A Resident Evil Speed FAQ for the Nintendo GameCube.
by Dave Riley, transcribed and produced by Amdy S. Myart.
twitter: @fastkarate
tumblr: fastkarate.tumblr.com
website: daveandjoel.com
-------
Version
-------
2/1/15 - Version 2.JBLL - Wowwww, has it really been 13 years? Since
then I've built a career, done nearly a decade of podcasting, written
two novels, gotten married, and thought about owning a dog! Please enjoy
mind and Andore's guide in the finest HD resolutions on your PS4 or
whatever!
(big ups to norondor, without whom I think there would be no JBLL)
(big ups to Gerardo, who sent relevant info to fix an omission)
(big ups to people who tweet thanks at me after all this time!)
6/25/02 - Version 2.0 - Thanks to Michael Durkin-Willman for pointing
out that we're IDIOTS and basically told you to discard the cylinder
right before you used it by not putting it in our item lists.
6/06/02 - Version 2.0 - Just wanted to beat it below two hours and
check what matters to the clock. Don't expect another revision without
something earth shattering (like a five minute drop). Best time.
1:56:08
6/05/02 - Version 2.0 - It's about as updated as it's gonna get. Best
time is 2:01:36
6/03/02 - Version 1.5 - Some pretty heavy updates. Cut a good half
hour off the time. The best time we've gotten so far is 2:25:28 but
that's with a few screw ups. Plan one more revision.
5/20/02 - Version 1.1 - Changed the format to make things more readable.
Fixed some spelling errors. Thanks to the openback for pointing them
out.
5/8/02 - Version 1.0 - Trying to see if there's anything else possible
to trim off.
------------
Introduction
------------
You'll get a time of less than 2:30 if you use this guide and are
fairly familiar with the game. If you ignore everything listed as
optional you should be able to beat the game in under two hours
with just a little work.
There STILL wasn't a SpeedFAQ up for this game yet. So we took it upon
ourselves to write one. This is written for Jill assuming you're
starting from a completely fresh game. That means no Samurai Edge and
no "Grenade Glitch" either (if you're playing the HD REmaster, there's
no more grenade glitch anymore anyway, suckers!)
You'll be playing this totally fair. And frankly, it'll be a lot more
rewarding when you get all those nice prizes without taking the easy
way out, now won't it? :D
This is not meant to let you play the game. If you want to get a good
time you have to skip the cutscenes, let basically everyone die, and
leave a good deal of items behind. This walkthrough is not meant to
guide you through your first playthrough.
Since we've been getting so many emails about it, YES everything you
do in the game counts as time spent. Inventory screen, paused, reading
files, whatever.
------------------------------
Legal things I know nothing of
------------------------------
Don't steal this. If you steal it, or plagiarize anything from it, it'd
bum me out. :/
---------
Breakdown
---------
This is not to get you a spot in the limelight. This is not to get you
the super awesome best time ever. In making this FAQ, we wanted to make
something to help the average person get a reasonably good time, and we
think we did a good job at that! So if you’d like to be an A+ pro, best
of the best, there are better FAQs that tell you how to get better times
on harder difficulties with fewer weapons. This FAQ isn’t designed to get
you on Awesome Games Done Quick. More like, it'll secure your spot on
Awesome Games Done Marginally Faster Than What's Strictly Necessary To
Qualify As A Speed Run (AGDMFTWSNTQAASR) :D
So sit back, enjoy, and have a relaxing time! This FAQ is designed to get
you your rocket launcher with minimal mussing and fussing.
To get a good time you will be agreeing to certain things.
1. You must be playing in normal mode. This walkthrough is written
for it, and you can't get special weapons on easy.
2. You're going to play as Jill [Jbll?]. Chris has his charms, but Jbll
has an easier time of things (provided you don't get bit too much).
3. You're willing to let your supporting characters die. All of them.
4. You'll leave a crapload of stuff behind, you won't even visit some
rooms.
-----
Notes
-----
Note 1 : Get the -FLAME ROUNDS- Barry leaves for you in the SAVE ROOM.
You absolutely need these later. We're emphasizing it here because
you're not gonna do well without them. Do NOT forget.
Note 2 : The names we give the halls can be important in reading the
walkthrough. Make sure you have an idea of what each one is.
Note 3 : Saving will not be covered in this except in two key points.
If you take the ribbons found next to save boxes you will have more
than enough to save. Good places to save are at the Item Box in the
beginning of the Caves, and the Typewriter after going through the gate
until the stairs of the Main Hall of the mansion.
Note 4 : Using a defense item is a good way to get past a zombie without
using bullets or getting hit.
Note 5 : If you come upon -HERBS- I haven't mentioned or have told
you to ignore, and you have use for them at the time, feel free to
take them. Otherwise leave them behind as inventory space is often
critical. Especially in the beginning.
Note 6 : Shooting a zombie in the knees tends to knock it down pretty
fast. If you heard a *POP* when you shoot it in the leg, that zombie's
down for good. It won't be coming back at all. Think of it like a
headshot with a better chance of success. Don't worry about it much.
The zombies you kill either won't be coming back as crimsons, or it
won't matter if they do.
------------------------------------
VERY IMPORTANT TO READ : DO NOT SKIP
------------------------------------
Anything you see between the "<<" and ">>" are purely optional items.
If you've been playing well you won't need these items in anyway.
However, if you're the cautious type then go ahead. Avoiding all the
optional items in this walkthrough will have you ending up with about
five magnum rounds, six or seven explosive rounds, and a first aid
spray or two extra. Note that picking up ALL the optional items may
screw up your carrying capacity and cause problems in the walkthrough.
Take at your own risk. We may update this later with a fleshed out
optional path.
Keep this in mind if you want the best time possible. There are NO
green herbs. There are NO red herbs. You are able to beat this game
with the use of four or less first aid sprays and maybe one blue herb.
This will get you a time of less than two hours.
----------------------------------------
Dave tells you what matters to the clock
----------------------------------------
*Paused - YES.
*Inventory Screen - YES.
*Box Menu - YES.
*Cutscenes - This one I'm not exactly sure about. Yes, it does at to
your time, but it doesn't seem to add the full length of the cutscene
to your time.
So to sum things up, yes everything you do in the game counts in some
way towards time. The only thing I didn't check was the disk swap.
I don't particularly feel like doing it either. Don't challenge me
on this, I've checked them all myself.
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Walkthrough Part 1 - The Mansion
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
--------------
MAIN HALL - 1F
--------------
You're in the MAIN HALL but not for long. Immediately you'll go west
to the DINING ROOM.
Barry will kill the zombie. Now go back to the MAIN HALL.
--------------
MAIN HALL - 1F
--------------
Go up the stairs to the second floor, then immediately back down to
trigger the cutscene. After this, head back through the west door to
the DINING ROOM.
<<Get the -GREEN HERB- directly in front of you and combine all three
together into one. You have to do this, you can't afford more than
one spot for -HERBS- at this point.>>
Dodge the zombie around the corner don't waste bullets killing him.
Get the -ARROW- from the statue.
<<Get the -HANDGUN MAGAZINE- from in front of the last mirror.>>
Again dodge or knock down the zombie near you. Knocking down is
preferred, as you won't get hit. Go through the door on the right at
the end of the hall, unlocking it from the inside.
------------
BALCONY - 2F
------------
Take a left and get the -DAGGER- on your left and continue that way
to the double doors. Take these to go to the MAIN HALL.
--------------
MAIN HALL - 2F
--------------
Go through the painted door on the landing between the first and second
floors to get to the GRAVEYARD.
---------
GRAVEYARD
---------
Avoid the zombie nearest you. Now go to the statue and examine your
-ARROW- to get the -ARROWHEAD- then use that on the statue. Go down
the stairs and to the end to get the -BOOK OF CURSE- examine the book
of curse's back to get the -SWORD KEY-. Go back up stairs and back
into the MAIN HALL. The zombie you evaded earlier will probably be
waiting for you at the top of the stairs. Feel free to stick that shiny
defensive weapon of yours into his skull when he grabs you. If you
manage to dodge him or he's decided to hang around on top of the stairs,
consider yourself lucky.
--------------
MAIN HALL - 1F
--------------
Go up the stairs, take a left and through the closest door (unlocking
it with your -SWORD KEY-) to the U SHAPED HALL.
------------------
U SHAPED HALL - 2F
------------------
Go all the way to the other side, killing the first zombie in this
hall and avoiding/dropping the second. Go through this door into the
LIBRARY.
------------
LIBRARY - 2F
------------
<<Grab the -HANDGUN MAGAZINE- off the table.>>
Take the nearby -WHISTLE- and the -LIGHTER- from the other table. Now
leave through the other door to get to the SAVE ROOM HALL.
-------------------
SAVE ROOM HALL - 2F
-------------------
Here, dodge the two zombies upstairs and knock down/kill the one
downstairs.Enter the closer door that's under the stairs to get to
the SAVE ROOM.
--------------
SAVE ROOM - 1F
--------------
Deposit your -KNIFE-, and -HANDGUN-. You should be out of -HANDGUN
MAGAZINE- now, if not...deposit that too.
-------------------
SAVE ROOM HALL - 1F
-------------------
Go through the door with the broken handle (the only other door on
the first floor other than the one to the save room). At the end at
the bottom of the hall. This takes you to the DARK CORRIDOR.
------------------
DARK CORRIDOR - 1F
------------------
Go through the door on your left to the SQUIGGLY CORRIDOR.
Grab the -DAGGER- off the table and the -SHOTGUN- from the wall. Now
leave. As the ceiling is falling on you search both doors and Barry
will come to save you. You are now back in the SQUIGGLY CORRIDOR.
Now go to the door to your right when facing the door to the BATHROOM.
This will take you OUTSIDE.
------------
OUTSIDE - 1F
------------
Take the -CHEMICAL- from the wheelbarrow and go right back to the
SQUIGGLY CORRIDOR.
Taking the herbs here will screw up your item space. Don't do it unless
you're really nervous and be prepared to make an unscheduled trip to
the box unless you use 'em.
No go through the door to your left to find yourself in the DOG HALLWAY.
----------------
DOG HALLWAY - 1F
----------------
Run to the end, watching out for the dogs that burst through to harass
you. Don't worry they won't be able to hit you.
-------------
ART ROOM - 1F
-------------
Go through the double doors and back to the MAIN HALL.
--------------
MAIN HALL - 1F
--------------
Here you will meet Barry, take the -ACID ROUNDS- from him. Go upstairs
and across the hall to the BALCONY.
------------
BALCONY - 2F
------------
Here use the -SWORD KEY- on the NorthWest door to get to the CURVY
HALL.
-----------------
CURVY HALL - 2F
-----------------
Lockpick the door right in front of you to get to the DOG TERRACE.
----------------
DOG TERRACE - 2F
----------------
Now blow the -DOG WHISTLE- and kill the dog that comes out. You're
probably only going to want to kill the dog with the collar as shells
can get a bit tight at this point and you'll need the spare ammo. Take
and search his -COLLAR- for the -COIN- examine the back of the coin
and it will turn into the -IMITATION KEY-. If you need to, use the
herb patch that is the furthest away from the door. This is good for
three uses total if you need it. Go back through the door you came
from.
---------------
CURVY HALL - 2F
---------------
Go around the stairs and run by the zombie who hopefully has his back
to you. If not, the old dagger in the eye or shotgun to the knees will
take him down. Through this door and to the ARROW HALL.
-----------------
ARROW HALL - 2F
-----------------
Run straight ahead and to your right. Across from the door to the BIRD
HALL at the end of the room is the door to the THIRD FLOOR. Go there.
Watch out as the crimson head will wake up.
----------------
THIRD FLOOR - 3F
----------------
Go down the hall until you see the platform with the -ARMOR KEY-. Take
it and place the -IMITATION KEY- on the stand. Go back to the ARROW
HALL.
---------------
ARROW HALL - 2F
---------------
Go straight across to the BIRD HALL. Don't delay as crimson heads are
rather fast.
-----------------
BIRD HALL - 2F
-----------------
Go down the stairs and run to the door to the LONG HALL.
Go upstairs and through the door at the SouthEast corner.
------------
TERRACE - 2F
------------
Get the -GRENADE LAUNCHER- from Forrest's corpse. Do NOT get the
-GREEN HERBS- from behind him. Pick up the DAGGER- on the nearby bench
and leave immediately.
--------------
MAIN HALL - 2F
--------------
Leave and enter the U SHAPED HALL.
------------------
U SHAPED HALL - 2F
------------------
Go to the first door on your right to the RICHARD HALL.
-----------------
RICHARD HALL - 2F
-----------------
Talk to Richard. You now have to get him the -SERUM-.
------------------
U SHAPED HALL - 2F
------------------
Go back to the MAIN HALL.
--------------
MAIN HALL - 2F
--------------
Go across to the BALCONY.
------------
BALCONY - 2F
------------
Through the NorthWest door to the CURVY HALL.
---------------
CURVY HALL - 2F
---------------
Run downstairs, ignore all the zombies. The only one that might give
you trouble is the one that may've burst through the door to the DOG
TERRACE. Go down the stairs and enter the nearby door this is the DRUG
ROOM.
--------------
DRUG ROOM - 1F
--------------
Get the -SERUM- from the shelf.
<<If you have -HERBS- for some reason, deposit these too>>
Go through the door at the end of the hall, watch out for the zombie,
unlocking it with the -ARMOR KEY-. This is the F SHAPED HALL.
------------------
F SHAPED HALL - 1F
------------------
You are now in the F SHAPED HALL. Grab the -BATTERY PACK- on the desk.
Go through the NorthWest door to the PLANT ROOM.
--------------
PLANT ROOM - 1F
--------------
Use the -CHEMICAL-, turning the pump to red. Take the -DEATH MASK-
<<Space is still critical, take the five -GREEN HERBS- and combine
them into a big one and a medium sized one if you want. Be ready for
another trip to the box.>>
------------------
F SHAPED HALL - 1F
------------------
Run past the zombies that burst through the windows on your way out.
Take a left at the end of the hall and go through the door (unlocking
it in the process) to end up back at the LONG HALLWAY.
-----------------
LONG HALLWAY - 1F
-----------------
Go to the door directly to your right to get to the DINING ROOM.
Go through the double doors to get to the MAIN HALL.
--------------
MAIN HALL - 1F
--------------
Go right up the stairs and into the U SHAPED HALL on the east side.
------------------
U SHAPED HALL - 2F
------------------
From here go straight ahead and enter the door on the right to get
to the RICHARD HALL.
-----------------
RICHARD HALL - 2F
-----------------
Talk to Richard and go through the other door to the ATTIC ROOM. It's
pretty important that you use the -SERUM- on Richard, you need the
space.
---------------
ATTIC ROOM - 2F
---------------
Kill the zombie in your way to the door to your left to the VERY DARK
ROOM.
-------------------
VERY DARK ROOM - 2F
-------------------
In here use the -LIGHTER- on the candlestick. Get the -DAGGER- on the
desk if you feel you need it. Then push the dresser aside. Behind the
dresser is a zombie. Lure the zombie out and lead him around to the
other side of the table, and then go back in to search the shelf for
the -MUSIC NOTES-. Leave the room back to the ATTIC ROOM.
<<I know you're thirsty, but skipping the -HANDGUN MAGAZINES- in this
room is highly recommendation. You can take them if you want, but you
really don't need them and it may compromise space.>>
---------------
ATTIC ROOM - 2F
---------------
Head out to RICHARD HALL.
-----------------
RICHARD HALL - 2F
-----------------
Go out the door to the U SHAPED HALL.
------------------
U SHAPED HALL - 2F
------------------
Take the -CREST- above the fireplace. Go through the door at the
NorthWest side to the LONG CORRIDOR.
------------------
LONG HALLWAY - 1F
------------------
From here head to your right, killing the zombie on the way to the
PIANO ROOM that will be on your left. Your -SHOTGUN- may or may not
be empty now. If it is, don't worry.
---------------
PIANO ROOM - 1F
---------------
In the back of the PIANO ROOM there is a bookshelf you can move to
get the -MUSIC-. Combine it with your -MUSIC NOTES- and use it on the
piano. Now go into the secret door it opened and take the -GOLD CREST-
replacing it with the -CREST-. Leave this room.
------------------
LONG HALLWAY - 1F
------------------
In the DINING ROOM and place the -GOLD CREST- above the fire. Go to
the clock and set it to 6:00 by turning the large gear twice to the
right. Get the -SHIELD KEY-. Go to the MAIN HALL.
--------------
MAIN HALL - 1F
--------------
Go upstairs and to the U SHAPED HALL.
------------------
U SHAPED HALL - 2F
------------------
Go forward and into the door on the right to the RICHARD HALL.
-----------------
RICHARD HALL - 2F
-----------------
Go around the bend and into the ATTIC ROOM.
---------------
ATTIC ROOM - 2F
---------------
Head up the short set of stairs. Use the -SHIELD KEY- on the door and
go through. This is the SNAKE ROOM.
---------------
SNAKE ROOM - 2F
---------------
Now run past the giant snake and take the -DEATH MASK-. Try not to
get hit otherwise you will have to get -SERUM- from the DRUG ROOM if
you already used the -SERUM- on Richard. If you have no use for the
-SERUM- deposit it whenever you reach a box. Leave the room to the
ATTIC ROOM.
<<It's probably fine not to get Richard's -COMBAT SHOTGUN-, since you
have to do enough damage to Yawn to get him to drop it. But, you
probably have enough ammo to do it. Up to you!
If you'd like to pick it up, let Richard tank for you while you've
you're getting the -DEATH MASK--, then unload in Yawn enough to trigger
the cutscene. Grab the shiny new gun on the ground, then leave the room
and let that cuddly ole snake enjoy his new meal in peace.>>
-------------
IF POISONED :
-------------
Consider restarting. Getting poisoned without having the -SERUM- on
you is going to add significantly to your time. Though probably not enough
to ruin a <3 hour run, it'll hurt your <2 hr chances.
However, if you don't care about those few minutes read the directions below:
<<Go to the MAIN HALL, through the DINING ROOM and to the LONG CORRIDOR.
Go to the door immediately to your right and run past the zombie
waiting for you in the F SHAPED CORRIDOR. Run straight and through
the second door on your left. Now go to the door under the stairs into
the DRUG ROOM and get the -SERUM- from the self near the box. Return
to the U SHAPED CORRIDOR.>>
---------------
ATTIC ROOM - 2F
---------------
Down the stairs and out to the RICHARD HALL.
-----------------
RICHARD HALL - 2F
-----------------
Exit to the U SHAPED CORRIDOR.
----------------------
U SHAPED CORRIDOR - 2F
----------------------
Go to your right and take the green double doors around the bend to
the ARMORY.
-----------
ARMORY - 2F
-----------
Push in the far right statue, then the close left statue, then the
close right statue. Push the switch and take the -MUSIC BOX-. Now
examine it and press the two teardrop shaped buttons. This will get
you another -DEATH MASK-.
----------------------
U SHAPED CORRIDOR - 2F
----------------------
Go to your left and around the bend to the SAVE ROOM HALL.
-------------------
SAVE ROOM HALL - 2F
-------------------
Now go downstairs and into the SAVE ROOM.
--------------
SAVE ROOM - 1F
--------------
Deposit your -LIGHTER-. Get the -FLAME ROUNDS- and -FIRST AID SPRAY-
from the ground and deposit these too.
-------------------
SAVE ROOM HALL - 1F
-------------------
Now go through the broken door to the DARK CORRIDOR.
------------------
DARK CORRIDOR - 1F
------------------
Take a right and enter the last door on your the left. Go through it
into the STAINED GLASS ROOM.
You are now in the STAINED GLASS ROOM. Press the first red switch and
the first two blue switches. Then hit the switch under the portrait
of the women.This will open a secret door and let you get the last
-DEATH MASK-. Through the gate here is the GRAVEYARD.
---------
GRAVEYARD
---------
Get the -SHOTGUN SHELLS- from behind the tombstone in the small side
area near the long stairway down. You'll need these to kill the boss
downstairs. Go back down the stairs to get to the place where you got
the -SWORD KEY-. Place the masks on the wall by examining them and
then using them on the right face. This will cause the coffin to fall.
Examine it and kill the crimson head. Take the -STONE AND METAL OBJECT-
and the -SHOTGUN SHELLS-. Go back to the STAINED GLASS ROOM.
------------------
DARK CORRIDOR - 1F
------------------
Shoot down the zombie right in front of you (killing him isn't
necessary) and go through the gate you'll find behind him. This takes
you to the OUTSIDE HALL.
------------
OUTSIDE HALL
------------
At the end of the OUTSIDE HALL use the -STONE AND METAL OBJECT- on
the stand near the door and go through to the GUARD HOUSE.
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Walkthrough Part 2 - The Residence
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
-----------
GUARD HOUSE
-----------
Get the -SHELLS- on the floor and the -FIRST AID SPRAY- and -BATTERY
PACK- on the shelf. Then go down the short steps to the FOREST. It's
very possible you'll need to use the spray you've just picked up here.
If so, go ahead.
------
FOREST
------
Go down the path, turning the Red Weathervane to West and the Blue
Weathervane to North. The gate will open. Go through this to the
CEMETERY.
--------
CEMETERY
--------
Run directly forward and go through the the next gate to the HILLS.
-----
HILLS
-----
Go up the hill and enter the CABIN.
-----
CABIN
-----
You still have that pesky -ARMOR KEY- don't you? Get rid of that.
Now go to the far back and pick up the -CRANK-. As you try to leave
Lisa will clock you over the head. Run by her right side as she's
preparing to swing and she'll miss every time. Leave the CABIN
carrying this.
Go back down the hill, avoiding the zombie and through the gates.
--------
CEMETARY
--------
Run forward and through the gate here back to the FOREST.
------
FOREST
------
Now up this hill and through the door back to the GUARD HOUSE. You're
done with the FOREST (for now).
-----------
GUARD HOUSE
-----------
Go through the other door in the GUARD HOUSE to the COURTYARD.
--------------
COURTYARD - 2F
--------------
Notice that -BLUE HERB-, if you get poisoned it's going to be around
here. Avoid the dogs and go up the small set of stairs to the gate.
<<Get the -GREEN HERB->>
--------
RESERVOIR
--------
Use the -CRANK- on the hole here to lower the water and cross over
the reservoir. On the other side take the elevator to the bottom of
the COURTYARD.
--------------
COURTYARD - 1F
--------------
Go through the door on the west side of the COURTYARD.
----
PATH
----
Follow the path to the door at the end. Enter the RESIDENCE.
<<Get the -RED HERB- and combine it with the -GREEN HERB- from two
rooms ago.>>
--------------
RESIDENCE HALL
--------------
Go through the double doors to the BREAK ROOM.
----------
BREAK ROOM
----------
Go through the down the stairs and get the -RED BOOK- and -SHOTGUN
SHELLS-. Now leave this room.
<<Get the -GREEN HERBS- if you're desperate.>>
--------------
RESIDENCE HALL
--------------
Go through the unlocked door further down the hall on your left. This
will take you to the SAFE ROOM. This is not the closer door in the
small alcove to the left past the crates. However, now IS a good time
to push that crate over the pesky hole in the floor. The closer hole
to the wall on Jill's left, not the further one on the right.
---------
SAFE ROOM
---------
<<Deposit any -HERBS- you picked up.>>
Leave with this.
1. Shotgun 5. Nothing
2. Grenade Launcher (Flame Rounds) 6. Nothing
3. Red Book 7. Nothing
4. Nothing 8. Nothing
<<Get the -BATTERY PACK- from the shelf.>>
--------------
RESIDENCE HALL
--------------
If you pushed that crate right you will be able to climb over the boxes
without getting hit. Enter the door to the HALLWAY.
-------
HALLWAY
-------
Go down the hall and enter the door marked "002".
--------
DORM 002
--------
Go into the door on your immediate left and get the key from the rack.
Leave and head back into the HALLWAY.
-------
HALLWAY
-------
Go back to the RESIDENCE HALL.
--------------
RESIDENCE HALL
--------------
Use the key on the locked door opposite the SAFE ROOM to enter DORM
001.
--------
DORM 001
--------
Enter the bathroom. Drain the tub and pick up the -CONTROL ROOM KEY-.
Leave the bathroom immediately after. Leave DORM 001.
---------
RESIDENCE
---------
Enter the door to the HALLWAY.
-------
HALLWAY
-------
Go back to DORM 002.
--------
DORM 002
--------
Dodge or kill the zombie. Move the bookcases in the back of the room
around until you are able to go down the ladder.
-----------
UNDERGROUND
-----------
At the bottom push the three boxes into the water and walk across them.
Now go through the door to the AQUA RING.
--------------
AQUA RING - 2F
--------------
Go to the left and use the key to get into the CONTROL ROOM. Go down
the ladder and use the controls for the drainage system. Now turn
around and hit the button to your left to turn off the safety. Then
turn around from there and hit the button on the other side to close
the shutters. Out of this room and to your left is the Oil Pressure
guage. Hit all the buttons until the shutters retract then go and hit
the shutter safety again followed by the switch to close the shutters.
Finally, push the button to drain the water again.
Go through the door at the bottom of the short stairs to enter the
BASEMENT.
--------
BASEMENT
--------
<<Search for -SHOTGUN SHELLS- in the trash pile>>.
Go through the rusted double doors (Not the gate). You're now in the
first floor of the AQUA RING.
--------------
AQUA RING - 1F
--------------
Run to the end of the room. Climb onto the platform and try to get
the key. When you're denied it by the shark push the panel into the
water and flip the switch on to electrocute the shark. Now jump into
the water and get the -RESIDENCE KEY-. Go back to the BASEMENT.
--------
BASEMENT
--------
Head back to the BASEMENT and go through the gate. Climb up the ladder,
go through the door.
-----------
UNDERGROUND
-----------
Then take a left...go to the end of the corridor and climb back up
the ladder to DORM 002.
--------
DORM 002
--------
Now go back into the HALLWAY.
-------
HALLWAY
-------
Use the -RESIDENCE KEY- on the first door you enter. Enter the WASP
HALL.
---------
WASP HALL
---------
Go down the hallway to the left. Grab the -INSECTICIDE- from the body.
Go back to the HALLWAY.
-------
HALLWAY
-------
Take the map on the wall at the end of the corridor past the door to
DORM 002 and use the -INSECTICIDE- the hole you've uncovered. Do NOT
look through the hole.
---------
WASP HALL
---------
Go past where you got the -INSECTICIDE- and search the nest to get
the -DORM 003 KEY-. Enter DORM 003.
--------
DORM 003
--------
In the middle of the room and take the -WHITE BOOK- from the bookcase.
Now use the -RED BOOK-. When prompted with the puzzle switch the first
and fifth book, the second and sixth, and the third and seventh. Now
go through the door you've just opened up.
----------
PLANT ROOM
----------
You are now in the PLANT ROOM. Run upstairs and shoot the plant with
your -FLAME ROUNDS- when the petals are open. It should take around
four shots in total. Two or so on each form. When he dies, take the
-HELMET KEY- from the fireplace and head back.
---------
WASP HALL
---------
Run straight ahead and go through the door.
<<If you feel the need, take the -RED HERB- here.>>
<review>
--------------
RESIDENCE HALL
--------------
Exit the RESIDENCE.
--------------
COURTYARD - 1F
--------------
Run across to the elevator and take it up to the RESERVOIR.
--------
RESERVOIR
--------
Cross the drained reservoir and enter the gate to the upper level of
the COURTYARD.
--------------
COURTYARD - 2F
--------------
Run past the dogs and into the GUARD HOUSE.
-----------
GUARD HOUSE
-----------
<<Get the -BATTERY PACK-, and -GRENADE ROUNDS-. You should have more
than enough of both of them.>>
If you feel you're short of -FIRST AID SPRAYS- take the one on the
ground. If you have two or more, you should be good for the rest of
the game.
Now go through the door to the OUTSIDE HALL
------------
OUTSIDE HALL
------------
Run back and through the gate to the DARK HALLWAY.
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Walkthrough Part 3 - The Mansion 2
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
-----------------
DARK HALLWAY - 1F
-----------------
Kill the hunter that follows you and go through the door to the STAINED
GLASS ROOM. Here's one note I'll make about hunters, don't shoot a
hunter while it's on the ground unless it's going to be the killing
blow (generally the third shotgun round). If you do, you'll find that
it will get up before you can fire the final shot. Give it time to
get to its feet so it can find itself on its back again without the
chance to attack.
----------------
ART GALLERY - 1F
----------------
Go back to the MAIN HALL.
--------------
MAIN HALL - 1F
--------------
Go upstairs and to the BALCONY.
------------
BALCONY - 2F
------------
Take the right side and kill/down the hunter there. Whichever you
prefer. He'll be easy to dodge later so no worries. Go through the
door to the CURVY HALL.
---------------
CURVY HALL - 2F
---------------
What a relief, nobody's here. Go through the locked helmet door.
-----
STUDY
-----
Turn off the light and push the dressers around to get the -RED GEM-.
Don't get the -YELLOW GEM- though. Make sure to get the -GRENADE
ROUNDS- and combine them with your -GRENADE LAUNCHER-. Use the -RED
GEM- on the -JEWELRY BOX- and solve the puzzle. Refer to the .GIF on
GameFAQs if you need a solution for it. Examine the -BROACH- you get
for the -EMBLEM KEY-.
<<Get the -DAGGER- if you feel the need>>
---------------
CURVY HALL - 2F
---------------
Go to your left and through the door to the -ARROW HALLWAY-
Straight ahead and to your right to the THIRD FLOOR. Dodge the crimson
head easily and leave him in your dust.
----------------
THIRD FLOOR - 3F
----------------
Go to the end and unlock the helmet door. Go through to the LIBRARY.
-------
LIBRARY
-------
Go down the hall and encounter the snake again. Take him down with
no problem using your -GRENADE LAUNCHER-. Use -GRENADE ROUNDS-. It
will take about 6 of them. Get the -BLUE BOOK-. Examine this book and
take the -HAWK MEDAL-.
<<After the fight take the -HERBS- if you need them.>>
----------------
THIRD FLOOR - 3F
----------------
----------------------
SAVE ROOM HALLWAY - 1F
----------------------
Go upstairs. Take a left at the top of the stairs. In your
way is a hunter, shoot it down and run by; no need to kill it.
Enter the door at the back of the hallway.
----------------------------------
SOME ROOM WITH A FIREPLACE I GUESS
----------------------------------
Thanks to Gerardo, who told us we skipped this room, which made
things seem weird and out of sequence! Sorry! D:
Walk past the fireplace (and its silly map puzzle no one ever uses).
Go through the only other door in this very tiny, stupid room using
the helmet key.
Push the statue into the room and all the way to the end. Run back
and into where the wall has pulled away. Hit the switch near the other
statue, run back and push the statue towards the hole in the wall.
After four pushes it will be pulled in and the door will open.
<<Get the -DAGGER- on the bureau>>
Jump down the hole. Now get the -RED BOOK- and examine
it to get the -MEDAL-. Search the tombstone here and climb down the
ladder.
--------
BASEMENT
--------
<<Take a right at the fork here to get the -SHOTGUN SHELLS- from the
pile of cardboard boxes.>>
Now take the other path at the fork and go through the door.
----------
BASEMENT 2
----------
<<Get the -HERBS- and -DAGGER-.>> Deal with the zombies however you
need to and hit the switch to turn on the elevator's electricity before
going back to the other fork and arriving back in the KITCHEN. Take
the previously out of service elevator up to the LOCKED HALL.
-----------
LOCKED HALL
-----------
Take a right, avoiding the zombies and ignoring the herbs. Enter the
door.
------------
BATTERY ROOM
------------
Take the -BATTERY-, -ACID ROUNDS-. Go through the other door and end
up in the ARROW HALLWAY.
<<Take the -BATTERY PACK-.>>
-------------
ARROW HALLWAY
-------------
Take the door to your left onto the BALCONY.
------------
BALCONY - 2F
------------
If you didn't kill the hunter here have an easy time dodging his feeble
attack as you make your way back to the MAIN HALL.
--------------
MAIN HALL - 2F
--------------
Take the stairs down and enter the painted door to the GRAVEYARD.
---------
GRAVEYARD
---------
Go through the gate and back to the STAINED GLASS ROOM.
If you're hesitant about dodging the boulders, this is a good place to
save, so your heart (and your controller) doesn't break when you get
squished.
Use the -HEX CRANK- on the wall around the corner from the typewriter.
Run forward and through the door to the first BOULDER ROOM.
------------
BOULDER ROOM
------------
Go up to the boulder as if to examine it, then turn around and run
away, moving to the side and out of the boulder's path. Equip your
-GRENADE LAUNCHER- and go through the double doors to the spider boss.
-----------
SPIDER ROOM
-----------
Shoot it until it's dead, don't miss as two shots is just enough to
do the job. Try to avoid the smaller spiders in the room, they're not
worth the ammo. After this, cut the webbing off of the opposite door
with your -SURVIVAL KNIFE- and go through.
----------
SMALL ROOM
----------
Take a right and go through the door. If you're poisoned, there's -BLUE
HERB- on the left.
--------------
BOULDER ROOM 2
--------------
Use the -HEX CRANK- on the wall three times and when the boulder starts
running at you run forward into the newly opened crevice. In here,
go through the door and into the PUZZLE ROOM.
-----------
PUZZLE ROOM
-----------
The trick here is to push the statue in front of the tall metal portion
of the wall. Then use the -HEX CRANK- on the opposite wall. Now push
the statue onto the plate into the middle twice to rotate the statue
twice. Push the statue into the hole in the wall and grab the
-CYLINDER-. Leave.
My god is that puzzle ever annoying! Like any good RE fans, we hate
the caves but we hate that puzzle more than most of it.
But, unlike Lisa's upcoming Idiotic Broken Flamethrow Spectacular, this
one's pointlessness is counterbalanced by Jbll's carefree pivot on the
puzzle rotation thing; aka: the most capricious and fun animation Resident
Evil has ever known, and will ever know.
--------------
BOULDER ROOM 2
--------------
Go back to the small room.
----------
SMALL ROOM
----------
Head on into the SPIDER ROOM.
-----------
SPIDER ROOM
-----------
Straight through to the first BOULDER ROOM.
--------------
BOULDER ROOM 1
--------------
Go back to the SAVE ROOM.
---------
SAVE ROOM
---------
Leave carrying only those things, deposit everything else.
1. Grenade Launcher (Acid Rounds) 5. Wolf Medal (Blue Book)
2. Explosive Rounds 6. Cylinder
3. Metal Object 7. Ink Ribbon
4. Eagle Medal (Red Book) 8. Nothing
---------
FORK ROOM
---------
Go left, into the ELEVATOR ROOM.
-------------
ELEVATOR ROOM
-------------
Go to the metal panel and take the -SHAFT- combine it with the
-CYLINDER- and use it on the stand again. The code for the buttons
is "4231". Take the elevator down to the LOWER ELEVATOR ROOM.
-------------------
LOWER ELEVATOR ROOM
-------------------
Go straight ahead through the only door in the room.
---------
LISA ROOM
---------
You are in the LISA ROOM. Avoid Lisa.
<<Get the -RED HERB- and -GREEN HERB-. Combine them.>>
Fun thing about avoiding Lisa is she always shows up on the fork you
first go down. So for your most efficient dodges, head down the direction
you DON'T want to go, then circle back around.
Go through the door at the Northeast.
--------
BOX ROOM
--------
Here, push the box into the transport (and never get it right your first
time no matter how many times you've played this game), then push the
button to send it off.
---------
LISA ROOM
---------
Hi Lisa (Needs Braces)!
Get back to the LOWER ELEVATOR ROOM.
-------------------
LOWER ELEVATOR ROOM
-------------------
Climb down the ladder. Push the box into the compactor and turn it
on, get the -BROKEN FLAMETHROWER-. Go back to the LISA ROOM.
---------
LISA ROOM
---------
Hi Lisa (~dental Plan~)!
Pull the lever on the wall and quickly rush to the door on the North
side. Put the -BROKEN FLAMETHROWER- on the hinges near the door and
go through.
-----------
FREAKY ROOM
-----------
Run through this room, into the water (avoiding snakes) and get the
-JEWELRY BOX- on the other side. Combine the -STONE OBJECT- you get
from the box with the -METAL OBJECT-. Go up the ladder to find yourself
back in the CABIN from earlier.
-----
CABIN
-----
Leave the CABIN.
-----
HILLS
-----
Go back down the hill, avoiding the two zombies and through the gates.
--------
CEMETARY
--------
Run forward and through the gate here back to the FOREST.
Be careful of the zombies, but they're too goofy and slow to mess with
you, ya old pro.
------
FOREST
------
Now up this hill and through the door back to the GUARD HOUSE.
-----------
GUARD HOUSE
-----------
Go to the OUTSIDE HALL.
------------
OUTSIDE HALL
------------
Take the -STONE AND MEDAL OBJECT- from the pedestal near the door.
Enter the DARK HALLWAY.
-----------------
DARK HALLWAY - 1F
-----------------
Go downstairs and use the two -STONE AND METAL OBJECTS- on the gate.
Open it and enter the ALTAR.
-----
ALTAR
-----
If you're in a saving mood, this is a good place for it, since Lisa
can kill you in one shot.
Go down the stairs, down the ladder, and keep going until your
find Barry. When prompted, hit Barry with the old Time Paradox (i.e.
don't give his gun back). He'll then die, poor Barry.
I know, I know, it's really sad! D: Poor guy, we hardly knew you. Who's
going to tell your two beautiful daughters and wonderful wife that their
father is dead? Who's going to fly the helicopter out of RE3. Who's going
to save you from the nuclear bomb, JBLL, WHO???
MY BOUTIFUL DAUGHTERS ;_: JBBLL, TELL MY DAUGHTERS OF THEIR FATHER'S GLORY;
MOIRA AND THE OTHER ONE WHOSE NAME I CAN'T RECALL. REMEMBER ME, MOIRA AND
THE OTHER ONE!
Now you just have to deal with Lisa. You can kill her if
you want, you should have enough ammo, but it's just as easy to push
all four rocks off and have her jump to her death. Grab -BARRY's MAGNUM-.
MAYBE THIS COOL NEW GUN I PICKED UP WILL SAVE ME FROM RACCOON CITY'S
IMPENDING NUCLEAR EXPLOSION. :3 :3 :3 :3 :3
JBLL, what did I tell you? That happens in Nemesis, which is like four whole
months away in the RE timeline! We don't cotton to that sort of omniscient
psychic prognostication in STARS. That might've been fine when you were
a wet-behind-the-ears 23 year old expert cat burglar and Delta Force
veteran, but not here! This is a small town! We have morals! Good god,
we still go to church on Sunday and eat Chief Iron's apple pie at the
town hall meetings. Young lady, you wait until Resident Evil 3 before
you start wondering how Barry came back to the dead, and when you do
you make sure to appreciate how little a grudge he held considering you
sent him hurtling into a black and foggy abyss with only Lisa Trevor and
her mom's skull to keep him company.
(Bye Barry!) (Bye Lisa!)
(~dental plan~)
Go outside and to the fountain.
--------
FOUNTAIN
--------
Use the -MEDALS- on either side of the fountain and go down the
elevator at the bottom of the drained fountain to get to the LAB.
^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Walkthrough Part 5 - The Lab
^^^^^^^^^^^^^^^^^^^^^^^^^^^^
For this part use the -GRENADE LAUNCHER- on all the zombies and
chimeras you'd like. In the unlikely event you run out, switch over
to -BARRY'S MAGNUM- but make sure to leave one round left. It kills
the Tyrant in one hit and you're not gonna have the ammo otherwise.
Take a left and then a right and go through the door on your left into
the POWER ROOM HALLWAY.
------------------
POWER ROOM HALLWAY
------------------
Kill the one zombies on your way down the right path. Go down the stairs
and into the FIRST POWER ROOM.
----------------
FIRST POWER ROOM
----------------
Here, take a right from the door (killing any chimeras) and get the
-FUEL CAPSULE-.
------------------
POWER ROOM HALLWAY
------------------
Back to the SQUARE HALL.
-----------
SQUARE HALL
-----------
Go through the double doors adjacent to the gate that goes back
upstairs.
------------
ANOTHER HALL
------------
Go through the second door on your right.
---------
FUEL ROOM
---------
THIS IS VERY DANGEROUS. I'VE STILL BLOWN UP DOING IT. MAYBE JUST TAKE
ONE STEP. OR MAYBE JUST DON'T DO IT BECAUSE IT ONLY SAVES YOU LIKE A
MINUTE AND YOU'RE REALLY CLOSE TO THE END ALREADY.
Kill the zombie here, and get the -FUEL- from the machine in the back
of the room. If you feel like being VERY risky for a bit more time
you can running like this. Hold the button down and run, count "One
missipi, two missipi" let go of the button, but keep walking. Repeat.
Do it like this unless you want your game to end prematurely. This
seems to have a low chance of explosion. However, the safest way to
do things is to just walk it.
------------
ANOTHER HALL
------------
Back the way you came.
-----------
SQUARE HALL
-----------
Go back to the POWER ROOM HALLWAY.
------------------
POWER ROOM HALLWAY
------------------
Take the right into the FIRST POWER ROOM.
----------------
FIRST POWER ROOM
----------------
Place the -FUEL CAPSULE- where you found it. Go through the SouthEast
door in this area,
-----------------
SECOND POWER ROOM
-----------------
Now through the door in the next room.
----------------
FINAL POWER ROOM
----------------
Find the blue terminal and use it to turn the power for the elevator
back on. Should there be a zombie in your way, have fun wasting it.
Might be your last one.
-----------------
SECOND POWER ROOM
-----------------
Once again, back the way you came.
----------------
FIRST POWER ROOM
----------------
Go back to the POWER ROOM HALLWAY.
------------------
POWER ROOM HALLWAY
------------------
The door in the middle of the hall is the SAVE ROOM. You won't need
it.
<<If you're really feeling scared grab a healing item, but believe
me you're more than fine.>>
------------------
POWER ROOM HALLWAY
------------------
Continue down the POWER ROOM HALLWAY to the elevator. Hit the switch
to the right and then enter it.
-------------
ELEVATOR HALL
-------------
Go through the door to the TYRANT ROOM.
-----------
TYRANT ROOM
------------
Wesker will unleash the Tyrant and you'll have no problem taking it
down by shooting it with ONE (yes one :D :D) shot of Barry's .44. Unlock
the door you came in from using the terminal on the other side of the
room, then get the -MASTER KEY- near Wesker's corpse. Make sure you
have a spot free in your inventory.
-------------
ELEVATOR HALL
-------------
Go back upstairs.
------------------
POWER ROOM HALLWAY
------------------