXAMINATION ROOM
The first thing you should do in here is look at the stand near the
operating table's lights. You'll find MAGNUM ROUNDS here. The next thing
to do is walk into the freezer where all the frozen bodies are, wrapped in
plastic... *shudder.* Anyway, get the FLASH GRENADE and the FIRST AID BOX
with the GREEN HERB from the shelf in there if you need them. Then get out
of there before one of them busts out or something.... *shiver.*
Next, go to the computer in the northeastern corner of the room. Here you
can find the V-ACT RESEARCHER'S NOTE. It tells about how the scientists
discovered the crimson head, and that the first specimen was in the basement
of the backyard cemetery. I guess that was the Chained Zombie you killed
back in Part One.
Anyway, after taking care of that, go to the computer. Type in JOHN as the
login and ADA as the password. After that, try to unlock the door on B2.
When the computer asks for the password, input CELL. Once you unlock the B2
door, unlock the door on B3. There's no password needed for B3. Leave.
***NOTE***
The login and both passwords are the same every game. Be sure to remember
the passwords for your future runs through the game so you won't have to go
through that wacky X-ray puzzle again.
***NOTE***
=============================================================================
- GETTING THE LABORATORY KEY
=============================================================================
LABORATORY MAIN CORRIDOR
Take the door near the gate to the stairs.
BACK CORRIDOR
Take the door near the door with the flashing door locks.
FUEL ROOM
Kill the nude zombie that comes at you as you enter the room, and grab the
MAGNUM ROUNDS from the sink. Also, take the SLIDE FILTER off the examining
table. It may not have been essential to take the SLIDES in the old game,
but it IS necessary that you get the SLIDE FILTER in the remake. Around the
corner you'll find a small door. Behind it is a refueling device, with a
stern warning about the fuel being sensitive to being shaken. Be sure to
keep this place in mind for later.
Take the sparkly, which is a FAX. It seems Umbrella's quite interested in
you and in covering up this disaster. ********After you have read that,
you'll find the first security system passcode transmission device (that's a
mouthful!) that are a.k.a. the little black Gamecubes. Put an MO DISK into
the Gamecube and it will unlock the first lock on the security door in the
hall.******** Leave.
BACK CORRIDOR
Go back into the LABORATORY MAIN CORRIDOR.
LABORATORY MAIN CORRIDOR
Go to the gate for the stairs.
LABORATORY STAIRCASE
Go back to the B2 CORRIDOR, because your inventory is probably overflowing
with junk right now.
B2 CORRIDOR
Organize your inventory:
SHOTGUN, SHOTGUN SHELLS
SLIDE FILTER, MO DISK***
Go back to the stairs.
LABORATORY STAIRCASE
Take the door in the northwestern hallway.
VISUAL DATA ROOM
Take the FIRST AID SPRAY on the table in front of you, and get the
LABORATORY MAP from the filing cabinet on the left side of the door. You
can also find the SHOTGUN SHELLS near the cabinet on the western wall.
********Also take the MO DISK sparkling on the shelf next to the
door.******** Inside the cabinet near the SHOTGUN SHELLS is a file on
SECURITY PROTOCOLS. It details various features of the laboratory. Note
the A.Wesker initials in the Prison section. Do they mean Albert Wesker,
your team leader?
After you've done that, go over to the slide projector and turn it on. If
you want to, you can turn it on and see Umbrella's lineup of monsters that
you've been killing this night, plus a creature called the Tyrant you
haven't encountered yet. Also, check out the development team. Doesn't
that guy on the far right look like Wesker? Or is that note in that file
and this picture a coincidence? Anyway, note the number strip at the end of
the show.
Put the SLIDE FILTER into the slide projector, and the slides will be
displayed in red. This also reveals a code in the number strip on the last
slide, which is 8462. Look at the key panel on the western wall, and input
8462 into the key pad. This will cause a wall to open up in another part of
the room.
In here, you'll at last be able to view KENNETH'S FILM, which you got a long
time ago at the start of the game. Watch it if you want to. You'll just
get to see Kenneth act like a weenie as he shoots all over the place but
doesn't hit the zombie chasing him. He gets killed soon after firing off
his bullets. Get the LABORATORY KEY and leave.
=============================================================================
- ACTIVATING THE B3 ELEVATOR
=============================================================================
***NOTE***
Like the passwords for the login, I would suggest you also remember the 8462
code for future games.
***NOTE***
LABORATORY STAIRCASE
Go down the stairs and take the gate at the bottom.
LABORATORY MAIN CORRIDOR
Go to the southeastern corner of the corridor. Unlock both doors here with
the LABORATORY KEY then discard it. Take the double doors.
LABORATORY STORAGE ROOM
Push the shelf in front of you down this aisle until it's at the end. You
can find SHOTGUN SHELLS on the shelf to your left. We're about to enter
another part of the walkthrough that's only for those that want to get the
extra good ending and have MO DISKS for it. If you don't want the extra
good ending or don't have the MO DISKS, then skip everything past this row
of stars and start reading again at the next row.
Climb up into one of the vent holes on the eastern wall.
AUTOPSY ROOM
In here, you'll get your first glimpse of the chimeras, wall climbing bugs
that can hook you with their claws. Anyway, you should just go to the
ventilation opening on the northern wall. The reason is because there are
no items in this room, and if you kill the chimera, another one will show
up. In rooms where chimeras appear, they spawn infinitely from vents.
LABORATORY STORAGE ROOM
Jump down, and input an MO DISK in the Gamecube. Also get the FLASH GRENADE
next to it. Be careful, because a chimera will follow you through the vent.
Push the shelf out of the way here so you can get back to the exit door.
LABORATORY MAIN CORRIDOR
Take the door to the left of the one you just went through.
B3 CORRIDOR
Kill off the nude zombies lurking about, then take the door to the south.
POWER ROOM 1
Hang a right, and go down this path through the machinery. Kill off the
chimera that gets in your way. Examine the terminal at the end of the path
here. You'll get the same stern warning about the fuel as in the FUEL ROOM.
Anyway, take the empty FUEL SUPPLY CAPSULE, and leave the room through the
same door you used to get in.
B3 CORRIDOR
Go into the LABORATORY MAIN CORRIDOR.
LABORATORY MAIN CORRIDOR
Take the door in the northwestern corner, near the stairs.
BACK CORRIDOR
Take the door near the flashing lock door.
FUEL ROOM
Fuel up the FUEL SUPPLY CAPSULE at the refueling terminal. You'll now be
warned that if you decide to run while carrying the fuel, it could result in
a explosion. This part of the game really sucks because you can't just run
back the power rooms or you'll blow up. It's such a long and slow walk to
get back there. Anyway, leave the room.
BACK CORRIDOR
Head for the LABORATORY MAIN CORRIDOR, and remember, (lifeguard voice) NO
RUNNING!
LABORATORY MAIN CORRIDOR
The slow trek back to the southeastern door will probably eat more on your
nerves than those monsters that are after you. Anyway, you can't afford to
run, so don't do it.
B3 CORRIDOR
Slowly walk back to the southern door.
POWER ROOM 1
Head for the terminal in the southwestern corner and put the FUEL SUPPLY
CAPSULE back into the terminal again. Now that the power's working again
and you're rid of the fuel, you can finally run free again! Head for the
door in the southeastern corner of the room.
POWER ROOM 2
********Head straight down the passageway at the fork, and you'll find the
last Gamecube. Plug in the final MO DISK and the door to the prison will be
unlocked!******** Next, get to the door on the southern side of the room
while avoiding chimeras. If you want it, you can get a BATTERY PACK in the
northwestern corner of the room.
POWER ROOM 3
In here, locate the terminal on the southern side of the room. This is the
terminal that will power up the elevator to the bottom floor of the
laboratory. I love the Dino Crisis boops and bleeps they put into this
game. Tag the switch and get out of there.
POWER ROOM 2
Head to the next door.
POWER ROOM 1
Head to the next door.
B3 CORRIDOR
Go to the door across from the hallway intersection.
=============================================================================
- SEARCHING BASEMENT LEVEL FOUR
=============================================================================
LOUNGE
Get the SHOTGUN SHELLS off the floor and the FIRST AID SPRAY off the table,
and the INK RIBBONS if you want them.
This is where I'm going to have to make the walkthrough go into two
branching paths. The first path is for those of you who let Rebecca die at
the hands of the hunter in the mansion. The second path is for those who
left Rebecca alive. If you left Rebecca alive, skip past the first heading
and I'll join you at the second heading of REBECCA IS ALIVE ROUTE.
***********************************************************************
REBECCA IS DEAD ROUTE
***********************************************************************
Organize your inventory:
MAGNUM REVOLVER, MAGNUM BULLETS
FULL HEALING ITEM, FULL HEALING ITEM
You might want to save your game, because a boss battle is approaching.
B3 CORRIDOR
Activate the elevator to the north, and take it down to B4.
B4 CORRIDOR
Get the SHOTGUN SHELLS on the left side of the hall, and take the door at
the end of the hallway.
TYRANT LAB
Chris will spot Wesker in here operating a terminal. He says he's impressed
that Chris made it here, and that he's one of his best men. Suddenly, he
pulls his gun on Chris. Chris asks since when he's been with Umbrella, and
he says he's been with them since the beginning. He says the S.T.A.R.S.
were his little piggies in this. Chris then begins to accuse him of killing
his teammates with his own hands. He kicks Chris back with some flashy
footwork and points his handgun at him. He says he's about to destroy the
lab and the monsters, and then he's going to sell their research to make
lots of money.
Wesker then punches in some keys to light up a tube behind him, displaying
the Tyrant. He walks over and admires what he thinks is a beautiful
creation, while Chris laughs at it and says "You've gone senile!" Ooooh!
Good comeback Chris! Wesker says he'll never understand. Suddenly, Tyrant
wakes up. Wesker widens his eyes in fear as the Tyrant's claw stabs through
the glass and then impales him. It's now up to you to defeat Tyrant.
#######################################################################
BOSS FIGHT 7 - TYRANT
Tyrant may be considered by Wesker to be the ultimate life form, but he
isn't any big deal really. He basically does various slash combos on you if
you get too close to him. Watch out, because he has a death combo that can
end with him impaling you. You have to keep your distance from this beast
to kill him.
The most effective way to kill him is to run past Tyrant right after the
battle begins and stand in the corner back there. Then, quickly fire off a
MAGNUM REVOLVER clip. If you're fast enough you should be able to kill
Tyrant before he can reach you.
Another way to do it is to run one corner of the lab, wait for Tyrant to go
around the corner, shoot him once or twice, then run to the next corner. If
you repeat this process you can defeat Tyrant rather easily. He can't walk
fast enough to keep up with you. Just be careful not to get trapped in the
northern dead ends of the room. So much for the "ultimate life form."
#######################################################################
After Tyrant has been defeated, go over to Wesker's corpse, and get the
MASTER KEY. If you search his body, you can find the OBSERVATION NOTE,
which reveals some rather interesting information on the G-Virus in RE2. It
was written by William Birkin, who also stars in RE2. After you've read the
note, go to the northeastern corner of the room and operate the terminal
here to unlock the exit door. Now get out of this creepy place.
=============================================================================
- ESCAPING THE LABORATORY
=============================================================================
B4 CORRIDOR
Take the elevator upstairs again.
B3 CORRIDOR
Take the door to the west, into the LABORATORY MAIN CORRIDOR
LABORATORY MAIN CORRIDOR
You'll be attacked by chimeras, but you can just run right past them. If
you want to go get Chris out of his jail cell, this is the time to go and do
it. If you don't want to or can't save Chris, then skip over everything
enclosed in the lines of stars like always.
BACK CORRIDOR
Throw all the levers to unlock the prison door.
PRISON HALL
Go downstairs, and use your MASTER KEY to unlock the jail cell door.
PRISON CELL
You'll run into Jill in here, and she'll thank you for rescuing him. She
then asks about Wesker. Chris says they should forget about it for now and
talk about it later. They both then run off.
***NOTE***
If you visit Jill's cell before talking with Wesker in the TYRANT LAB, then
the conversation you hear will be a little different.
***NOTE***
PRISON HALL
If you want to, you can go back inside Jill's jail cell to get SHOTGUN
SHELLS, but it's really much too late in the game to be thinking about
getting more ammo, don't you think? Anyway, lead Jill up the stairs and
back into the BACK CORRIDOR.
BACK CORRIDOR
Jill runs ahead and yells at you to hurry up. Follow after her.
LABORATORY MAIN CORRIDOR
Head on to the gate to the stairs.
LABORATORY STAIRCASE
Go upstairs and circle around the railing to the B2 CORRIDOR.
B2 CORRIDOR
It doesn't really matter what's in your inventory at this point, as long as
you have the MASTER KEY and at least one empty spot in your inventory. Go
up the ladder.
ENTRANCE ROOM
If Jill is with you, she'll urge you to hurry up. Unlock the emergency exit
door with the MASTER KEY and go through it.
EMERGENCY EXIT
You'll find a FIRST AID BOX with a GREEN HERB in it and a box of SHOTGUN
SHELLS, but I would just ignore them because you're almost at the end of the
game. Run down the corridor, and you'll get one final radio message from
Brad. Take the FUSE UNIT and use it on the nearby elevator to get it
running. If you're with Jill, monsters will attack, and Jill will say
she'll hold off the monsters while you go to signal Brad. If not, then
nothing will happen other than you boarding the elevator.
HELIPORT
After you leave the elevator, get the SIGNAL ROCKETS, and immediately use
them. It doesn't matter where in this place you use them. Chris will take
them over to the center of the helipad and shoot off a flare to signal Brad.
If Jill is with you, she'll join you as the helicopter arrives to pick you
two up. The helicopter will fly away, and the game will be over.
However...you'll also see Tyrant's eye watch you from the ground below...
Congratulations, you defeated Chris's scenario!
***********************************************************************
REBECCA IS ALIVE ROUTE
***********************************************************************
Organize your inventory:
MAGNUM REVOLVER, MAGNUM BULLETS
FULL HEALING ITEM, FULL HEALING ITEM
You might want to save your game, because a boss battle is approaching.
B3 CORRIDOR
Activate the elevator to the north, and Rebecca will appear. She'll say she
saw you in the garden, and at last she's caught up with you. Chris tells
her to stay close. They take the elevator down to B4.
B4 CORRIDOR
Get the SHOTGUN SHELLS on the left side of the hall if you need them, and
take the door at the end of the hallway.
TYRANT LAB
As Chris and Rebecca enter, Chris spots Wesker operating a computer. He's
impressed with your performance and says you're one of his best men. He
suddenly pulls a gun on Chris. Chris yells at Wesker as to when he's been
with Umbrella. He says he's always been them, and that the S.T.A.R.S. are
his little piggies. He sacrificed his team so he could clean up Umbrella's
problem here. Chris gets angry that he killed his own men. Wesker then
says "just like this" and shoots Rebecca.
He tells you not to move, and that he has something to show you. He then
presses a button, lighting a tube and displaying the Tyrant monster to you.
The test tube then drains. Wesker says Tyrant is the ultimate life form,
and Chris calls him senile. Wesker says Chris will never understand, and
suddenly Tyrant wakes up. His claw crushes through the glass and impales
Wesker. You have to kill Tyrant to get out of here.
#######################################################################
BOSS FIGHT 7 - TYRANT
Tyrant may be considered by Wesker to be the ultimate life form, but he
isn't any big deal really. He basically does various slash combos on you if
you get too close to him. Watch out, because he has a death combo that ends
with him impaling you. Jill cannot survive even one of these combos, so
beware of it. You have to keep your distance from this beast to kill him.
The most effective way to kill him is to run to one corner of the lab, wait
for Tyrant to go around the corner, shoot him once or twice, then run to the
next corner. If you repeat this process you can defeat Tyrant rather
easily. He can't walk fast enough to keep up with you. Just be careful not
to get trapped in the northern dead ends of the room. It shouldn't take
more than a full clip of the MAGNUM REVOLVER. So much for the "ultimate
life form."
#######################################################################
After Tyrant has been defeated, go over to Wesker's corpse. If you search
his body, you can find the OBSERVATION NOTE, which reveals some rather
interesting information on the G-Virus in RE2. It was written by William
Birkin, who also stars in RE2. After you've read the note, go wake up
Rebecca. She's still alive, thanks to a bulletproof vest. It'd have to be
paper thin to fit under THAT little shirt. Anyway, go to the northeastern
corner of the room and operate the terminal here to unlock the exit door.
Now get out of this creepy place.
=============================================================================
- ESCAPING THE LABORATORY
=============================================================================
B4 CORRIDOR
Board the elevator.
B3 CORRIDOR
Rebecca stops Chris, and says she said that this place is infected heavily
with the T-virus. She says this place should be destroyed to keep the virus
from spreading Chris says she should go ahead and do it. Why?! That would
destroy all the evidence to take Umbrella down! Unfortunately, there's
nothing you can do about, so take the door to the west, into the LABORATORY
MAIN CORRIDOR.
LABORATORY MAIN CORRIDOR
As you walk into the hall, the Self Destuct System will come online. You'll
be attacked by chimeras, but you can just run right past them. If you want
to go get Jill out of her jail cell, this is the time to go and do it. If
you don't want to save Jill, then skip over everything enclosed in the lines
of stars like always.
BACK CORRIDOR
Throw all the levers to unlock the prison door.
PRISON HALL
Go downstairs, and use your MASTER KEY to unlock the jail cell door.
PRISON CELL
You'll run into Jill in here, and she'll thank you for rescuing her. She
then asks about Wesker. Chris says they should forget about it for now and
talk about it later. They both then run off.
***NOTE***
If you visit Jill's cell before talking with Wesker in the TYRANT LAB, then
the conversation you hear will be a little different.
***NOTE***
PRISON HALL
If you want to, you can go back inside Jill's jail cell to get SHOTGUN
SHELLS, but it's really much too late in the game to be thinking about
getting more ammo, don't you think? Anyway, lead Jill up the stairs and
back into the BACK CORRIDOR.
BACK CORRIDOR
Jill runs ahead and yells at you to hurry up. Follow after her.
LABORATORY MAIN CORRIDOR
Head on to the gate to the stairs.
LABORATORY STAIRCASE
Go upstairs and circle around the railing to the B2 CORRIDOR.
B2 CORRIDOR
Organize your inventory:
MAGNUM REVOLVER, MAGNUM ROUNDS
SHOTGUN, SHOTGUN SHELLS
FULL HEALING ITEM
Make sure you have at least one empty inventory slot. Go up the ladder.
ENTRANCE ROOM
Go through the emergency exit door, because a self-destruct sequence
definitely qualifies as a first-class emergency!
EMERGENCY EXIT
You'll find a FIRST AID BOX with a GREEN HERB in it and a box of SHOTGUN
SHELLS. Take them if you want them, but make sure you have at least one
inventory slot open if you do. Run down the corridor, and you'll get one
final radio message from Brad. Take the FUSE UNIT and use it on the nearby
elevator to get it running. Monsters will attack, and your fellow
S.T.A.R.S. members will stay and hold off the monsters while you go to
signal Brad.
HELIPORT
After you leave the elevator, get the SIGNAL ROCKETS, and immediately use
them. It doesn't matter where in this place you use them. cHRIS will take
them over to the center of the helipad and shoot off a flare to signal Brad.
Rebecca will run onto the helipad to join you after you signal the
helicopter. Jill will also come if you rescued her. Looks like it's all
over...CRASH!
Uh oh, Tyrant's back again, and he's grown much more powerful in the few
minutes since you fought with him. If Jill's there, Tyrant will swat her
aside and knock her unconsious. Rebecca shoots him over and over with her
HANDGUN, but it doesn't seem to have any effect. She shrinks back as Tyrant
advances on her. You gotta get rid of Tyrant so Brad can land and get you
out of here before this place blows up!
#######################################################################
BOSS FIGHT 8 - TYRANT: THE REMATCH
Tyrant has all the same slash combos as he did in the last battle, including
the one that finishes off with an impaling. Jill cannot survive even one of
these combos, so beware of it. He now has some new nastier tricks. He can
RUN after you if you get too far away, and he can extend his claw to make it
more powerful. He can swat you across the helipad like a fly, which will
hurt pretty bad. You have to keep your distance from him if you want to
win.
Rebecca will assist you during this battle. She'll blast away with her
HANDGUN at the Tyrant. Like most boss fights where you have a partner to
help you, Tyrant will focus primarily on you and ignore Rebecca. He tends
to only attack Rebecca if you stand near her. If you want to use Rebecca as
a distraction, then let her get between you and Tyrant. Be careful though,
because if she dies, you won't be able to get a good ending.
Anyway, after you and Rebecca have hammered on Tyrant for awhile, Brad will
come over in his helicopter and throw you the ROCKET LAUNCHER, the most
powerful weapon in the game. Wonder how come you can't hear his helicopter
if he's around? Maybe your adrenaline has turned off your ears. Anyway,
grab that ROCKET LAUNCHER and shoot Tyrant. Be careful with your aim,
because you only have four shots. You have to kill him with the ROCKET
LAUNCHER, so if you run out of ammo, you're basically screwed. Also, Tyrant
can swat aside the rocket if you shoot at him, so beware of that. Doesn't
make much of a difference though, because you'll nail him eventually.
#######################################################################
After you tag Tyrant with that lucky shot, he'll be blown into a million
pieces by the rocket. Brad will now land the helicopter and get you out of
there. It flies off into the distance as the mansion is blasted into a
fireball by the self destruct explosives.
LOCATION
========
AS JILL - in your inventory at the start of the game.
AS CHRIS - in your inventory at the start of the game.
TACTICS
=======
This knife is just as useless as it was in the past RE's in my opinion, with
the exception of Code Veronica. It's very difficult to kill even a zombie
with it. To attack, you have to be standing within attacking distance of
the enemy. So to use it, you're basically forced to engage in a slap match,
where you and your foe trade blows until somebody dies.
It is good if you can trap your enemy behind a box or something and then
hack at them while they're trapped. This is the only time it's useful
really. You should only use this if you're TOTALLY out of ammo, you're a
hardcore RE veteran who must defeat RE on hard mode with only this weapon,
or if the above situation happens. Chris gets a slightly different knife
than Jill does.
SPECS
=====
Ammo item - HANDGUN MAGAZINE
Frequency of ammo - common
Clip size - 15 bullets
Fire rate - fast
LOCATION
========
AS JILL - in your inventory at the start of the game.
AS CHRIS - found after returning to the MAIN HALL in the mansion after the
first zombie encounter.
TACTICS
=======
This will probably be your main weapon for about the first half of the game.
This is the weapon you'll find the most ammo for in the game, but that's
not saying very much. It's rather weak, because you need to shoot a zombie
up to ten times with it to kill it. However, it is accurate over long
distances, so you should snipe from a distance while using it.
It has the random chance of blowing off a zombie head also. Distance and
aiming longer won't affect the chances. Chris seems to get more headshots,
but maybe it only seems that way because you're forced to use the HANDGUN
more as him. Being able to blow off zombie heads not only looks cool, but
prevents them from reanimating as crimson heads later. Don't count on
getting headshots often though. I believe it has about a one in ten chance
of getting a headshot.
SPECS
=====
Ammo item - SHOTGUN SHELLS
Frequency of ammo - somewhat common
Clip size - 6 shells
Fire rate - average
LOCATION
========
AS JILL - in the LIVING ROOM in the mansion.
AS CHRIS - in the LIVING ROOM in the mansion.
TACTICS
=======
I believe this is an all around great gun. It has considerable power and
ammo for it is somewhat common, though not near as much as the HANDGUN. You
can also easily decapitate zombies with it by aiming up at their heads.
It's much harder to pull off than in the last games though. You have to
literally be within arms reach of the zombies to blow their heads into
pieces, and even then it's not guaranteed you'll remove the zombie's head.
It has about a one in two chance of removing the head. Being able to blow
off zombie heads not only looks cool, but prevents them from reanimating as
crimson heads later.
SPECS
=====
Ammo items - GRENADE SHELLS, INCENDIARY SHELLS, ACID SHELLS
Frequency of ammo - somewhat rare
Clip size - limitless
Fire rate - average
LOCATION
========
AS JILL - on the EASTERN OUTDOOR BALCONY, near Forest's body.
AS CHRIS - inaccessible in Chris's game.
TACTICS
=======
This will likely be your primary boss killer when you're playing as Jill.
Poor Chris sadly gets stuck with the FLAMETHOWER and won't find one of
these. Ammo for this gun comes in three flavors: GRENADE, INCENDIARY, and
ACID. Each of these types of ammo is good for one or more particular types
of monster. For example, INCENDIARY SHELLS are good to use on Plant 42
because they're filled with napalm. The ACID SHELLS are excellent on
hunters, but they're quite rare, so be sure you conserve them. GRENADE
SHELLS are good on zombies, but INCENDIARY SHELLS can also burn them, saving
you the trouble of having to burn the corpse later. Ammo for this gun is
somewhat rare, so conserve it for hunters and bosses.
SPECS
=====
Ammo item - SHOTGUN SHELLS
Frequency of ammo - somewhat uncommon
Clip size - 10 shells
Fire rate - average
LOCATION
========
AS JILL - dropped by Richard when he is eaten by Yawn in the ATTIC of the
mansion.
AS CHRIS - dropped by Richard into the LOWER AQUA RING when a Neptune in the
AQUA RING eats him in the residence.
TACTICS
=======
This is a beefed up version of the SHOTGUN. It can hold ten rounds versus
the SHOTGUN'S six, and it fires slightly faster. Use the same tactics with
this weapon that you would with the regular SHOTGUN.
***********************************************************************
MAGNUM REVOLVER
***********************************************************************
SPECS
=====
Ammo item - MAGNUM ROUNDS
Frequency of ammo - rare
Clip size - 6 bullets
Fire rate - fast
LOCATION
========
AS JILL - in the CREST GRAVEYARD in the courtyard.
AS CHRIS - in the CREST GRAVEYARD in the courtyard.
TACTICS
=======
This is probably the most powerful weapon in the game both characters can
get, aside from the ROCKET LAUNCHER. It fires fast like the HANDGUN, and is
accurate at long range, but it also kills almost anything with one shot.
Even hunters will tremble with fear when they hear the boom of this gun. It
also has like a 95% chance of blowing off a zombie's head, no matter what
the conditions. However, ammo for this gun is EXTREMELY rare. You should
use it exclusively on bosses or hunters.
SPECS
=====
Ammo item - none
Frequency of ammo - what the gun's loaded with
Clip size - 1 bullet
Fire rate - fast
LOCATION
========
AS JILL - on the desk in ROOM 001 in the residence.
AS CHRIS - on the desk in ROOM 001 in the residence.
There isn't much to say about this gun, as you only get one bullet for it.
That one bullet is extremely powerful though. Because of the weapon's small
size, you can however fire off that shot pretty fast. I usually use it on a
Neptune shark, but it's also good to use on Tyrant or Plant 42.
SPECS
=====
Ammo item - none
Frequency of ammo - what the gun's loaded with
Clip size - 100% fuel
Fire rate - continuous
LOCATION
========
AS JILL - inaccessible in Jill's game.
AS CHRIS - in the BOULDER DASH 1 area in the underground caves.
TACTICS
=======
Only Chris will find this weapon. The only ammo for it is what it's already
loaded with. You only get enough ammo for it to fire the weapon for several
seconds. And on top of that, you're only allowed to carry it around in
three rooms. It has to be replaced on the wall hooks whenever you want to
leave the area it's allowed in.
It's relatively powerful, and will assist you in your fight with the Black
Tiger spider. It's better to use than the SHOTGUNS, but it's nowhere near
as good as the MAGNUM REVOLVER. Be sure not to stand still for too long
while firing, because the spider can walk through the flames. Also, if you
shoot it at the camera, you'll even get heat waves on the screen. One last
thing you can do with it is use it to burn the web off the door in the BLACK
TIGER'S LAIR.
***********************************************************************
BARRY'S 44 MAGNUM
***********************************************************************
SPECS
=====
Ammo item - none
Frequency of ammo - what the gun's loaded with
Clip size - 6 bullets
Fire rate - fast
LOCATION
========
AS JILL - on the floor in JESSICA'S TOMB in the mansion, after saying no to
giving Barry his gun back.
AS CHRIS - inaccessible in Chris's game.
TACTICS
=======
This is the most powerful gun in the game behind the rocket launcher. It
may look and shoot like the MAGNUM REVOLVER, but it has INSANE power. Even
Tyrant in the first fight can be killed by one bullet from this gun. You
ought to save at least one bullet in it for Tyrant because of this.
However, you only get the six bullets that are already loaded in the gun, so
don't waste them. This weapon CANNOT be reloaded with MAGNUM ROUNDS.
SPECS
=====
Ammo item - none
Frequency of ammo - what the gun's loaded with
Clip size - 4 rockets
Fire rate - slow
LOCATION
========
AS JILL - thrown by Brad in the final battle with Tyrant at the HELIPORT in
the laboratory.
AS CHRIS - thrown by Brad in the final battle with Tyrant at the HELIPORT in
the laboratory.
TACTICS
=======
This is the weapon that has the most raw power in the game. It shoots
rockets that are extremely powerful and will kill almost anything other than
bosses in one shot. However, it takes a moment to heft the launcher, and
you can't aim it up or down. This makes it useless against flying or
climbing enemies and difficult on enemies that move rapidly. Tyrant can
also deflect the rockets, but you'll hit him eventually.
SPECS
=====
Ammo item - none
Frequency of ammo - what the gun's loaded with
Clip size - limitless
Fire rate - very fast
LOCATION
========
AS JILL - earned after finishing game in less than five hours. In inventory
at start of game if haven't unlocked INFINITE AMMO ROCKET LAUNCHER yet. If
so, in ITEM BOX.
AS CHRIS - earned after finishing game in less than five hours. In
inventory at start of game if haven't unlocked INFINITE AMMO ROCKET LAUNCHER
yet. If so, in ITEM BOX.
TACTICS
=======
This is a enhanced version of the regular HANDGUN with infinite ammo. It's
the quickest firing gun in the game, and the closest you'll get to a fully
automatic weapon. It fires three shot bursts, with a brief pause between
these volleys. It's got about the same chance as the regular HANDGUN of
blowing off a head. Basically, just use the same tactics you would with the
normal HANDGUN.
***********************************************************************
INFINITE AMMO ROCKET LAUNCHER
***********************************************************************
SPECS
=====
Ammo item - none
Frequency of ammo - what the gun's loaded with
Clip size - limitless
Fire rate - slow
LOCATION
========
AS JILL - earned after finishing game in less than three hours. In
inventory at start of game.
AS CHRIS - earned after finishing game in less than three hours. In
inventory at start of game.
TACTICS
=======
This gun looks much more high tech than the ROCKET LAUNCHER thrown to you by
Brad at the end of the game. It's basically the same as the regular ROCKET
LAUNCHER, apart from looks and having infinite ammo. It can also be aimed
up and down unlike the other ROCKET LAUNCHER. However, if you shoot it at
the floor, expect to have to wait half a second longer to fire another shot.
Just use the same tactics that you would with the ordinary ROCKET
LAUNCHER.
SPECS
=====
Ammo items - DAGGER, BATTERY PACK, FLASH GRENADE
Frequency of ammo - uncommon
Clip size - limitless
Fire rate - used only when grabbed by an enemy
LOCATION
========
AS JILL - various locations, FLASH GRENADES inaccessible in Jill's game.
AS CHRIS - various locations, BATTERY PACKS inaccessible in Chris's game.
TACTICS
=======
There isn't a whole lot to say about these weapons, because you can only use
them when being attacked. In order of weakest to strongest, these are the
defense weapons: DAGGER, BATTERY PACK, and FLASH GRENADE. They can be
configured so that you have to press L to use them, but I like auto mode
better.
FLASH GRENADES are the best because they kill whatever enemy you use them
on. They even decapitate zombie heads so you don't have to worry about
crimson heads later. It takes awhile for the FLASH GRENADES to blow up
after being used, but you can shoot the enemy for an instant explosion if
you want to. The explosion can damage you, so make sure you get away once
you've planted one on an enemy. Also, you don't have to wait in the room
for the grenade to kill an enemy. If you leave the room and come back, the
enemy will have vanished.
DAGGERS are also special in that they can be recovered from zombies. Simply
destroy the head after stabbing a DAGGER in their head. You'll hear the
clink of the DAGGER falling to the floor. You can now pick it up again and
reuse it.
-----------------------------------------------------------------------
#######################################################################
-----------------------------------------------------------------------
DESCRIPTION
===========
They're Resident Evil's primary enemies. Without the zombies, this game
just wouldn't be Resident Evil. They're a lot more powerful than in the
last games, and absorb even more firepower than any zombies from the
previous games. Also, they now have some new nasty tricks to pull on you.
FIGHTING
========
As long as you're not nearby them, they're relatively easy to kill. Just
about their only attack is to get next to you and bite you. On stairways,
they can't grab you, so they'll puke a nasty acid substance all over you.
However, it's much easier to evade the acid than a zombie's arms. When using
the HANDGUN, sniping from a distance best kills them. They take a lot more
shots than they used to, like 8 or 10. If you're gonna use the SURVIVAL
KNIFE, then I suggest trapping them behind some object like a case, and then
hacking at them while they're trapped. The most entertaining, and
efficient, way to kill them is using the SHOTGUN. If you get within lunging
distance and fire up at their heads, there's a chance you'll blow it right
off. This will kill it, and also prevent the corpse from reviving later.
You can also blow heads off with the HANDGUN and the MAGNUM, but the
SHOTGUN'S the most economical gun to use for the job.
ZOMBIES CAN OPEN DOORS...?
==========================
Scary huh? Usually in the old games, you could just flee to the next room
if you didn't want to fight with a zombie. Not so anymore. If you run to
the next room, there's a chance they'll just open the door and continue
chasing after you. This can be very scary to even veteran Resident Evil
players. They will never follow you through more than two rooms. However,
this can sometimes work to your advantage. They might move into rooms that
you don't even need to go into anyway, sparing you the trouble of having to
kill them in areas you frequently travel through.
THE DEAD WALK...AGAIN!
======================
The nastiest new trick the zombies have up their sleeves is that they will
reanimate in time after you kill them the first time and become crimson
heads, AKA super zombies. They grow claws on their hands, their skin will
turn dark red, and they can even run as fast as you can! They'll be
slashing at you and biting you before you know what's happening. They're
really tough to kill without some heavy firepower. Their head is still weak
to SHOTGUN blasts, so use that gun to dispose of them quickly. Even a
crimson head will stop coming once it's brain has been blown across the
wall.
Once you kill a crimson head, it'll stay dead and won't come back. You
don't have to worry about burning up crimson head corpses or decapitating
them. Also, you may note the nude zombies in the laboratory. You don't
have to decapitate or burn them. After you leave the room, their corpses
will simply vanish, unlike the other zombies.
DISPOSAL OF BODIES
==================
Since the corpses you've killed will come back to life again in time, what
can you do to prevent this from happening at all? There are two ways. One
is to remove their heads from their bodies, and the other is to burn them.
You can blow their heads off (SHOTGUN is best) as mentioned above, and that
will kill them once and for all. You can also burn them up with INCENDIARY
SHELLS from the GRENADE LAUNCHER. If you don't have the right weapon handy
and had to put them down with something else, then it's still not too late.
You'll need to get a LIGHTER and a FUEL CANTEEN, and use these items
together to burn the dead corpses on the ground. Your canteen can only hold
enough fuel to be used twice. Thankfully, there are white KEROSENE
CONTAINERS around the estate that you can use to refill. Each of these
contains enough kerosene for four uses. Usually, you need one use to get
rid of one corpse. However, if there are two or more bodies on top of each
other or right next to each other, it'll usually only take one use. So try
to kill the zombies in the same spot to save kerosene. If you leave corpses
lying around please burn them as soon as possible so they won't come back.
DESCRIPTION
===========
They're the guys who killed poor Joseph at the start of the game. Now
they're after you. They look like regular dogs, only they have patches of
skin decaying off.
FIGHTING
========
These guys simply charge straight at you when they know you're in the area.
When they get to you, they'll charge up and try to bite you. This is fairly
easy to counter with a weapon, as long as you're fast enough. Also, they
can leap on top of you and pin you to the ground, however you can counter
that with a defense item.
If they're alone, you can put them down with a HANDGUN. Shoot until you
knock them down, then stand over them and shoot down to kill them. If there
are multiple dogs coming after you, you'll definitely want the SHOTGUN.
It's got good spread damage to knock them all down. It also kills them in
one or two blasts.
DESCRIPTION
===========
You'll occasionally see these little birds on railings, looking down at you.
They look like regular crows, with dark feathers, beady eyes, and large
beaks. These little guys shouldn't be of much a concern to you.
FIGHTING
========
As long as you don't fire a weapon or get too close, they won't attack. If
you are stupid enough to fire a gun and alert them, then I suggest you run
out of there because it's difficult to hit them as they flutter about. One
shot from anything will kill them. All they do really is peck at your head.
DESCRIPTION
===========
They fall under the same category as crows: very annoying, but not all that
dangerous. They look like giant sized bees, and they hate having
trespassers invade their territory.
FIGHTING
========
Unlike crows, bees will attack you right away once you enter the area. One
shot from anything will kill them. If you keep running they won't have a
chance at catching you, unless you get stuck in a corner. I wouldn't bother
wasting ammo on them. Watch out when you find their nest, because the bees
in that room are infinite.
***********************************************************************
SMALL SNAKES
***********************************************************************
DESCRIPTION
===========
You'll first meet these guys while on your way to the residence. They look
like your typical snake. They are also more annoying than deadly, like the
bees and the crows.
FIGHTING
========
They like to drop down from overhead to catch you by surprise. They'll
usually appear three to five at a time. If you keep running, the snakes
that jump down won't be able to strike in time. However, ones that are
already on the floor are difficult to see, and they strike like lightning.
If you do get hit, be careful. Their bite has the potential to poison you.
They only take one hit to kill, but I would run away. The reason is they
are infinite most places where they appear.
DESCRIPTION
===========
They're big, hairy overgrown spiders. They can crawl on the walls and the
ceiling. They can also hit you with poisonous attacks. However, they're
not really all that big a deal.
FIGHTING
========
Their two attacks consist of ramming and spitting poison at you. They
aren't dangerous at all if you've got the SHOTGUN or something more
powerful. In fact, they don't even seem to notice that you're around unless
you get in their face. Two shots from the SHOTGUN will kill them. James
Haylrik notes a way to make the big spiders spawn baby spiders:
######################################################################
A close-range shotgun blast, a dead-on shot with the grenade launcher, or a
rocket can do this. In all the cases I've seen this happen there have been 2
spiders in the room. The first spider that got it's butt blown off would
twitch and shoot acid out the opening and the second one would be the one
that baby spiders crawl out of.
Submitted by: James Haylrik
######################################################################
If you don't want to fuss with the baby spiders when you make them appear,
then simply leave the room and come back in again. The spiders will have
vanished.
DESCRIPTION
===========
These sharks have been trapped in the Aqua Ring under the residence for a
very long time and they're looking for a bite to eat. They look like
ordinary sharks, though they're infected with the T-Virus too I'd expect.
FIGHTING
========
As you're in their home turf (water) you won't be able to fight them
effectively. One bite from them can knock you straight down to ORANGE
CAUTION as Jill! You do NOT want to mess around with these guys. You can
kill them with the SELF DEFENSE GUN or something more powerful, but most
anything else will just scare them away. Also, there's a much bigger shark
swimming around in the pool as well. He can swallow you in one bite if you
stand still too long.
FISH OUT OF WATER
=================
However, you'll eventually get them back when you drain their little pool,
so don't feel bad about having to run all the time. They'll be floundering
around, completely helpless, and doomed to die a long and agonizing death :)
I wouldn't shoot them then though, because they can't hurt you anyway.
DESCRIPTION
===========
Lean, green fighting machines you'll run into after returning to the mansion
again from the residence. It looks like a gorilla crossed with a frog. A
green scaled ape that can also jump very far like a frog. They're the bane
of every RE player's existence, and they've also got a new nasty trick to
make your life even worse.
FIGHTING
========
These guys are the elite bioweapons of the game. They can outrun you, they
can survive a lot of damage, and they can drain your health completely in
mere seconds. The attack they usually use is to stand right next to you and
slash at you with their large claws. They also do this annoying jump slash
high into the air. It creates a lot of confusion when they jump over you,
and it can also cause a lot of damage if it connects. They can also cut of
your head if you're in low health, killing you instantly.
FANCY MOVES
===========
If you're not watching out either, they can leap over railings and jump down
from balconies above you. Also, they can open doors, so they can pop up
suddenly in rooms that were previously empty, or they can suddenly charge
through the door while you're examining a room. This can be very scary when
a hunter pops out of a door while you're walking around.
DESCRIPTION
===========
You will run into these guys while exploring the secret laboratory near the
end of the game. It's kind of hard to tell what these things were
originally. They look kind of like giant flies to me. There is a great
number of them running amok in the power room of the lab.
FIGHTING
========
They can be unpredictable, because they can climb on walls and ceilings to
ambush you from above. If you're not careful, they'll strangle you from
above. However, this can be countered with a defense item. Also, they
swing their claws at you while they're on the floor. Two SHOTGUN SHELLS
should easily dispose of them however.
WE OUTNUMBER YOU A HUNDRED TO ONE
=================================
Like bugs in your everyday life, there's practically an infinite supply of
them running loose in certain rooms. The more you kill, the more that will
come. Since they are infinite, you should just run away. Their favorite
places to appear are vent covers on the walls.
There are many files scattered about throughout this game. They can make
this game a whole lot easier if you take the time to read them. I have
their transcripts here for you to read. I've also maintained the spelling
and grammatical errors from the original documents, so please don't point
them out to me. I didn't make the mistakes, the people who put in the text
did. Also, I am merging some pages into single paragraphs to decrease the
size of this section some. I hope you benefit from reading them.
S.T.A.R.S. MANUAL
=======================================================================
LOCATION - in file menu at beginning of game, added onto after getting the
GOLDEN ARROW in the SPEAR HALL and your first defense weapon.
S.T.A.R.S. Manual
If you have changed your controller type to TYPE-B to TYPE-C, please keep in
mind that the contents explained here correlates with controller TYPE-A.
--How to view your STATUS SCREEN--
Press the Y Button during the game. (You will not be able to view the
STATUS SCREEN during Cut-Scenes or while being attacked.) In the STATUS
SCREEN you'll able to do the following things.
-Equip weapons
-Use items
-View maps
-Read files
--How to VIEW MAP--
In the STATUS SCREEN select MAP from the menu bar or simply push the Z
Button during the game. If you have not obtained a map, only the places you
have explored will be displayed.
--How to READ MAPS--
uncolored room(s): Unexplored room(s).
orange room(s): Room(s) with still items left.
green room(s): Explored room(s) without any items left.
red door: Locked door.
white door: Unlocked door.
blue door: Door you've been through.
--How to PUSH THINGS--
When there is a movable object, face the object in the direction you want to
push it and press the Control Stick (+ Control Pad) in the direction you are
facing.
--CLIMBING ON & CLIMBING DOWN--
Walk up to an object that's waist high of the character, and then press the
A Button. (You can climb on movable objects as well.) To CLIMB DOWN from
an object, press the A Button while standing on the edge of the object.
--How to EQUIP WEAPONS--
In the STATUS SCREEN select the "weapon" you want arm, then select the
"EQUIP" command. (Even if you have a weapon you must EQUIP it in order for
you to attack.)
--ATTACKING STANCE--
Hold down the R Button. (The player will take an attacking stance towards
the closest enemy.)
--How to ATTACK--
While holding down the R Button, press the A Button. (You can attack the
enemy with the weapon you have equipped.)
--180 DEGREE TURN--
While pressing down the Control Stick (or the + Control Pad), press the B
Button. (This can also be done using the C Stick alone.)
--EXAMINE AN ITEM--
^>From the STATUS SCREEN select an ITEM and then select the EXAMINE command.
(The details of the item will be displayed.)
--Emergency Evade--
Using DEFENSE ITEMS such as Daggers, will allow you to escape momentarily
when grabbed by an enemy. (However, you will not be able to escape when the
enemy grabs you from behind.) To equip a DEFENSE ITEM, go to the STATUS
SCREEN, and then select an ITEM from the DEFENSE ITEM menu. Then select the
EQUIP command. If your DEFENSE ITEM mode is set to MANUAL in the Controller
Settings, you must press the L Button to use the DEFENSE ITEM.
KENNETH'S FILM
=======================================================================
LOCATION - on Kenneth's body in KENNETH'S HALL, just off the DINING ROOM
It's the film that belonged to Kenneth. I need a video player to see what's
recorded on it.
TREVOR'S DIARY
=======================================================================
LOCATION - sections located in various places, which include the PIANO BAR'S
secret room, on the gravestone in TREVOR'S TOMB, and on the counter in the
SCIENCE ROOM.
Trevor's diary
Nov. 24, 1967
Eleven days have past since arriving on this estate. How did I end up like
this? A guy in a lab coat came with a plate of skimpy meal and said to me,
"Sorry to put you through this, but it's for security reasons." That's when
it hit me. It all makes sense now.
There are only two people that know the secret of this mansion, Sir Spencer
and myself. If they kill me, Sir Spencer will be the only person that knows
the secret. But for what purpose? It doesn't matter now. It's too
dangerous here. My family...I hope they are all right.
I've decided to escape...
Jessica, Lisa, I pray you are safe.
Nov. 26, 1967
How could I be so careless? I lost my favorite lighter - the one Jessica
gave me for my birthday. Now it's going to be that much harder to get out
of this dark place.
Nov. 13, the date when my fate was sealed. My aunt was hospitalized just
three days before that. Jessica and Lisa said that they were going to visit
her. I wish I could be there with them.
But wait, even as I'm writing my memory is coming back to me more vividly.
Just before I passed out, I remember the men in the lab coats said something
like "Most likely your family is already..." I pray for their safety.
Nov. 27, 1967
Somehow I managed to get out that room. But getting out of this mansion
won't be as easy. I have to get past all the booby-traps. Tiger Eyes, Gold
Emblem...I have to try and remember for my own sake...
Nov. 29, 1967
I can't get out. I have tried every possible way to escape but only to be
faced with the reality that I'm trapped. I've been everywhere. The
laboratory with the large glass tubes filled with formaldehyde and those
dark, wet and errie caves... What can I do?
At first I didn't want to believe my eyes. But that familiar high-heeled
shoe in the corridor... It was like reflex. One name came to my mind,
Jessica! I don't want to believe they share the same fate as me.
No! I can't give up hope. I have to hope they're alive.
Nov. 30, 1967
I haven't had anything to eat or drink for the past few days. I feel like
I'm going crazy. Why is this happening to me? Why do I have to die like
this?
I was too obsessed with designing this ghastly mansion. I should have known
better.
Nov. 31, 1967
It was a dark and damp underground tunnel. And another dead end. But even
in the darkness something caught my eye. Carefully, I lit the last match I
had to see what it was. A grave! But deeply engraved into the stone was my
name!
"George Trevor"
At that instant, it all became clear to me. Those bastards knew from the
beginning that I'd die here and I fell right into their trap. But it's too
late now. I'm losing it. Everything is becoming so far away. Jessica...
Lisa... Forgive me.
Because of my ego, I got both of you involved in this whole damn conspiracy.
Forgive me. May God justify my death in exchange for your safety.
George Trevor
There's something handwritten. It's not dated.
Nothing's changed.
I never thought that this room I designed as an experiment would pay off
like this. I can hide here safely for a while, because nobody knows about
the secret behind this painting. Not even Sir Spencer.
Painting of a mansion... in the back of the art room.
CRUMPLED MEMO
=======================================================================
LOCATION - next to the DOG WHISTLE in the SECOND FLOOR STUDY.
A crumpled memo
Today, Sir Specner told me to hide something where no one could find it.
Well, I had this idea. I figured if I could somehow have it protected by a
dangerous animal like the vicious canine that lives here, no one would be
able to get near it!
As far as I can tell, the mutt is always hanging around the second floor
balcony on the west side of the terrace, and he ought to come running at the
sound of a dog whistle.
This is where you come in. The thing is, I reckon you're the only person
that can get near that damn dog without risking a serious mauling. Which
means only you can put this collar on him. The object that Sir Spencer
wants hidden is concealed inside.
You're the only person I can trust with this. Of course, you'll get
something out of it as well. Remember that certain item that you've always
wanted to get hold of? Well, in exchange for your services, I just might be
able to get it for you. This could work out well for both of us...
BOTANY BOOK
=======================================================================
LOCATION - on the desk in the SECOND FLOOR STUDY.
BOTANY
--Uses of Medicinal Herbs--
It is a well-known fact that there exist many plants that are credited with
medicinal healing powers. Since ancient times, mankind has been healing
wounds and diseases using various plants.
In this book, we will sample three herbs that are a native of the Arklay
Mountains and briefly outline each of their medicinal qualities. Each herb
as a distinct color and a distinct medicinal quality.
The green herb recovers physical strength. The blue herb neutralizes
natural toxins. However, the red herb has no real effect by itself. We
have found that mixing green and red herbs results in a magnified effect.
We will outline the effects of red herbs when mixed with other herbs when we
have more data. Meanwhile feel free to experiment on your own, for true
knowledge is best acquired through own experience.
BODY DISPOSAL
=======================================================================
LOCATION - in the STORAGE ROOM underneath the EAST STAIRS, or next to the
TYPEWRITER in the DRUG ROOM next to the WEST STAIRS.
Special instructions when disposing dead bodies.
We have new information regarding those "beings". They may appear to be
dead but in fact they are able to come back to life. However, there are
ways to prevent them from becoming active again. Currently there are two
known methods to cease their resurrection.
1. INCINERATION
2. DESTRUCTION OF THE HEAD
If further methods are discovered, they will be notified immediately.
Meanwhile to those of you who still have the will to live, oil has been
placed on the first floor of the mansion. Take as much as you need. You'll
need something to light it with, which you'll need to find by yourself.
KEEPER'S DIARY
=======================================================================
LOCATION - on the desk in the KEEPER'S BEDROOM.
Keeper's Diary
May 9, 1998
Played poker tonight with Scott and Alias from Security, and Steve from
Research. Steve was the big winner, but I think he was cheating. Scumbag.
May 10, 1998
One of the higher-ups assigned me to take care of a new creature. It looks
like a skinned gorilla. Feeding instructions were to give it live animals.
When I threw in a pig, the creature seemed to play with it...tearing off the
pig's legs and pulling out the guts before it actually started eating.
May 11, 1998
At around 5 A.M., Scott woke me up. Scared the shit out of me, too. He was
wearing a protective suit. He handed me another one and told me to put it
on. Said there'd been an accident in the basement lab. I just knew
something like this would happen. Those bastards in Research never sleep,
even on holiday.
May 12, 1998
I've been wearing the damn space suit since yesterday. My skin's getting
grimy and feels itchy all over. The goddamn dogs have been looking at me
funny, so I decided not to feed them today. Screw 'em.
May 13, 1998
Went to the Infirmary because my back is all swollen and feels itchy. They
put a big bandage on it and told me I didn't need to wear the suit anymore.
All I wanna do is sleep.
May 14, 1998
Found another big blister on my foot this morning. I ended up dragging my
foot all the way to the dog's pen. They were quiet all day, which is weird.
Then I realized some of them had escaped. Maybe this is their way of
getting back at me for not feeding them for the last three days. If anybody
finds out, I'll have my head handed to me.
May 16, 1998
Rumors going around that a researcher who tried to escape the estate last
night was shot. My entire body feels hot and itchy and I'm sweating all the
time now. I scratched the swelling on my arm and a piece of rotten flesh
just dropped off. What the hell's happening to me?
May 19, 1998
Fever gone but itchy. Today hungry and eat doggie food.
May 21, 1998
Itchy itchy Scott came ugly face so killed him. Tasty.
4 / / Itchy. Tasty.
RESEARCHER'S WILL
=======================================================================
LOCATION - on the desk in the UPSTAIRS OFFICE, near the EAST STAIRS.
Researcher's Will
There is a letter.
June 3, 1998
My dearest Alma,
Let me first apologize for not being able to call you. A man wearing
sunglasses didn't permit any phone calls. Sorry Alma. I sit here trying to
think of where to begin, of how to explain in a few simple words all that's
happened in my life since we last spoke, and already I fail.
I hope this letter finds you well, and that you'll forgive the tangents of
my pen; this isn't easy for me. Even as I write, I can feel the simplest of
concepts slipping away, lost to feelings of despair and confusion - but I
have to tell you what's in my heart before I can rest. Alma, please believe
that what I'm telling you is the truth.
The entire story would take hours for me to tell you, and time is short, so
accept these things as fact: last month there was an accident in the lab and
the virus we were studying leaked.
All my colleagues who were infected are dead or dying, and the nature of the
disease is such that those still living have lost their senses. This virus
robs its victims of their humanity, forcing them to seek out and destroy
life. Even as I write these words, I can hear them, pressing against my
door like mindless, hungry animals.
Alma, I have tried to survive only to see you again. But my efforts delayed
the inevitable; I am infected, and there is no cure for what will follow -
except to end my life before I lose the only thing that separates me from
them.
My love for you.
In an hour I'll have entered my eternal sleep where there is peace. Please
understand. Please know that I'm sorry.
Martin Crackhorn
***NOTE***
As Jill, you'll only find the bottom half of the letter at it's location,
because somebody tore off the top half. The document will begin with:
"A letter is slipped inside.
The top part of the letter is torn off. The rest of the letter is legible.
Alma, I have tried to survive..."
and the rest will be the same.
***NOTE***
MAIL FROM THE CHIEF OF SECURITY
=======================================================================
LOCATION - on the table in the TROPHY ROOM, off of the WEST STAIRS.
Mail from the Chief of Security
CONFIDENTIAL
Attn: Chief of Security
Date: July 22, 1998 2:13
X Day is drawing upon us. Execute the following procedures within one week.
Prompt actions are demanded.
1. Lure S.T.A.R.S. to the estate, and obtain B.O.W.'s raw combat data
against S.T.A.R.S.
2. Collect two embryos of each mutated specimens as samples, excluding the
Tyrant. Dispose of the Tyrant.
3. Ensure complete disposal of the Arklay Laboratory including all
personnel and test animals. Disguise their deaths as an accident. When the
above procedures are executed, report to headquarters for further
instructions.
If for some reason you are unable to execute the procedure by the deadline,
report immediately. In case of emergency situations, report directly to the
extension number 5691.
SUICIDE NOTE
=======================================================================
LOCATION - found on the desk in ROOM 001, next to the SELF DEFENSE GUN.
Suicide Note
June 22, 1998
I had to do it. We ran from those things - helping each other to survive.
But Robert started to show the symptoms. I had to do it. Those damn things
are pure evil.
There was no other way. He would have done the same if it were the other
way around. After I put him out of his misery I had to just leave him in
the bathroom. Now I'm probably the last one....
How could this happen? I'll never forgive myself for being part of this
project. Eventually I'll get what's coming to me, though. There's no way
to escape from this nut house. It's just a matter of time now.
Everything is set. All I need is a little courage to get it done. Knowing
I'll leave many things undone is regret beyond words. But, this is better
than just waiting to turn into one of them. Please understand and at least
let me end my life as a person.
There's a message on the back.
Linda, please forgive me...
PLANT 42 REPORT
=======================================================================
LOCATION - On the bed in ROOM 002.
PLANT 42 REPORT
Four days have passed since the accident. The plant at Point 42 is growing
at an amazing rate. Although there are many unknown aspects about this
plant, we know in comparison with the other group of plants, the T-Virus has
had a substantially stronger affect on this one.
The T-Virus has drastically morphed its host's anatomy as well as its size.
Looking at its current state, it's difficult to imagine its original
appearance. Nowhere on Earth will you find anything like it.
We've also found that PLANT 42 has two main source of acquiring its
necessary nutrients. One source is through its root. Somehow it has rooted
itself down into the basement.
Immediately after the accident, a scientist went mad and destroyed the Aqua
Ring. Ever since, the basement has been like a pool. There is a high
possibility that it's one of the chemicals in the water that's promoting the
PLANT 42's rapid growth. However, we have yet to determine the specific
chemical.
A bulb-like body of the PLANT 42 has been sighted hanging from the ceiling
of the first floor. We are sure that it used the air ducts to reach the
first floor. Numerous long tentacle-like vines are protruding from the
bulb.
We believe the vines are the second means of acquiring its nutrients. When
the PLANT 42 senses prey, it uses the tentacle-like vines to capture its
prey. After doing so, suckers on the vine drain the prey of its blood.
We've also noticed that it has some intelligence. When it captures its prey
or when it's inactive, the vines twine around the door to stop possible
intruders.
Unfortunately, a several of our scientists have already fallen victim to
this PLANT 42. When we heard the stories from the survivors, they all
observed one thing in common: When the uniform petal-like flaps open and
reveal its vital internals, it has a tendency to become more aggressive.
One witness reported that it was as if it was trying to protect itself. Why
it behaves the way it does is still unknown.
May 21, 1998
Henry Sarton
ORGANIC CHEMISTRY LAB REPORT
=======================================================================
LOCATION - the white book in the bookcase in ROOM 003.
Organic Chemistry Lab Experiment
The similarities in the cellular characteristics of the rapidly growing
plant infected by the Tyrant Virus have been reported in previous papers.
However, while repeating these experiments, an interesting new fact became
clear.
We learned that a chemical in the UMB family, UMB No. 20, contains a
compound that that is toxic to the cells of the plant. We have given UMB
No. 20 a new name: V-JOLT. If calculations prove correct, when V-JOLT is
applied directly to the root of the plant, the entire plant should be dead
within 5 seconds.
The V-JOLT can be made by simply mixing the VP and UMB chemicals in a
specific ratio. However, extra care must be taken when handling these UMB
chemicals. They have been known to generate toxic gases if mishandled.
The characteristics of each UMB chemical are as follows:
UMB No. 3 red
Yellow-6 yellow
UMB No. 7 green
UMB No. 10 orange
VP-017 blue
V-JOLT dark brown
FAMILY PICTURE & NOTES
=======================================================================
LOCATION - sections located in various places, which include on the desk in
the CABIN, next to the JEWELRY BOX on the stand in LISA'S ROOM, and in the
casket in JESSICA'S TOMB.
A family picture and notes
(picture of Trevor family)
There's something written on the back.
Nov. 10, 1967
-Progenitor Virus administered
-Jessica
Administered virus: Type-A
Plasmolyzing of tissue during cell activation.
Virus fusion: Negative
Action: Disposed
-Lisa
Administered virus: Type-B
Plasmolyzing of tissue during cell activation.
Virus fusion:
Positive but delayed fusion.
Body modification:
Observed constant results.
Status:
Continue protective observation.
-George
Action: Terminated (Nov. 30, 1967)
There's a journal left by someone.
Nov. 14, 1967
I feel dizzy after that shot they gave me. I don't see Mom. Where did they
take her?
She promised that we would escape together. Did she escape alone and leave
me behind?
Nov. 15, 1967
I found Mom. We ate together. I was very happy.
But she was a fake. Not my real Mom. Same face but different inside.
Have to find Mom. Have to give face back to mother.
I got Mom's face back.
Nobody can have my Mom except me. I attach her face to me so she doesn't go
away.
Because Mom sad when I meet her without her face.
Nov. 17, 19 7
from inside box, scent of mommy. maybe true mother there.
stone box hard. It hurt. steel rope in the way.
can't see mother becuz 4 stones.
19
daddy atached first
momm atached scond
iNside reD and sLimy
whiTe and haRd
not true moM wheRe
dunno dad
found mum again
whne atachd momMy
she move no more
she screaming
why?
Jst want to b with her
4
mom
where?
I mis yuo
It's a letter.
To my Lisa,
Day by day I can feel my consciousness drifting further away.
The shots given to me by men in white clothes made some of mommy's itching
go away. Today they gave me another shot saying it was "nutrition".
When they give me the shots mommy's can think straight, but mommy's shocked
and sad because mommy's unable to think of you all the time. Mommy's
afraid. Afraid of forgetting everything, especially the memories of you and
daddy... What your faces look like, how we used to be together... They're
all starting to disappear into somewhere dark in my mind.
Oh Lisa, I wish I could touch your face and hold you in my arms right now,
so that I can hold on to our wonderful memories of you and daddy. Lisa we
can't stay here and longer. We have to escape!
Listen to me Lisa. Our chance to escape is the next time when we go to that
lab together. We'll both pretend that we are both unconscious and when that
man in white clothes is off guard that will be our chance.
When we're on the outside, let's look for daddy together. Okay sweetie? Be
strong, Lisa.
Nov. 13, 1967
Jessica Trevor
BARRY'S PHOTOGRAPH
=======================================================================
LOCATION - in Jill's scenario only. Dropped by Barry after saying no to
giving his gun back in JESSICA'S TOMB.
BARRY'S PHOTOGRAPH
(picture of Barry's family)
This is the photograph that fell out of Barry's shirt just before he fell in
to the pit. There's something written on the back.
LETTER OF A RESEARCHER
=======================================================================
LOCATION - in the X-RAY ROOM, on the desk near the x-ray chart board.
Researcher's letter
June 8th, 1998
My dearest Ada,
By the time you read this letter, I will no longer be the person you once
knew. The results of my test came out today, and as I suspected, it came
out positive. I feel like I am teetering on the edge of reason just
thinking about my impending doom. I would give anything not to have to
become one of them.
As far as I know, you are not infected. I sincerely hope things do not
reach such a desperate pass, but if it has turned out that you are now the
last person remaining alive, I want you to get the material from the Visual
Data Room.
Then, activate the Self-Destruct System in the Power Room, and escape from
here. Please do everything in your power to make this whole accident
public.
If everything is still running normally, you should be able to release all
the locks using the Security System. I have set up the terminal in the
small security room so that you can log in to the system using my name and
your name as the password.
You will need another password to release the lock of the door in Basement
Level Two where the Visual Data Room is located. As a safety measure I have
coded that password into an X-ray picture; a roentgenogram. I know you, and
I'm sure you will be able to work it out without any trouble.
There is just one more thing...and it's my last request. I hope you never
have to lay eyes on me in this state, but if you do happen to run into me in
my hideous form, I beg you to put me out of my misery. I hope you
understand.
Thank you, Ada.
Yours truly,
John
V-ACT
=======================================================================
LOCATION - next to the security computer in the SPECIMEN EXAMINATION ROOM.
V-ACT
Researcher's note
There is now evidence that when the host loses consciousness, the body goes
into a dormant state. During this time the virus becomes active and rapidly
transforms and reconstructs the basic composition of the body. The host
eventually mutated into a humanoid creature. (We call them V-ACTs)
Already four of our researchers have died from trying to feed it, turning
the place into an instant blood bath. (Ever since this tragic and barbaric
accident, we have decided to call its kind "Crimson Heads").
That dangerous and precious prototype specimen can't be left there. We have
to figure out a way to deal with it. Termination is definitely not an
option. We finally decided to freeze the specimen and confine the body
inside the basement of the backyard cemetery.
FAX
=======================================================================
LOCATION - on the shelf next to the Gamecube in the FUEL ROOM.
FAX
To: Sanitation Division
Attn: Manager of Sanitation
From: Raccoon Disaster Contingency Committee
The contents of this fax are confidential and intended for the named
addressee only. Any copying, or disclosure of the contents of this fax to
any third party is strictly forbidden by the sender. After reading the
contents of this fax, must be destroyed immediately.
We expect significant increase in the damage done by the recent T-Virus'
outbreak than initially estimated. There are several concerns.
First concern
More than half of the researchers have been infected by the T-Virus and
died. It has also been reported that almost all of the survivors of this
accident are starting to show symptoms of the T-Virus infection.
Second concern
Our Secret Security Patrol Team has also been completely eradicated.
Therefore, our most secret research is in danger of public disclosure.
Quick actions are demanded to prevent mass media coverage.
Third concern
There is a high possibility that most of the specimens are running loose
inside the compound. We expect many casualties to follow. However yet
unfortunate, these casualties underscore the success our research results.
Actions must be taken to prevent our research results from being made
public.
We suspect the first official intervention will come from the State Police
and S.T.A.R.S. We strongly recommend taking measures against them first.
SECURITY PROTOCOLS
=======================================================================
LOCATION - In the cabinet to the right of the secret door in the VISUAL DATA
ROOM.
SECURITY PROTOCOLS
LEVEL ONE
Heliport/For executive use only. This restriction does not apply in the
event of an emergency.
BASEMENT LEVEL ONE
Passage to Heliport/Entry is prohibited unless accompanied by a Consultant
Researcher or the Chief of Security. Unauthorized persons entering the
heliport will be shot on site.
Elevator/The elevator stops during emergencies.
BASEMENT LEVEL TWO
Visual Data Room/For use by the Special Research Division only. All other
access to the Visual Data Room must be cleared with Keith Arving, Room
Manager.
BASEMENT LEVEL THREE
Prison/Sanitation Division controls the use of the prison. At least one
Consultant Researcher (E. Smith, S. Ross, A. Wesker) must be present if
viral use is authorized.
Triple Lock Door/Entry into the room is limited to the sole person who
deactivates the lock with all of the Pass Codes. Accessing the exclusive
Output Terminals located in each section of the Senior Researchers
deactivates the lock.
Power Room/In this room nitro compound is used as the primary fuel source of
power. Access is limited to Headquarters Supervisors. This restriction may
not apply to Consultant Researchers with special authorization.
Pass Code Output Terminals/Use and access of the Output Terminals is limited
to authorized Senior Researchers.
BASEMENT LEVEL FOUR
Regarding the progress of "Tyrant" after the administration of T-Virus...
(Illegible hereafter...)
OBSERVATION NOTE
=======================================================================
LOCATION - on Wesker's body after being killed by Tyrant in the TYRANT LAB.
If playing as Jill, be sure to search him before checking on Barry (if he's
with you) or Wesker will run off and you won't be able to get the file.
Observation Note
The discovery of the G-Virus was in fact 21 years after the administration
of the primogenitor virus.
The "Prototype Parasite" which we had delivered from a laboratory in France
was administered to the sample specimen. The sample specimen took in the
parasite without showing any signs of adverse reaction.
The lack of any reaction was an unsolved mystery. But now everything is
clear to me now. The "Prototype Parasite" was incubating in the sample
specimen's body for 21 years. Then from that incubating state the prototype
suddenly mutated. ("Evolved" may be a more appropriate word to describe
it.)
This observation gave me more insight in my research. Through further
modification and testing, I was able to derive a method to create the "G"
that surpasses the performance of the "T". This was the breakthrough that
would change the future of the B.O.W.'S history.
I can't wait to see the look on Alexia's annoying face when I finally
announce my research. But unfortunately I'll have to wait a few more years
to completely verify my findings.
Each character has six different endings, which directly depend whether or
not you save your partner and/or other playable character. Your ending will
also vary depending upon when your partner character is killed. Chris's
partner character is Rebecca, while Jill partners up with Barry. The other
playable character you don't pick is the one who will be in the jail cell
near the end of the game to rescue. Below, I'll detail how to interact with
your partner to cause the game's story to change. After that, I'll tell you
the criteria for the endings, and give a brief synopsis of them.
KILLING PARTNER: FIRST OPPORTUNITY
==================================
To kill Barry in JESSICA'S TOMB, don't give his gun back when he asks for it
in the last battle with Lisa, or let Lisa knock him off the edge of the
platform. To kill Rebecca when the hunter attacks her, don't bother to go
looking for Rebecca when you hear her scream.
KILLING PARTNER: SECOND OPPORTUNITY
===================================
To kill your partner character in the final battle with Tyrant, don't shoot
at Tyrant, and get your partner between him and you. Tyrant should either
strangle the character and then impale him/her, or slash him/her to death.
SAVING OTHER PLAYABLE CHARACTER
===============================
To save the other playable character in the game, you have to find the three
MO DISKs throughout the game. Two are in the laboratory where you need
them, so this isn't very hard to do. After you have the MO DISKs, use them
on the passcode output terminals AKA black Gamecubes in the lab to unlock
the door to the prison where they are being held. After talking with Wesker
in the TYRANT LAB, you'll be able to let them out of the cell there, either
by the alarm system or a key you get from Wesker.
BEST ENDING
===========
- Barry did not die during the game
- saved Chris from the jail cell in the laboratory
The helicopter leaves the mansion as it is blown sky high by the
self-destruct system. Jill falls asleep on Chris's shoulder in the
helicopter. Chris looks at Barry, and he's reloading his MAGNUM REVOLVER.
He then gazes out the window as the helicopter flies off.
VERY GOOD ENDING
================
- Barry did not die during the game
- did not save Chris from the jail cell in the laboratory
The helicopter leaves the mansion as it is blown sky high by the
self-destruct system. Jill sees Barry looking at a picture of his family.
Barry hopes them and Chris are okay. Jill says she knows Chris is still
alive. She then gazes out the window as the helicopter flies off.
GOOD ENDING
===========
- Barry gets killed in the final battle with Tyrant
- saved Chris from the jail cell in the laboratory
The helicopter leaves the mansion as it is blown sky high by the
self-destruct system. Jill falls asleep on Chris's shoulder in the
helicopter. He then gazes out the window as the helicopter flies off.
BAD ENDING
==========
- Barry gets killed in the battle with Lisa in JESSICA'S TOMB
- saved Chris from the jail cell in the laboratory
The helicopter flies away from the mansion. Jill falls asleep on Chris's
shoulder in the helicopter. He then gazes out the window as the helicopter
flies off. The Tyrant's eye watches the helicopter as it leaves the estate
behind.
VERY BAD ENDING
===============
- Barry gets killed in the final battle with Tyrant
- did not save Chris from the jail cell in the laboratory
The helicopter leaves the mansion as it is blown sky high by the
self-destruct system. Jill takes her hat off and looks exhausted. She
gazes out the window as the helicopter flies off.
WORST ENDING
============
- Barry gets killed in the battle with Lisa in JESSICA'S TOMB
- did not save Chris from the jail cell in the laboratory
The helicopter flies away from the mansion. Jill takes her hat off and
looks exhausted. She gazes out the window as the helicopter flies off. The
Tyrant's eye watches the helicopter as it leaves the estate behind.
BEST ENDING
===========
- Rebecca did not die during the game
- saved Jill from the jail cell in the laboratory
The helicopter leaves the mansion as it is blown sky high by the
self-destruct system. Jill falls asleep on Chris's shoulder in the
helicopter. Chris looks at Rebecca, and she is sleeping on the bench on the
other side of the cabin. He then gazes out the window as the helicopter
flies off.
VERY GOOD ENDING
================
- Rebecca did not die during the game
- did not save Jill from the jail cell in the laboratory
The helicopter leaves the mansion as it is blown sky high by the
self-destruct system. Chris asks if Rebecca is tired. She says no, and
beings to apologize for what she did during the mission. Chris interupts
and says that this mission was too strange anyway. He then gazes out the
window as the helicopter flies off.
GOOD ENDING
===========
- Rebecca gets killed in the final battle with Tyrant
- saved Jill from the jail cell in the laboratory
The helicopter leaves the mansion as it is blown sky high by the
self-destruct system. Jill falls asleep on Chris's shoulder in the
helicopter. He then gazes out the window as the helicopter flies off.
BAD ENDING
==========
- Rebecca gets killed by the hunter in the SECOND FLOOR STUDY
- saved Jill from the jail cell in the laboratory
The helicopter flies away from the mansion. Jill falls asleep on Chris's
shoulder in the helicopter. He then gazes out the window as the helicopter
flies off. The Tyrant's eye watches the helicopter as it leaves the estate
behind.
VERY BAD ENDING
===============
- Rebecca gets killed in the final battle with Tyrant
- did not save Jill from the jail cell in the laboratory
The helicopter leaves the mansion as it is blown sky high by the
self-destruct system. Chris stretches his arms and looks exhausted. He
gazes out the window as the helicopter flies off.
WORST ENDING
============
- Rebecca gets killed in the battle with Lisa in JESSICA'S TOMB
- did not save Jill from the jail cell in the laboratory
The helicopter flies away from the mansion. Chris stretches his arms and
looks exhausted. He gazes out the window as the helicopter flies off. The
Tyrant's eye watches the helicopter as it leaves the estate behind.
There are a few secrets to unlock in this game, if you're skilled enough to
get them that is. I credit www.gamefaqs.com and www.gamewinners.com as the
sources for this info.
SAMURAI EDGE
============
Beat the game in under five hours on normal or hard mode. This weapon is an
automatic handgun with infinite ammo. It will be in your inventory at the
start of the game if you haven't unlocked the Infinite Ammo Rocket Launcher
yet.
INFINITE AMMO ROCKET LAUNCHER
=============================
Beat the game in under three hours on normal or hard mode. This weapon is
an anti-tank rifle that will fire rockets. Plus it has infinite ammo. It
will be in your inventory at the start of the game.
ALTERNATE COSTUMES
==================
Complete the game once to get that character's first costume. Complete the
game a second time as the same character to get that character's second
costume. If you're playing as Chris, Rebecca will also change into an
alternate outfit if you put on one of his alternate costumes. Barry doesn't
have an alternate outfit.
Jill Costumes
- first costume - Sarah Connor's costume from "Terminator 2"
- second costume - Jill's costume from "Resident Evil 3"
Chris Costumes
- first costume - Brad Pitt's costume from "The Mexican"
- second costume - Chris's costume from "Resident Evil: Code Veronica"
Rebecca Costume
- Julia Robert's costume from "The Mexican"
EXTRA DIFFICULTIES
==================
Complete the game once. You will have a new title screen after reloading
the game, and you'll now have Easy, Normal, and Hard for difficulties if you
pick "Once again..." Easy is identical to the Hiking difficulty, and Normal
is identical to the Mountain Climbing difficulty.
ONE DANGEROUS ZOMBIE MODE
=========================
Complete the game once as both Chris and Jill in the same save file.
Forest, the zombie from the EASTERN OUTDOOR BALCONY in the mansion will
replace certain zombies during the game. You must not attack Forest or the
grenades strapped onto him will explode and kill you.
REAL SURVIVOR MODE
==================
Complete the game once. In this mode, the item boxes do not transfer items
to other item boxes, and you have no autoaim. Note however that the door
that usually has the broken handle at the EAST STAIRS is always repaired.
INVISIBLE ENEMY MODE
====================
Complete the game in Real Survivor mode once. In this mode, the enemies
will be invisible, and you won't have autoaim. However, you can still see
enemies' reflections in mirrors.
SPECIAL FEATURES
================
Complete Invisible Enemy mode in under five hours. The special features
option contains a message from the development team and unused costume
designs.
GRENADE LAUNCHER GLITCH
=======================
This glitch is supposed to double certain types of grenade ammo. I
discourage the use of cheats and glitches to win games though, so I'm not
posting it here. If you want to know how to do it, then go to
www.gamefaqs.com to look it up.
Q: Why won't Barry save me when I get the SHOTGUN from the LIVING ROOM
early as Jill?
A: You are doing one or both of two things wrong. Either you're not coming
to the room first thing, or you're not checking both doors when the ceiling
begins to descend in the CONNECTING CHAMBER. Barry won't come to help you
after you get the ACID SHELLS from him in the MAIN HALL.
Q: How come I can't make the V-Jolt as Chris while I'm playing his
secenario?
A: Chris doesn't know anything about medicine, so he can't make the V-Jolt.
The only way to make the V-Jolt is to get Rebecca to show up at the
Residence. To do that, let Richard die in the mansion by not bringing him
the SERUM in time.
Q: What do you do with the WOODEN PLANK you find in the CURTAIN CORRIDOR in
the mansion?
A: You use this item to make the MANSION 2F MAP. Go to the FIREPLACE ROOM
(accessible from the EAST STAIRS) and bring the LIGHTER and the WOODEN PLANK
with you. Start a fire in the fire place, then use the WOODEN PLANK on the
diagram above the fireplace. The diagram will be burned into the paper on
the wood, and you'll now have the MANSION 2F MAP when you take the WOODEN
PLANK back.
Q: I'm almost out of ammo/healing items/ink ribbons and I'm surrounded by
monsters! What can I do to get out of this mess?!
A: Go to the rooms marked in red on your map. They are rooms you still
have not found all the items in. If that doesn't help, you can always
restart and be sure to conserve ammo and health more.
Q: TREVOR'S DIARY mentions a secret room behind a painting in the ART ROOM.
How do I get into the secret room?
A: Go to the painting of the mansion in the small hallway in the ART ROOM,
and click on it like you're opening a door. You'll need the CLOSET KEY
mentioned above to unlock the secret door though.
Q: Who was shooting when Joseph was attacked by the dogs in the opening?
Was it Jill or Joseph?
A: Myself, I think it was Jill. The shots definitely sound like Beretta
shots, and Joseph was holding a shotgun. Her gun clicks when she runs out
of ammo. I decided it was Jill because she seemed to be the most logical
person to be firing the shots.
The people who argue it was Joseph say he pulled a pistol when he was
attacked and you can clearly see it from the view of his video camera. I
think that the "pistol" visible in his hand is nothing but the handle of the
shotgun. THAT'S clearly visible to me.
People continue to argue that the reason Jill's gun is clicking is because
she forgot to take off the safety and not because she ran out of ammo. They
point out that the slide's not pushed back like a handgun should be when
it's out of ammo. Myself, I think it's just a minor detail Capcom
overlooked when making the video.
A third point people use to say Joseph was firing was that the dogs never
bothered to attack Jill during the shots, therefore she wasn't shooting. I
think that since they'd already taken down one of their prey, they'd be too
absorbed in eating. Either that or Jill was so scared to death she missed
all her shots. I've seen how the monsters behave in this game when there's
more than two characters around. They tend to focus on one character at a
time, even though the other one might be shooting the heck out of it. A
prime example is the Tyrant battle. Perhaps that's the same case in this
scenario.
I'm going to stand beside my opinion that it was Jill shooting in the
opening, because that was my first impression of what was happening during
that part. I'm not going to change my description of the opening if somebody
sends in that Joseph was shooting. If I changed it, then the Jill people
might get angry at me and say that she was shooting. And if I listened to
them and changed it back, then the Joseph people would be breathing down my
neck again. I want to avoid all that.
- Thanks to my dad for giving me jobs to do to pay for my Gamecube and this
game!
- Thanks to Capcom!
- Thanks to S.D. Perry for her brilliant novelization of the Resident Evil
series!
- Thanks to the people who contributed something to the FAQ!
- Thanks to you, because you're the one who took the time to read my FAQ!
- BIG, Big thanks to GameFaqs, THE best video game site on the net!
This guide is the sole property of Nathan Norris, author of this guide.
Don't rip off this guide in part or whole, or I will be forced to act
against you. Don't rip off this guide then alter it to death and claim it
as your own. This guide may not be used for ANY profitable reasons
whatsoever, even if no money is made.
I'm tired of all these websites requesting my guides for their sites, so
from now on, these are the only sites that may use my guides:
This makes it very simple for me to keep track of what state each version is
in each site. If you find this guide on some other site, and it is
incomplete, go to www.gamefaqs.com. before requesting help from me. Since
gamefaqs.com is the first place I send every piece of my work, they are sure
to have the most up-to-date version of my guides.
Also, if you find this guide on www.cheatcc.com, notify me immediately.
They have ripped off of me before and I'm not gonna let them do it again.