Resident Evil: Director's Cut FAQ/Walkthrough
For the PlayStation System.
Written by peach freak for
[email protected]
Copyright 2004-2015 Tim Brastow. All Rights Reserved.
Version 3.30
Welcome! This is a Walkthrough for Resident Evil: Director's Cut (Advanced) for
both Jill and Chris on the Sony PlayStation system. If you have any questions,
comments, or if I make a mistake, email me at
[email protected]. Once
questions are asked, I'll make an Asked Questions section.
Also, this FAQ is protected by copyright. You cannot sell this, put this on
your site without my permission, or any other violation of copyright law. You
can, however, save this to your computer and print it out for LEGAL use.
Table of Contents
1. Version History
2. Asked Questions
3. Characters
4. Controls
5. Weapons
6. Ammo
7. Enemies
8. Health
9. Jill's Advanced Walkthrough
10. Chris's Advanced Walkthrough
11. Resident Evil: Director's Cut Changes
12. Items
13. Files
14. Unlockables
15. Endings
16. Credits
====================
1. Version History
====================
Version 1.00, August 30, 2004: Submitted the first version of this FAQ, Jill
and Chris's Walkthroughs are both done.
Version 1.02, December 24, 2004: Fixed a lot of the spelling mistakes in this
FAQ.
Version 1.40, May 13, 2005: Since the first good question was asked to me, I
made an Asked Questions section for this guide. I also added my older brother
to the credits section.
Version 1.75, September 16, 2005: After finally feeling like to do it, I
finally added the Files section to this guide. It covers all of the files in
the game, their locations, and the exact information found in each files.
Version 2.00, August 3, 2007: Well, after reviewing this guide the past few
days, I have started to re-write the guide. Right now, I have given Jill's
walkthrough a new format and have re-written the first part of the mansion for
Jill's guide. These should be much better and clear over my original guide for
this game.
Version 2.05, August 7, 2007: Re-wrote the courtyard section for Jill's
walkthrough.
Version 2.25, August 16, 2007: Re-wrote the guardhouse and the second courtyard
sections for Jill's walkthrough.
Version 2.40, August 20, 2007: Re-wrote the Mansion: Part II and the next
Courtyard part for Jill's walkthrough and also added more detail to some of my
weapon/character/enemy sections.
Version 2.50, August 22, 2007: Finished re-writing all of Jill's walkthrough,
and I think it's much better than my original walkthrough I had for her.
Version 2.75, August 23, 2007: Re-wrote the first part of the mansion, the
courtyard, the guardhouse, and the second part of the mansion for Chris's
walkthrough.
Version 3.00, August 24, 2007: Finished re-writing my whole walkthrough for
Chris.
Version 3.10, March 2, 2009: Re-wrote my strategy for fighting the final Tyrant
and fixed some info about the torn Researcher's Will file.
Version 3.25, March 21, 2014: I re-did my endings sections, providing much more
descriptive endings for both characters. I also re-did the sections on how you
can affect Barry and Rebecca's fates in this game. Finally, I made further
corrections on the Researcher's Will file, and how it can be torn up.
Version 3.30, January 13, 2015: Provided information on how and when you can
get Richard's Radio under the Items section.
===================
2. Asked Questions
===================
Question: In Resident Evil: Director's Cut, I am having trouble getting the
Wind Crest. I hit all of the pictures but instead the picture doesn't drop and
all of the crows attack me. How do I get past this?
Answer: Well, in the picture gallery room, you have to hit the pictures in a
certain order. You don't start with the first picture in the room and then
activate all other pictures from that one. First, read the descriptions and
once you know where all picture names are, hit the pictures in this order.
Newborn Baby
Infant
Lively Boy
Young Man
Tired Middle Aged Man
Old Man
The End of Life
After that, the picture should fall, revealing the Wind Crest if you're on
Advanced Mode, or it will be the Star Crest if you're playing on Standard Mode.
-------------------------------------------------------------------------------
==============
3. Characters
==============
ALPHA TEAM:
Jill Valentine: One of the two characters you can select in the game. Her
mission is way easier than Chris's mission, but she can take less damage than
Chris. Her partner is Barry Burton throughout the game, and Barry saves her in
dangerous situations. She can hold 8 items at once. If you are a beginner,
select Jill.
Chris Redfield: The other character you can select. Select Chris is for people
who know their way around the game and for those who are skilled. Playing Chris
on standard mode is no fun by any means. He only gets 6 slots, starts the game
with a knife, gets no Bazooka or lockpick, but he can take more damage than
Jill. Rebecca Chambers helps him throughout the game.
Barry Burton: The supporting character of Jill Valentine, the ALPHA TEAM weapon
specialist. Barry is plagued by horrendous voice attacking, and he will save
Jill all the time. It should also be noted Barry has the cheesiest voice acting
you'll ever hear in a video game. As the game goes on, his acts start to become
suspicious, and it'll be up to you and Jill if you can trust him or not, which,
ultimately, decides if he'll live or die when you beat the game.
Joseph Frost: You won't know Joseph for very long. He gets mauled by dogs in
the game's introduction while scouting around.
Brad Vickers: ALPHA TEAM pilot. He leaves Wesker, Jill, Chris and Barry after
Joseph dies in the beginning of the game. He has good computer skills but he
has no courage, and is nicknamed "chickenheart" for many different reasons,
which is the most likely reason why he ditched his ALPHA TEAM fellows at the
beginning of the game.
Albert Wesker: Leader of the ALPHA TEAM. He has shades and a snappy haircut,
viewed by many as a "cool guy". He is troublesome, and appears 4 or 5 times in
the game. He works for Umbrella and is a traitor towards the S.T.A.R.S members.
BRAVO TEAM:
Rebecca Chambers: A rookie to the BRAVO TEAM and the youngest member of them
(she's 18). She's the medical specialist, and helps Chris with things he can't
do throughout the game. However, being a rookie, she must be protected well.
Kenneth Sullivan: A scout for the BRAVO TEAM. He's been eaten by a zombie and
you find him dead and headless at the beginning of the game.
Forest Speyer: Found on a balcony in the mansion, pecked to death by crows.
Forest does leave a Bazooka behind for Jill, however. As for Chris, he leaves
behind only a Handgun Clip. -_- In Advanced Mode, Forest is a zombie and will
attack you when you try to get the Armor Key. In standard mode, Forest won't
attack you, instead, you'll need to deal with the Crows on the balcony.
Richard Aiken: Communications specialist on the BRAVO TEAM. He has a huge wound
from being bitten from a huge snake, and will die whether you attempt to save
him or not.
Enrico Marini: A great leader of the BRAVO TEAM. You find him alive in the
underground, and gets shot when he tries to reveal to you that there is a
traitor within S.T.A.R.S.
Edward Dewey: Pilot for the BRAVO TEAM. Joseph finds his ripped-off arm in the
beginning. He's been killed by the dogs.
============
4. Controls
============
D-Pad: Move around
Circle: Nothing:
X: Open doors, activate switches, go up and down stairs, fire weapon (while RI
is held), go up or down elevators when standing on them
Triangle: When paused, cancels current action
Square: Run (you move around while square is held to run)
R1: Aim Weapon, press X to fire
R2: Nothing
L1: While holding R1, press this to aim at another nearby enemy.
L2: Nothing
Start: Brings up inventory screen
When the game is paused: Use X to select an item, and you will have 3 choices:
Use, Equip (weapons), Check, or Combine. Use it to use items to put them in
slots in the game, and check is to examine the item. When you check something
(let's say Mansion Key), you can use the d-pad to turn the item so you can see
different parts of it. If you turn a Mansion Key so you see the other side and
press X, it would describe the item (it would say "A carving of a shield") and
the name would change to "Shield Key".
To combine ammo, select the ammo, and select Combine: Now, go to the weapon the
ammo is used for and select the ammo. It will reload your gun.
===========
5. Weapons
===========
Knife: The weakest weapon in the game. Both Chris and Jill start out with it,
and it's very weak. You have to get up close to attack the enemies, and you can
lose a lot of health doing this. Only use this when you want to spare ammo.
Best used on dogs when they are on the floor. Put this in the first item box
you get to.
Beretta: Much better than the Knife. Jill gets one when she starts the game,
and Chris finds Jill's Beretta on the floor in his game. In Resident Evil:
Director's Cut, the Beretta is a lot stronger. If you're lucky, you can blow
away a zombie's head in one hit. This saves a lot of ammo. Uses 15 rounds per
clip. Jill will generally not need this weapon when she leaves the Mansion for
the first time, but it is still a useful weapon for Chris for the entire game.
Shotgun: This is a pretty strong weapon. It can take down most weak enemies
with 1-3 hits, but it takes down Hunters with around 5 hits. When you leave the
mansion, it's pretty much a good idea to replace the Beretta with this weapon,
unless you have ammo issues. Good for taking down groups of zombies and dogs,
and often one Hunter at a time. At least both characters get this weapon.
Colt Python: My favorite weapon in the game, and also a popular weapon to all
the Resident Evil fans. It holds 6 rounds per clip, and is great for mowing
down non-boss enemies of all kind. Dogs and Zombies always go down in one hit,
but it can take 1-3 hits for Hunters, depending on your luck. Save this gun for
the later part of the game, as the ammo doesn't appear until you return to the
mansion anyway.
Bazooka: A good weapon for almost any enemy in the game. Jill gets it and Chris
doesn't. It uses 3 types of ammo: Grenade Rounds, Acid Rounds, and Flame
Rounds. Grenade Rounds are pretty good and can take down non-boss enemies
quickly. Acid Rounds are good against bosses early in the game. Flame Rounds
are good on almost any non-boss enemy. It uses 6 rounds at maximum, but the bad
thing is if you want to switch to a different type of ammo, you have to empty
your Bazooka first. Found really early in the game.
Flamethrower: A weapon in the underground that Chris gets and Jill doesn't.
This is not a great alternative, and picking it up locks the door right next to
it, so keep it where it is. It has 240% fuel, and that means it will run out of
fuel if you fire for 9 straight seconds. There's no ammo you can get for it, so
it's quite useless.
Rocket Launcher: You can unlock this weapon at the end of the game, but it has
only 1 use. It comes with 4 rockets and you use it to get rid of the Tyrant in
the final fight. It can destroy any enemy in one hit (except for Plant 42), but
it's fun to play with. Both Chris and Jill obviously get this weapon.
========
6. Ammo
========
Clip: Ammo for the Beretta. Each one you get comes with 15 bullets, and these
are scattered everywhere around the game. If you're playing as Chris, use these
sparingly.
Shotgun Shells: Ammo for the Shotgun: Each one you get comes with 7 shells, and
wherever Jill finds Bazooka rounds, Chris is likely to find Shotgun Shells
instead (or a Clip). These are limited in the early parts of the game, so save
these for when you enter the guardhouse.
Magnum Rounds: Ammo for the Colt Python. Each one you get comes with 6 rounds,
and these are rare. Save these up for the Hunters and Chimeras, because you'll
run out of ammo pretty fast. If you're Jill and run out of ammo, use Acid
Rounds or Flame Rounds to get rid of the Hunters. If you're Chris, try to
outrun them and use these when you need to.
Grenade Rounds: Ammo for the Bazooka. These have a gray lid to tell what they
look like. These should be used on non-boss enemies to save ammo. Uses 6 rounds
each pack.
Acid Rounds: My 2nd favorite of the Bazooka Rounds. These are very good on boss
enemies and it can make short work of any enemy. Uses 6 rounds a pack. Barry
says these are "really powerful, especially against living things". Barry gives
you two packs of these in the game, but you can find more.
Flame Rounds: My favorite type of Bazooka Rounds: These are nice on Hunters
(they burn up going from green to black), and can get rid of the Plant 42 Boss
in 5 seconds. Good against Spiders too. Uses 6 rounds a pack.
===========
7. Enemies
===========
Zombie: The first enemy found in the game. You'll find some of them eating
people/other zombies, but these can take a lot of health out of you. Use any
type of weapon on these, and after a few shots they fall to the ground. But
watch out, if a pool of blood appears around them, it means they're dead. If
there isn't a pool of blood, they'll get up again, so kill them. If they are
laying down and there's blood, aim down and kill them (if you get to close
they're bite your leg). Common in the early game.
Dog: Also known as Cerbreus. Some like to leap in the room out of nearby
windows, and they jump and bite you for attacking. A knife can take these down
without a problem, and a Beretta can take these down with at least 3 hits. Use
any weapon on these except for a Bazooka. When you shoot them, they fall to the
ground, then shoot at them when they growl at you.
Hunter: One of the most annoying enemies in the game. These are green monsters
and they walk on two legs. They make a "ticking" sound when they walk. They
come up close and slash you to attack. If you are low on health, they'll leap
at you and cut your head off. Colt Python rounds will kill them in 1 hit, but
sometimes they'll take 2 hits. Flame Rounds will burn them completely and turn
them from green to black, and Acid Rounds get the job done as well.
Spiders: These can walk on the ceiling. Use Flame Rounds or a Magnum to take
these down in 1 hit. If they're on the ceiling, they'll spit drool on you, and
they may poison you. If they're up close, they'll bite you. If you kill them
with a Shotgun, little spiders will come out of the spider. First found in the
guardhouse.
Chimeras: Found in the laboratory: These walk on the ceiling and try to slash
at you. If you're playing as Jill, any hit will usually bring your health down
one level. Use a Magnum to take these down in one hit, and aim high if they're
on the ceiling. If you're low on health, they'll cut your throat open.
Snakes: Found in the courtyard dropping from the trees. Just run away from
these and don't waste ammo on them, because if they bite you you'll be
poisoned. You only have to deal with these about 3 times in the game, so don't
worry.
Crows: Run away from these as well. They peck at you for attacking and they are
a waste of ammo. They only appear about twice in the game so don't worry.
Neptune: The big shark that you meat in the guardhouse basement. You only need
to avoid it once, but it biting you can really hurt. They cannot attack you
once you drain the water.
==========
8. Health
==========
When you pause the game, you'll notice an ECG, which shows your current
condition: Fine (green), Fine (yellow), Caution (orange), Danger (red), or
poison (purple). If you are Fine (green), you have plenty of health. Fine
(yellow) means you've taken a small amount of damage. Caution means that you
have taken a lot of damage and you can still be killed in 1 hit. Danger means
you have very little health left and you can die from almost anything. If
you're poisoned, your health will start going down and your health depends on
the color of your health (if it's red, you can get killed shortly).
To heal yourself, use Herbs or First Aid Sprays (which heals all your health
except for poison). Also, you can combine different herbs for better healing
effects.
Green Herb: Restores 25% health.
Red Herb: Has no effect on health.
Blue Herb: Cures Poison.
*Combined Herbs*
Green + Green: Restores 50% health.
Green + Green + Green: Restores all of your health.
Green + Red: Restores all of your health.
Green + Blue: Restores 25% health and cures poison.
Green + Green + Blue: Restores 50% health and cures poison.
Green + Blue + Red: Restores all of your health and cures poison. In order to
get this type of mixed herb, you first combine a Blue Herb and a Green Herb.
Then you combine the Red Herb with the mixed Herb of Blue and Green.
===============================
9. Jill's Advanced Walkthrough
===============================
Story: On the Arklay Mountains, the ALPHA TEAM is searching for the lost
helicopter of BRAVO TEAM. In the air, Jill notices smoke, so Brad flies down to
it. They found BRAVO TEAM's helicopter. No one was in it, and the helicopter
was empty. Joseph was searching the grass and he found something. He lifted up
a pistol and he noticed a ripped arm was holding on to it (this is likely
Edward Dewey's arm). He then screamed, and dogs came and attacked him. Joseph
Frost was killed. The dogs now chase Jill, Barry, Chris, and Wesker, and they
run back to the helicopter.
When they got back to the helicopter, they noticed Brad flew away and forgot
them. With the dogs still chasing them, they were still running for cover,
shooting the dogs. Then, Chris spotted a house and they all ran into it, where
they thought it was safe.
-------------------------------------------------------------------------------
--------------------
THE MANSION: PART 1
--------------------
The game will start out with Jill, Barry, and Wesker entering the Main Hall 1F.
Jill notices Chris is missing and wants to go outside and search for him.
Wesker does not let Jill open the door and then we hear a gunshot. Barry and
Jill decide to investigate while Wesker will remain in the hallway. Jill will
automatically open the double doors.
Barry will tell us this is a "Dining Room". Gee, we never would've figured that
out! Thanks man! Also, isn't that ticking from the clock kind of annoying after
a while too? Pause the game and equip your Beretta. Follow Barry to the other
side of the room and he'll examine a pool of blood. Jill wonders what he's
examining. Now open the door to the right of the fireplace. In this hallway, go
left and walk onto the rug. We'll see an FMV of a zombie munching on a dead
person and he'll turn around and spot you. Get to the longer part of the
hallway and fire away at the zombie (they look like clowns in this game don't
they). Go examine the dead person's body and we'll find the zombie killed
Kenny! Nah, not the South Park Kenny, but Kenneth Sullivan from the BRAVO team,
so examine him two more times for two more clips after you examine him once.
Open the door and go back to the Dining Room.
Barry looks puzzled and then another zombie somehow enters the room. Barry
fires three Colt Python rounds to blow its head off (where did it come from if
all of the other doors in that hallway are locked)? Anyhow, open the double
doors to get back to the Main Hall 1F. Wesker is gone too. We're going to look
for him, but Barry won't let us leave the hallway. Just walk around and behind
the staircase and get back to Barry. After the chat, he'll give us a Lockpick
because Jill's the "Master of Unlocking". He also says we should start on the
first floor and then he takes off to the Dining Room. Well guess what? We're
going to partially contradict that statement. Go up the staircase to get on the
Main Hall 2F.
Up here, go up the stairs on the right. Now run straight and you'll get to a
door. Don't open this door, but open the door to the right of it. There's
nothing to do in this tiny hallway. Just open the other door to get onto the
balcony. On here, go to the other side and we'll find Forest Speyer, another
dead Bravo team member. Examine him once for a Bazooka and equip it. Now
examine him one more time and he'll come to life and attack you as a Zombie.
One Bazooka shot will kill him. Now go to the shiny object near where Forest
was. Examine it and you'll find the Mansion Key (if you check it and turn it to
see a label, it's the Armor Key). Now leave this room and go back to the Main
Hall 2F.
Look, Barry's being a little hypocrite too. What's he doing on the 2F? He says
this hallway is dangerous, yet no monster will EVER fight you in this hallway.
After a chat, he'll give you some Acid Rounds. He'll run off to the Dining Room
2F (wow, he really loves Dining Rooms). Don't follow him. Instead, go back down
the stairs to the Main Hall 1F. Down here, there's two doors on your right.
Unlock the solo door with your Armor Key and then open it. You'll immediately
be attacked by two Zombies. If they're too close for your comfort, kill one or
both with your Bazooka. Now pick up the Clip in front of the mirror and go to
the alcove. In here, kill the Zombie and then open the door across from us.
There's a big mirror in this room, and thanks to the reflection, we see a
zombie coming for us. Kill the zombie and then open the door on the other side
of the room. In here, you can change your outfit (on Standard, you needed a
special key to get here). With Jill, you can switch to her original RPD uniform
or a dress. Either way, even if you change clothes or not, go back to the Main
Hall 1F. This time, open up the blue double doors.
If you want a map of the Mansion's first floor, push the ladder to the statue
and then climb it. Get the map from the statue's bowl on the top. There's
another opening in this room. Don't bother to go in, because there are two
zombies pretending to play dead and an Ink Ribbon. Instead, unlock the other
door with the Lockpick and open it. In this hallway, go straight and a dog will
leap out of the window and possibly scare the crap out of you. Kill this dog
and then follow the hallway to a door. On your way to the door, another dog
will leap out of a window to attack you (this time before you cross the
window), but you can out-run it and get to the door and open it.
Wow! That's a nice close-up of Jill. Go forward and unlock the first door you
see with the Armor Key and then open it. Out here, kill the dog across from
you. Now follow this path to a boiler. Pick up the Chemical near the boiler and
watch out for the dog that leaps over the rail. Ignore it if you can and then
get back to the previous hallway. Also watch out for the other dog that leaps
from the rails. Back in this hallway, just follow it until you get to a set of
double doors and then open them.
In this hallway, kill the two zombies in front of you and then open the lock on
the blue door next to you and open it. You'll be at a stairwell. Kill the two
zombies here and then open the door below the stairs to get to a storage room.
In here, open the item chest. You should have these items on you:
Beretta
Clip
First Aid Spray
Knife
Bazooka
Acid Rounds
Armor Key
Chemical
Deposit these items into the item box:
Knife
Bazooka
Acid Rounds
Chemical
First Aid Spray (if you feel confident about health)
Take out the two Clips from the item box and combine them with your current
clip to save some space.
Also, pick up the Broken Shotgun next to the item chest and go back to the
stairwell. From here, open the door back into the previous hallway. The door
next to you is locked, so follow the hallway to another door and then open it.
Here's our first puzzle of the game. All of those crows hanging on the bar will
attack you if you shoot anything or mess up the puzzle. You must press the
switches on the painting in a certain order. Here's the order:
Newborn Baby
Infant
Lively Boy
Young Man
Tired Middle Aged Man
Old Man
The End of Life
If you press them in this order, a picture will fall off and reveal the Wind
Crest, so pick it up (wouldn't it just be logical to remove the picture from
the wall)? From here, leave the hallway back into the previous hallway. Kill
the Zombie across from you and go into the alcove he came out of. Open the door
and we'll be in a passage. Kill the two dogs here and follow the passage to a
door. It's locked, and there's a panel on the left. We need four crests, but
let's save some space and put the Wind Crest into one of the slots. Now go back
to the previous hallway and open the double doors again. Back in the twisted
hallway, open the door across from you. There's nothing much in here, just open
the door to your right. Kill the three zombies in this room and use the tables
for protection if needed. After they're all dead, go get the Shotgun from the
wall. Now, examine the hooks and it'll ask you to put down the Shotgun. Say NO,
and then put the Broken Shotgun in its place.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
What does this do? Well, without that Broken Shotgun, the ceiling in the
previous room will crush Jill, and the door to the previous hallway is blocked
off. If you want the Shotgun without using the Broken Shotgun, just go directly
to this room without going on the second floor and seeing Barry. Barry will
break the door down and rescue Jill, with a funny cut-scene of a "Jill
Sandwich". It wastes time, so be a good person and give them a Broken Shotgun.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
After this, go back to the stairwell. Use the staircase to get up to the second
floor. Go up the next set of stairs and equip the Shotgun. Up here, blow away
the two zombies surrounding you. There's a third zombie here, but we never have
to go over to that spot in this hallway. Run up north and unlock the door to
the right with your Armor Key and then open it. In this room, open the door to
your right. In here, read the Researcher's Will on the desk. There's an Ink
Ribbon in the coat on the wall if you want it. Examine the broken picture for a
switch and hit it. It will drain the water from the tank. Now get to the left
of the tank and push it to the right. Now, go to the left of the cupboard and
push it on the right to reveal a cabinet. Open it to get the first half of the
Moon Crest. Now leave this room and go back to the hallway where we unlocked
the door we used to get here. From here, go south and follow the hallway to
another door. You'll see another door on the right, but it's jammed from this
side. Now unlock the other door and open it.
In this hallway, blow away one zombie in front of you with the Shotgun and kill
the other one with your Beretta. Now go south and follow this hallway until you
see a set of blue double doors. Kill the zombie nearby and unlock the blue
doors with your Armor Key and then open it. In this statue room, push both
statues onto both vent holes and cover them. Once you know they're completely
covered, push the button on the floor and it will lower a glass, revealing an
Emblem, so pick it up. If you don't cover those holes and push the switch,
poisonous gas will leak out of the room and harm/kill you. Now go back to the
previous hallway. Follow it until you see another door. Unlock it with your
Armor Key, but don't enter it. Instead, open the next door and we'll be on the
Main Hall 2F. There's nothing much to do here. Just run straight and open the
double doors on the other side of the hallway.
We'll be on the Dining Room 2F. You have plenty of room to kill the three
zombies, so dispose of them one by one. Now follow the passage and get to a
statue. Push the statue to the right until it's in front of an opening on the
railing. Now push it over the ledge and it'll fall to the first floor of the
Dining Room. Too bad Barry won't be there to examine the broken statue. Now
open the door on the other side of the room. Equip your Shotgun and blow the
first zombie to smithereens. Now kill the next zombie in this hallway with your
Shotgun and kill the last one with your Beretta. Now go down the staircase.
Down here, follow the hallway until you get to two doors. Watch out for the
three dogs that leap out of the window, so kill them while you're on your way
to the doors. When you get to the doors, unlock the one on the right with the
Armor Key and then toss the key. Now open the door. In here, get the Clip on
the shelf and also grab the *GASP* Colt Python! Wow! We get this much earlier
than we used to in the Standard Resident Evil! Also, open the desk with your
Lockpick for some Shotgun Shells. Now leave this room and go back to the
staircase. Open the door under the staircase and we'll be in a Medical Save
Room. Open the item box. You should have these items on you:
Beretta
Clip
Shotgun
Shotgun Shells
Colt Python
Emblem
First Aid Spray
Moon Crest (1st half)
Deposit these items in the box:
Colt Python
Moon Crest (1st half)
Also, take out the Chemical while you're at it and then leave the room. Back in
this hallway, follow the hall back to the two doors. Equip your Shotgun and
then open the other door. In here, two zombies will charge right at you. Blow
them both away and go through the opening the two zombies were in front of. Use
your Beretta to kill the zombie here and open the door at the end of this path.
In the greenhouse, go to the machine in the back. Dump the chemical into the
liquid to kill off the plants in the middle of the map. Now go to the other
side of the room and grab the Sun Crest off the hollow. If you need to heal,
use the Green and Red Herbs on the side. Now leave the room and go back to the
previous hallway. Back in here, go to the door that took you to the stairwell,
but don't open it. From here, run left and you'll get to two doors. There's
also an opening to the left, but ignore it for now. When you get to the two
doors, open the lock on the one in front of you (we don't need to open the door
on the right) and then open the door.
We're back in the hallway where we met out first zombie. Run up to the north
and we'll get to a set of double doors. They are locked, but unlock the door on
the left with your Lockpick and then open it. We'll be in a bar. Run around the
piano and you'll see a cupboard in front of a shelf. Push the cupboard off to
the right and get the Music Notes from the shelf. Go to the piano and use the
Music Notes. Jill will play "Moonlight Sonata" without even practicing! Wow!
After the music is completed, a secret door opens up so enter it. Grab the
Golden Emblem off its hollow and the secret door will close. To re-open it, all
you need to do is put the regular Emblem in its place. Now leave the bar and go
back to the Dining Room. In here, put the Golden Emblem in the hollow above the
fireplace and it will cause the clock to ding three times, stop, and slide over
to the left, revealing a Blue Jewel. Pick it up. Also, before leaving, go to
where the statue crashed and search the remains of the statue for the Star
Crest. Now go back to the hallway where you saw your first zombie and open the
door leading back to the green hallway.
Back in here, go through that tiny opening and open the door. In this even
smaller room, put the Blue Jewel in the tiger statue and it will slide over,
revealing the Shield Key, so pick it up. Now go back to the Medical Save Room.
Open the item box. You should have these items on you:
Beretta
Clip
Shotgun
Shotgun Shells
Star Crest
Sun Crest
Shield Key
Put away everything but the Shield Key. Take out any healing items you have and
bring our your Bazooka AND Acid Rounds. Now, leave this save room. Go back
upstairs and work your way to the Main Hall 2F. Open the solo door at the end.
Remember the door I told you to unlock but not open it? Open it now and go
around the bend. We'll find an injured Richard Aiken who has been bitten by a
poisonous snake and we need Serum to cure him. Go back to the Medial Save Room
and get Serum off the shelf (to get there, go through Main Hall 2F, Dining Room
2F, stairwell 2F, hall outside Medical Room). When you bring the Serum back,
Richard will lend us a radio and he'll die. If you want, search him for a Clip.
Now open the door next to him. In this hallway, blow away the Zombies with your
Bazooka. If you still have regular Bazooka ammo loaded, empty out your Bazooka
and load it with Acid Rounds. Now head up the stairs, unlock the Shield Key and
then discard it. Now open the door and we'll be in the Attic. Run to the middle
of the room and we'll have our first boss fight:
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
BOSS FIGHT: Yawn
Difficulty: Easy-Medium
Yawn is a giant snake who shows no hesitation of attacking you. This boss is
easy for some, not as easy for others. He can bite you and it will poison you.
Each time you get bitten, check your health. If you are in poison and the
health is red, the next time he attacks you, he'll swallow you whole. Watch out
for the pole when attacking, it usually gets in the way. Three Acid Rounds will
make the snake slither back to the hole it came out of. Of course, if you want
to save time, you can run from the snake and go to the hole it came out of, get
the 2nd half of the Moon Crest, and run.
Also, if you have Acid Rounds, try to run around to the hole he came out of.
Use everything in front of you for protection and fire away at the snake with
Acid Rounds and he shouldn't touch you.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
After the fight, providing you didn't run from it, go to the hole it came out
of and grab the 2nd half of the Moon Crest. Now, grab the Shotgun Shells from
the barrel and leave the room. Go down the stairs. If you were bitten by the
snake, Jill will pass out and Barry will come in. You'll awaken in the Medical
Save Room healed to full out. If you weren't bitten, don't worry, you can just
go on.
No matter where you end up, get to the storeroom on the first floor near the
stairwell. Deposit these items:
Bazooka
Acid Rounds
While you're at it, withdraw these items:
Star Crest
Sun Crest
Moon Crest (1st half)
Shotgun
Shotgun Shells
Combine both Moon Crest halves to make a full Moon Crest. Now leave the storage
room and go to the stairwell. Open the door to go into the hallway in this
room. In here, follow the hallway and open the door back to another passage.
Remember this room? Go to the end and put the Sun, Star, and Moon Crests into
the slot. Doing so will open the lock, so open the door now. In here, push the
ladder to the left. Now get in front of it and push the ladder forward to the
shelf. Climb the ladder and grab the Square Crank from the shelf. Now open the
double doors and we'll be outside and have finished the first half of the
mansion.
--------------
THE COURTYARD
--------------
Upon stepping outside, walk forward and aim. You should auto-aim at a dog, so
shoot it and wait for the other dogs to come charging at you. Kill all three of
them and then you'll hear beeping if you got the radio from Richard. Brad is
trying to contact you but his receiving end is broken. Also, there are plenty
of Green, Red, and Blue Herbs out here if you want to heal or mix up any herbs.
Once your done, go to the other side of the room, walk around the bushes, and
then open the gate. In this area, follow the path until you get to a slot.
Insert the Crank in the slot and then the water level in the pool will drain.
Go back to where the gate was and you'll see a ladder. Climb down the ladder
and cross the ledge to climb up another ladder.
For this part, just run and follow the path until you get to an elevator. Just
ignore the snakes dropping down from the trees. Unless you stall or try to
fight them, there's a low chance you'll be bitten by them. Just go down the
elevator when you get to it. In this area, aim and blow away the dogs with your
Shotgun. Once they are all dead, go to the bigger area and run to the other
side of the room. Open the gates here. In here, go around the bend and kill
both dogs once they come to you. Use the Blue and Green Herbs if you need to
heal, and then follow the path until you get to a door. Open it and you'll be
in the guardhouse.
---------------
THE GUARDHOUSE
---------------
If you somehow got bit by those snakes in the Courtyard, use the Blue Herb in
this room. Run straight and you'll come to an area with 3 doors and an opening.
Don't bother to open the door with 001 written above it, we don't need to go
there. Instead, open the set of double doors. In this bar, run to the right and
grab the Red Book from the table. There's also an Ink Ribbon on the same table,
and you might pick it up before getting the Red Book. Dodge the Spiders in this
room and then go back to the previous hallway. Now, open the solo door on our
right. Save your game if you want to and then grab the Explosive Rounds and
First Aid Spray from the shelf. Now go to the item box. You should have these
items on you:
Shotgun
Shells
Red Book
Ink Ribbon (possible)
First Aid Spray
Any healing items you have
Deposit a few healing items and bring out your Bazooka. If you have plenty of
ammo, deposit the Explosive Rounds. When you're done, go back to the previous
hallway. Now go through the opening next to you until you get to a door. Also,
watch out for the vine that will grab you from the hole, as it does a good
amount of damage. Open the door and you'll be in another hallway. Follow it
until you get to a door. Open the door and you'll be in a big room. In here,
run into the alcove to the right and you'll see a huge wasp nest and a desk.
Grab the 002 Key off the desk. Now the wasps will come swarming after you. Run
back to the door you used to enter this room and open it. Back in this hall,
continue to follow it and you'll find another door.
To the left is a statue. Push the statue into the alcove and get the Green
Herbs if you need to heal. Now unlock the door with the 002 Key and then toss
the key and open the door. There are no zombies in here. Go to the bed across
from you and read the Plant 42 Report. Unlock the desk with your Lockpick for
Shotgun Shells. Now open the door next to the door leading back in the hallway
to get to the bathroom. In here, kill the two zombies and then get the 003 key
from the sink. From here, go back to the room with the wasp nest. In here, go
to the other side of the room and unlock the solo door to the left of the
double doors with your 003 key. Toss the key and open the door. In here, open
the door to your left to get to the bathroom.
Kill the zombies with your Bazooka and grab the Flame Rounds off the floor. Go
back to the 003 room and head into the bigger area. Kill the zombie here. Also,
if you have any Acid Rounds left, unload them and put in your Flame Rounds. If
you want an Ink Ribbon, unlock the desk with your lockpick. Now go to the
bookshelf and grab the White Book, which is the V-Jolt Report. Now, since
there's a book missing, put in the Red Book and a bookcase will slide over,
revealing a door. Keep your Bazooka equipped and open the door for a "boss"
fight.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
BOSS BATTLE: Plant 42
Difficulty: The easiest boss in the whole world of video games
With Flame Rounds, you'll win in a finger snap. Just press R1 to aim at the
plant, and tap X three times to shrink the plant. If you can't do this, toss
away your RE:DC disc and never play Resident Evil again. If you want a
challenge, Plant 42 can whip you with one of its many vines if you get to close
and if you stay in one spot long enough, white acid will drop from the ceiling
and hit you.
After the plant shrinks, it will grow and grab Jill with one of its tentacles.
All of a sudden, Barry comes in with a Flamethrower and burns the plant until
it dies. Jill is rescued by Barry once again. Thanks for making life easy
Barry!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Before leaving, go to the fireplace and search it for the Control Room Key. Now
leave this room using the double doors and you'll be back in the wasp nest
room. From here, go back in the hallway and get to the 002 room. Back in here,
go to the bigger area and you'll find two cupboards. Push the one on the left
forward and push the other one to the right to reveal a ladder. Climb down the
ladder. Down here, go around the bend and you'll come across a puzzle where you
need to create a bridge over the water using the 3 crates. Keep following the
hallway until you find two crates. Push them both into the water. Now, go back
to the third crate. Put your back to the ladder and push it forward (not down
the longer part of the hall).
The third crate should now be on the wall across from the ladder. Now push the
crate south until it hits another wall. From here, push it to the left until it
sinks in the water. Now, cross the three crates and continue following this
hall until you get to a set of doors. Open them. In this room, go to Jill's
right and follow this path until an FMV pops up. We'll see sharks creeping up
to Jill's legs. Somebody's ready for lunch. Quickly run forward and unlock the
door on the left with the Control Room Key. Toss the key and then open the
door. In here, go to where the flashing lights are and move the lever. This
will magically drain all of the water that has flooded the guardhouse basement
(problem is, where does it all drain?). Before leaving the room, press the
button next to the door. This opens up the other door next to this room, so
leave this room and go inside the unlocked door.
Grab the two boxes of Shotgun Shells and examine the shining object here. It is
the Helmet Key, so pick it up. Now what's a Mansion Key doing all the way over
in the guardhouse? There are two Clips, but I highly doubt you need your
Beretta, so leave them be. Now, leave this room. The three sharks that were
swimming around are now flopping around when the lack of water. They pose
absolutely no threat to you, but one shot will kill them if you want to be
mean. From here, just backtrack to the 002 room. From here, leave the room and
go back out in the hall. We'll hear gunshots and then Jill will rush over to
Wesker, who has just killed a Spider. He says there are a lot of rooms still
locked him in the mansion (yet we unlocked the majority of them). After the
cut-scene, he'll disappear into the Wasp Nest room. Now open the door leading
to the main guardhouse hallway.
With the death of Plant 42, the vines no longer come out of the holes to attack
you, so you don't need to worry about them. Just go into the save room. Go to
your item box. You should have these items on you:
Shotgun
Shells
Bazooka
Flame Rounds (unless you used more)
Explosive Rounds (if you needed them)
Any healing items
Helmet Key
Deposit the Shotgun, the Shells, and take out these items:
Acid Rounds (if you have any)
Colt Python
A healing item or two
It's also highly recommended you save your game, because we're about to go into
the hardest part of the game. Leave this room. Back out here, run south and
open the door to go outside. Now we've completed the guardhouse!
--------------
THE COURTYARD
--------------
Once we're outside, walk forward and we'll hear Beeping. Brad is trying to
contact us again, but once again, his radio is broken and we can't hear him.
After the chat, just follow this pathway to a door and then open it. Out in
this area, just go to the other side of the area and use the lift to go upward.
Up here, follow the pathway until you get to a ladder. Avoid all of the snakes
that drop out from the trees. Now hop down the ladder and run straight to the
other ladder and climb up it. Open the door across from you. In here, run
straight and lure the dogs over to you. Get in front of the gate and kill them.
Now, the dogs are stupid here. They won't leap over the bushes, instead they'll
go around them, so use that to your advantage. Now, go to the other side of the
area and open the door to get back in the mansion. Equip either your Bazooka
with Flame/Acid Rounds or your Colt Python.
---------------------
THE MANSION: PART II
---------------------
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
NOTE: Because the second part of the mansion can be so frustrating, I'm going
to give you the best possible way to deal with the majority of the Hunters
around here, which is also the same strategy I use. If you follow my
instructions, you shouldn't have to worry about ammo shortages.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Well, we're back in the mansion, and depending on your path, it can be the most
difficult and annoying part of the whole game. Starting where you are, open the
door to the next passage where you used the four crests. Now get back to the
previous dark hallway. From here, run out of the alcove and an FMV will happen.
Someone's out there. He jumps up a dead elevator. He runs around the corner, he
can run fast, and it's got the brains to open doors! Uh oh...a Hunter will come
into the room. Fire a Colt Python round into it and it'll either die or get
back up. Wait no longer than 2 seconds and fire again. After it is dead, unlock
the only door we haven't opened in this hall with the Helmet Key and then open
it. We can't see a thing in here, so hit the switch on the desk to lighten up
the place. Grab the ever-so-sweet Magnum Rounds from the desk. Turn around and
face the door. Now turn right and get the MO Disk from the shelf. Leave the
room. Back in this hallway, open the door leading to the stairwell. There are
two hunters here. Walk forward to switch camera angles. Shoot the Hunter once
and the other one will come at you. Knock both of them out and open the door
leading to the Storage Room.
Thanks for leaving these goodies here Barry! He's left us some Shotgun Shells,
a First Aid Spray, and some Acid Rounds. Grab all of them and go to your item
box. You should have these items on you:
Colt Python
Magnum Rounds
Acid Rounds
Helmet Key
MO Disk
Any healing items
Shotgun Shells
Drop in these items:
MO Disk
Also, take out your Bazooka and all ammo for it possible, especially with an
ammo shortage like that. Take out your Shotgun too so you have these items:
Colt Python, Magnum Rounds, Shotgun, Shotgun Shells, Helmet Key, Bazooka, Acid
Rounds, Healing Item. Now leave the storeroom. Back on the stairwell, go up the
stairs. Now, do not go up the second staircase yet. There is a Hunter up there
waiting for you. Equip your Bazooka (should have 1-3 Flame Rounds left in it),
hold R1, and aim up at it. It probably won't die, and it will try to go down
the stairs and get you (in which case it can't). Re-aim your weapon and pump 1
more Flame Rounds into him and he'll turn completely black and roast. Now,
empty out your Bazooka and load up your fresh Acid Rounds. Go up the stairs.
There is a Hunter around the corner where the two doors are, but we won't need
to visit there. Follow the other path to a blue door and open it. In here, use
the Green Herb and heal if needed near the fireplace, and then unlock the other
door here with your Helmet Key and open in. In this quiet room, go to the piano
and examine in. Another cut-scene happens, and a boss fight will tag along.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
BOSS: YAWN
Difficulty: Easy
Wow, this snake is even easier than the first time we saw it. Before the fight
starts, it will try to bite you, but will cause a hole in the floor after he
missed (kind of looks like an oil spill from our view). This time, its bites
will not poison you. As soon as you take over, fire your Acid Rounds at it like
mad. All it takes is 5 Acid Rounds to kill the snake for good. If you're fast,
you likely won't be bit, but you may take a hit, but don't worry. You shouldn't
need to move around or anything, and if it moves all over the place, just keep
aiming and hit L1 to keep good aim.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
After the snake is dead, examine the hole and Barry will come in. After a chat,
Barry will drop a rope and let you go down. Once you land in this spot, the
rope falls. Barry says he'll go find another rope. Now go to the Tombstone to
press the button. It will move, revealing a ladder, but DO NOT DESCENT IT. If
so, Barry dies at the end of the game and you'll be lost in this walkthrough.
After you press the button on the tombstone, go back to where the rope dropped
and wait a few seconds. Barry will come in with a rope and haul you back up to
safety. After another chat, Barry will give you a Pass Number, which can be
used to unlock the door on the other side of the mansion. Many people usually
don't use this pass number, but hey, I do. Besides, if we go there, we can get
some extra goodies on the way. Leave this room and backtrack to the Stairwell
outside the Storage Room. If you want another healing item, go to your item
chest and grab one.
Back here, reload your Bazooka and open the door to the dark hallway. Back in
here, open the set of double doors. There is a Hunter on the way other side of
this twisted hallway, but it can't hear you and you won't hear it. Follow this
hallway until the Hunter charges at you, and then kill it. Open the door to the
previous hallway. The two dogs in this hallway have been replaced by two </pre><pre id="faqspan-2">
Spiders, but just run, they shouldn't touch you. Get back to the Main Hall 1F.
From here, get to the dining room and then to the room where we found our first
zombie. Spiders have taken over the room, but ignore them and open the door
leading to the green hallway. Equip your Shotgun. Now, there are three Hunters
here, two which can be killed at once. Turn to either left or right and keep
aiming your Shotgun. Soon enough it'll automatically aim at both Hunters.
They're at a different camera angle, but shoot. You'll likely hit both of them.
Wait 1-2 seconds after each shot and shoot again. After 3-5 shots, both of them
die, with terrible double screeching. Equip your Python and run forward. The
third Hunter will run out of the Tiger Statue alcove, so blast it to bits. Now
run forward and open the door leading to the Stairwell outside the medical
room.
There are two Hunters here. Run forward and switch camera angles once. You'll
see the first Hunter in front of the pole, and he just stays there. You'll kill
it without a problem. The second Hunter is located under the stairs, but it
will never see or attack you, unless for some reason you need to go to the
Medical Room. Go up the stairs. Up here, there are two hunters behind the
staircase, but don't waste your time attacking them. Run towards the other
alcove where there are two locked doors. Unlock the one on the left with your
Helmet Key and toss it. Now open it. In here, pick up the Orders from the
table. Also grab the Magnum Rounds from the shelf. If you have more than one
item space open, get the Shotgun Shells. Now, see that ladder? Push it so it's
in front of the fireplace and right beneath the deer's head. Go to the door and
push the switch to the left of the door to turn off the lights. Now climb up
the ladder in the dark, face the deer, and get the Red Jewel from it. Leave the
room. Now, without fighting any Hunters, quickly run back to the green hallway
outside the Tiger Statue room. Open the door leading to the room. Put in the
Red Jewel and the tiger will move over, revealing *GASP* THREE SETS OF MAGNUM
ROUNDS. That's 18 bullets for you right there, and it's more than enough to
finish off this mansion. Now go back upstairs where you unlocked the Red Jewel
room with the Helmet Key. Use the pass number to unlock the other door and then
open it.
In this blue hallway, there is a zombie right next to you. Use the Shotgun to
blow it away. Now follow this hallway until you get to a door. There are two
Green Herbs and a Blue Herb. Also there is a zombie eating another zombie,
which, unusually, isn't dead. Kill them both and then open the next door,
equipping your Colt Python. You'll hear the ticking of the first Hunter. Wait
for it to come to you and then blast it into oblivion when it does. Now go
around the corner and you'll see a door. Standing in front of the door, wait
for the next Hunter to come around the bend and then kill it. Now, follow this
hallway to a set of blue double doors and then open them. We're in the big
library. Turn to Jill's right and run forward. Unlock the desk with your
Lockpick for some more Magnum Rounds. Now, turn left and walk forward. A zombie
should come out, but use your Shotgun to kill it. Go to the alcove where it
came out of. To the right is an empty shelf. Push it to the left to reveal a
small door and then open it. Walk around this room clockwise and pick up the
Battery in the corner. Don't get in front of the windows or else a few Crows
will come in. Now go back to the library.
Go forward and kill the two zombies around here. Also, get the Scrapbook from
the table and open the door on the other side of this place. We'll be in
another library. Run forward and we'll come across a statue. Push it a little
to the right and walk around it. If you don't know how to solve this puzzle,
hit the switch and a light will shine above a corner of this room. Push the
statue to that corner and a bookcase will slide over, revealing a hidden
Alcove. Inside is the Doom Book 1. Pick it up. Now check it and turn to the
pages. Hit X and it'll open, revealing an Eagle Medal.
Well, there's nothing else to do here. Backtrack to the hallway where we used
the pass number to unlock the door. Once you get back there, go downstairs. The
second Hunter should still be there, but we'll say goodbye to it forever and
not fight it. Just work your way to the Main Hall 1F. Now open the double blue
doors again. In this room, just open the door across from you. Like earlier,
just outrun the Spiders. Before you open the next door, make sure your Colt
Python is equipped. Open the door. As soon as you enter the twisted Hallway,
immediately aim and fire your weapon to hit/kill the other Hunter that seemed
to get here. From here, work your way to the Stairwell and get to the Storage
Room. By using this path, we avoided nearly all the second floor Hunters (two
in the Dining Room, the two above stairwell, and three in the u-shaped
hallway).
In the storage room, you should have these items on you:
Colt Python
Magnum Rounds
Shotgun
Shotgun Shells
Bazooka
Healing Item
Eagle Medal
Battery
Store the Shotgun and any ammo you have for it. Be sure to bring one healing
item with you. Also, put away your Eagle Medal and take out the Crank. Keep
your Bazooka, but DO NOT TAKE ANY ADDITIONAL AMMO FOR IT. Now, saving your game
is highly recommended too, as we're going through one last nagging part of the
game. Leave this room to the Stairwell. Back out here, go to the dark hallway
and then get to the hallway where we used the four crests. With your Colt
Python equipped, you'll hear the sound of a Hunter Leaping. As soon as it
lands, aim and fire. Now open the door across from you, and then open the set
of double doors, and congrats, we never have to see this mansion again!
--------------
THE COURTYARD
--------------
Out here, there's nothing much to do. Just open the double gates across from
you. In the Crank Area, just use the ladders and get to the elevator, avoiding
the snakes dropping down from the trees. Go down the elevator and we'll be
outside the Guardhouse Passageway. There is another elevator here with a slot
next to it. Put the Battery in the slot and the elevator will now work again.
The elevator will take you back out to the main courtyard area again, but we
need to do one last thing. Go back to the Crank pool and use the Crank to raise
the water level in this pool. So, what do we do if we can't cross? Go back to
the elevator and use it to get around it.
What that did was eliminate a waterfall in this area that was guarding a
ladder. Whenever the pool was drained, the waterfall would be active. Go to the
side of the room and use the ladder to get down to the Underground.
----------------
THE UNDERGROUND
----------------
Entering the underground, you should have these items on you:
Colt Python
Magnum Rounds
Square Crank
Bazooka
At least 1 Healing Item
There's nothing to do here in this hallway yet. Open the door on the left.
We'll find Barry by the door. He heard somebody's voice in these parts of the
underground too. He'll ask you to go with him, so say yes. Also, he'll offer to
go first, say yes too. When he walks away, walk forward and you'll hear a
gunshot. Now, follow the path to where Barry went (on Jill's left) and get to
the door and then open it. Be aware that taking any other path will kill off
Barry. As soon as you enter the room, a Hunter will leap at Barry, but he'll
take him down with two shots. Yay! Now Barry's going to survive for the rest of
the game now! From here, follow this path until you get to an opening. Go
through the opening and there will be a door, so open it. Follow this hall
until a cut-scene happens. We will find an injured Enrico on the floor, telling
us how somebody on the S.T.A.R.S is a traitor and we'll be finished soon.
Somebody shoots Enrico and runs off.
Barry, once again, examines Enrico. Examine him too and you'll get the
Hexagonal Crank. Now turn back around and leave this hallway. There are Hunters
here, but they were nowhere in our sight. Just run right and open the door in
this area. We're back in the hall where we met Barry, except we came in from
the opposite door. Aim and kill the first Hunter with your Colt Python, but due
to the awkward camera angles here, you may take a cheap swipe. There is another
Hunter here, but do your best to outrun it and get to the door. We're back at
where we started in the Underground. With your back against the ladder, follow
this hall and you'll get to a hole. Use the Hexagonal Crank on the slot to your
left to rotate the floor and remove the hole. Now who would waste their time
with a stupid puzzle like this? Once the hole is removed, get to the door
across from you and then open it.
In here, get out of the alcove and run to the north where there is a boulder.
Touch it and run back south. The boulder will begin moving, so immediately run
back to the alcove you came out of (if you get nailed by the boulder, you'll
drop at least two health levels). The boulder will crash through a wall,
revealing a new path. Go into the path. There is a Hunter here, but if you run
to our left of the Hunter, you'll most likely avoid his attack. Open the double
doors. We're going to fight a boss in here, but leave this room for a second.
Back out here, kill the Hunter without hesitation. Another Hunter will walk
over here, so kill it too. Now go to where the boulder originally was. Get the
Flame Rounds from the little hollow. Unload your Bazooka and then load your
fresh Flame Rounds in the Bazooka. Now go back to the double doors for a quick
boss fight. You know what this means? No more Hunters for the whole game!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
BOSS: Black Tiger Spider
Difficulty: Easy
This is a giant spider and it's tougher than your average spider. Your best bet
is to run around the spider in circles, shooting at it with your Colt Python. 3
shots will put it to waste, but watch out for the acid attack which can poison
you. It can also shoot out webs, which don't poison you but no nearly the same
amount of damage. If you're trying to save Python ammo, pump no more than 2-3
Flame Rounds into it.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
After the fight, all the baby spiders will come out of the big spider. They are
pretty annoying and can take pot shots at you. Leave the room and re-enter to
completely get rid of them. Now, see the door with the web on it? Stand from
the middle of the room and fire 2 Flame Rounds on the door to remove the web.
If you somehow don't have any Flame Rounds, pick up the Knife in the corner of
the room (to the left of the webbed door) and hack away at the web until it's
gone. Once it is gone, open the door. From now on, there will be no more
enemies in the underground. Run south and we'll get to a door, so open it.
Wow! A save room with an item box! I haven't seen one of these in ages. Anyhow,
you should have these items on you:
Colt Python
Magnum Rounds
Bazooka
Healing Item, if not used
Square Crank
Hexagonal Crank
Since we don't need any weapons for the final part of the underground, dump any
weapons and ammo you have. Also, get rid of the Square Crank and take out the
Eagle Medal. Grab the First Aid Spray from the table, and there's a Blue Herb
in the corner if you got poisoned by the spider. Now leave this place with at
least two open slots. Back in this hallway, just open the door across from you.
Now take the path to your north and then run to the left. There is a boulder
across from you, and on the wall to the left, there is a slot for a crank. Use
your Hexagonal Crank to rotate the wall in front of you. Keep using the crank
until the hole is on the left. Now run up to the boulder and turn around. The
boulder will start moving, so run left into the new alcove. Before we open the
door here, go to where the boulder originally stood and get the Doom Book 2 out
of the alcove. Check its pages for the Wolf Medal. There is a map of the
Underground here, but don't you think it's kind of useless when we're in the
final Underground Room? Go back to the alcove and open the door here.
In this room, go to the statue on the other side. Push the statue to the right.
We'll see a crank slot while we're pushing it too. Push the statue to the right
of the crank slot. Now use the crank to have a wall push the statue into the
middle of the room. If you missed, just retract the wall and re-adjust the
statue. Once the statue's out in the middle of the room, use the crank to
retract the small wall. Now push the statue to the right until it gets on a
little plate. Make sure it's on the middle of the plate too. It will open up a
slot revealing the Power Room Key, so pick it up. Now leave this room. Back in
here, go back to the door we used to originally enter this hallway. This time,
take the south back and use the elevator to get out of here.
----------
COURTYARD
----------
Back out here, use the Green Herbs to heal if you need to. Now go to where the
pool is. Put the Wolf Medal in one slot of the pool and the Eagle Medal in the
other. An FMV will occur, draining the pool out too. Go through the opening
between the slots where you put the medals. Now head down the stairs and open
the elevator at the top and we'll be taken down to Umbrella's Secret Lab.
----------------------
UMBRELLA'S SECRET LAB
----------------------
You're still weaponless, right? Don't worry, there are no monsters around us
yet. Start this place out by going to the ladder and then climbing it down.
There is nothing in here but an item box. You should have these items on you:
Herbs
Any other healing items
Hexagonal Crank
Power Room Key
Drop the Hexagonal Crank in and bring at least one healing item. Also, pull out
your Shotgun, your Shotgun Shells, your Colt Python, the Magnum Rounds, and the
MO Disk. Now open the door into the next hallway. Use the Shotgun to kill the
zombies here. Use the Green Herb to heal if you need to. Once all of the
zombies are dead, follow this door to a staircase and then go down it. Watch
out in this hallway. No matter how many times you kill them, the naked zombies
always seem to come back. Run into the opening to your right. Try to kill this
naked zombie, but if you can, run around him. You'll get to a set of double
doors. Open them. In here, go to the back of the room and get the MO Disk off
the table. Now go to the computer and turn it on. When it prompts you, log in
as JOHN and enter ADA as the password. When it prompts you which level to
unlock, select B2. It will ask for another password. Type in MOLE as the
password and the B2 room will be unlocked. Now select B3 and it'll
automatically unlock all the B3 rooms. Now shut the computer off and leave the
room.
Dodge the naked zombies here and go back to the staircase. Before you go up the
stairs, open the door on the left. There's nothing much in this hallway. Skip
the first door and then open the second door, which is to the right. Now use
the Shotgun to mow down the 5 naked zombies here. Grab the FAX off the shelf
and go around the room to get to a desk. On the desk is a machine. Enter in a
MO Disk into the machine to get a pass code. Now leave this room and get back
to the staircase, and then head up it. Up here, run into the opening to your
left, where there is another door. Get the slides off the table if you want
them, and then open the double doors. If you have the slides, go to the table
and put the slides into the projector. It'll show you several types of enemies
in the game, including the Umbrella Team. Near the table is a shutter. Hit the
switch on the shutter to reveal another switch. Hit this switch and a pole to
slide to the left behind you. Grab the MO Disk from behind the pole. Also,
before leaving the room, get the Security System file on the shelf near the
door. Now go back down the stairs to B3.
Back down here, run to the right and follow the hallway until you get to
another set of double doors (not the one that goes into the computer room). Try
your best to avoid killing the naked zombies, as we need all the ammo we can.
When you get to the second set of double doors, use the Power Room Key to
unlock it, also creating an obnoxious sound. Open the door now. Before doing
anything, open the door to the right of us. Grab the Shotgun Shells off the
table and get the Red Herb if you want it. In here are two boxes and a ladder.
See those ventilation holes? Push the ladder to the right (make sure it doesn't
hit the wall), and push the crate on the right to cover the right hole. Now,
take the left crate, and push it right. Now, push it up, then push it to the
left. From here, you can push it upward to cover up the other ventilation hole.
Now, push the ladder to the switch in between the holes and crates, and climb
it. Be sure not to step on the switch before both holes are covered, otherwise
poisonous gas will be release. Now enter the vent shaft and we'll get to the
Morgue.
Both zombies in here are faking dead. Kill the one near the shelf and then get
the Magnum Rounds from your shelf. On the other side of the room, put the MO
Disk into the machine on the desk to get the second pass code. Now unlock the
door in here and open. Back in the naked zombie hallway, just get to the door
you unlocked with the Power Room Key. In here, run straight and kill all 3
zombies with the Shotgun. Now open the middle door in this hallway. Saving your
game here is highly recommended. Get the Flame Rounds from the shelf. Use the
Green Herb to heal if you need to. Also open the item box. You should have
these items on you:
Colt Python
Magnum Rounds
Shotgun
Shotgun Shells
MO Disk
Flame Rounds
Any healing item
Drop in the Shotgun and any ammo you have for it. Pull out your Bazooka and
bring at least one healing item. Use the Ink Ribbon on the shelf to save your
game if you need to, and then leave the room. In this hallway, run to the left
and open the double doors to get into the power room. This is probably the most
dangerous part of the whole lab. Run to the right and then follow the path
until you get to a computer panel. Examine it and use it to turn on the power
for other areas in the lab. Now turn around and get back to the double doors.
This time, run to the left and follow this path until you get to a door, and
then open it. Also, watch out for the Chimeras on the ceilings. Try to run
around them, but if they become a problem, use the Flame Rounds to dispose of
them.
In the second power room, there are no enemies. Simply run forward and we'll
get to a machine. Use the MO Disk to get the third and final pass code. Now
take the other path until you get to a door, and then open it. We're in the
third power room. To make things easier, cross this place clockwise. Sure,
we'll run into the Chimeras, but we don't need to deal with them at the end.
Run until you get to a small computer. Examine it and use it to activate the
power for the elevators. Now continue following the path until you find a big
computer. You can't do anything with it, but just pick up the Battery next to
it. Now run back to the door and open it, dodging the Chimeras. From here, get
to the first power room and then leave this whole area. Back out here, run and
keep your Bazooka equipped. You'll get to an elevator. Use the switch to turn
it on and then Barry will enter the room. Both Jill and Barry will go down the
elevator.
Down here, we'll confront Wesker. Barry points a gun to our head and we learn
about the whole truth between Umbrella, Barry's family, and Wesker. He is about
to show us the Tyrant, but before we enter, Barry knocks out Wesker by slapping
at his head with his gun. Both Barry and Jill decide to go see the Tyrant. We
see a little FMV of the Tyrant and after another chat, Barry decides to drain
out the test tube. Tyrant breaks free of the tube and takes a swipe at Barry,
knocking him out. Now we need to fight him ourselves.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
BOSS: Tyrant
Difficulty: Easy-Medium
As soon as the fight starts, run forward on Tyrant's clawless side. He doesn't
run, and his only attack is that he'll swipe you with his claw if you get
close. To save up ammo, unload your Flame Rounds on him first. Then use
whatever you have left in your Python to mow him down. If you want to take him
out with your Colt Python, it takes about 6 shots to bring him down. Run around
the place when you need to, fire when you have the room, and when he gets
close, just turn around and run.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
After the fight, go over to Barry and check on him. He'll get up and claim how
he was embarrassed. Now leave the room. Back in this hallway, we'll hear the
triggering system go off. Wesker did set it off, and we need to get out of
here. Both of you will go on the elevator. Barry then runs off, so get to the
save room. Save your game and bring out your absolute best healing items, and
remember to have the Battery on you. You should have Colt Python, Bazooka with
Flame Rounds, Battery, and a few healing items. Now leave the save room, and
then run forward to get into the naked zombie hall. Chimeras have replaced the
naked zombies, but you can run and easily avoid them. Now run to the staircase,
but before climbing it, open the door on the left. In this hallway, run
straight and you'll get to a set of double doors that are locked. To the right
is a pass code panel. Enter in all three pass codes to unlock the door. Open it
and we'll get to another hallway. In here, get to the door and open it.
Chris is in here, and the two will re-unite. Now that we've saved Chris, get
out of here and get back to the staircase, and then go up it. Up here, kill the
zombies if you really need to, but run to the door and open it. With the item
box in this room, now's your last chance to pull out any other healing items.
Climb up the ladder and we'll find Barry and Chris. Open the double doors. In
here, follow this hallway until you get one last contact from Brad. Just keep
running to the elevator and put the battery in the slot. We now have three
minutes to get out of here, and Jill will enter the elevator while Barry and
Chris fight off the monsters. Once you're at the heliport, check the box next
to you for a Flare. You can use it anywhere, but use it in the middle of the
place. Brad will come in and try to pick us up, but the Tyrant will burst out
of a hole for one last fight.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
BOSS: Tyrant (2nd fight)
Difficulty: Medium-Hard
Tyrant is stronger than ever and will not show any mercy. His attacks are
stronger and he can run and swipe you too. If you get too far from the Tyrant,
then he will charge and take a running swipe at you. Sometimes his swipes can
toss you to the wall, where he can get you into nasty swipe locks. Tyrant can
also upgrade his claw and then run at you, dealing a significant amount of
damage. Use your Colt Python to attack the Tyrant. One strategy that I find
very effective is to attack him and then when he gets close, run around on his
clawless side. Provided you weren't too close, he'll swipe and likely miss,
giving you a chance to fire again. Keep repeating this and heal when necessary,
and keep a safe distance before attacking. After about 10 Colt Python rounds or
if the timer drops to about 30 seconds, Brad will drop a Rocket Launcher. It
has 4 rockets and with auto-aim on, it's unlikely that you'll miss. One Rocket
will put the Tyrant to rest.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Watch the final ending as the mansion explodes into a million pieces. Also
watch the credits roll by too (if you're playing the original Resident Evil:
Director's Cut, these are probably my favorite ending credits). Then you'll see
how much time it took to beat the game for you and how many times you've saved.
It'll also prompt you to save your game. It'll be a saved game at the Main Hall
1F and will store any items you've unlocked. Enjoy!
===================================
10. Chris's Walkthrough (Advanced)
===================================
NOTE: Playing as Chris, I've assumed you've played as Jill, and hopefully know
the mansion, hell, even the game, better this time around.
--------------------
THE MANSION: PART I
--------------------
We're greeted by a nice scene of Jill aiming her gun at Wesker. Chris also
notices Barry's missing. The three hear a gunshot and Chris decides to check it
out, while Jill and Wesker will remain in the hall. Chris opens the doors and
starts out in the Dining Room. The pool of blood is gone for some reason too.
Just run to the other side of the Dining Room to open the door. In here, run
left and step on the carpet for the FMV. Unless you're very skilled, don't
attempt to knife down that zombie. Just run back to the Main Hall 1F. Wesker
and Jill have disappeared. Unlike Jill's scenario, we don't have to check one
room to find them. Pick up Jill's Beretta that was left on the floor. Now equip
it and go back to the hallway where we saw our first zombie.
The zombie is to our right now. Simply kill it and then go over to Kenneth's
dead body. Search him three times for two clips. Go back to the Main Hall 1F.
Go up the stairs to get to the second floor. Up here, use the staircase on the
right. There are two doors in front of you. Open the door on the right. In this
small hallway, pick up the Small Key from the shelf and then open the next door
to get the balcony. For some reason, they decide to replace the Bazooka with a
Clip. Pick up the Clip on here. Go over to forest and attempt to pick up the
Armor Key, and then Forest will revive himself and attack you. Quickly kill him
and then pick up the Armor Key. Now go back to the Main Hall 2F. This time,
open the door to the left.
In this hallway, just simply unlock the first door you see with the Armor Key
and open it. In here, walk around the corner and we'll meet Rebecca Chambers
aiding Richard. They need serum, and they'll send you to get it. When you leave
the room, watch out for the zombie, who is now by the door. He seems to get a
hold of me every damn time. Kill it and then get back to the Main Hall 2F. Now
go to the other side of the room and open the doors to get to the Dining Room's
second floor. Use your Beretta to kill the zombies. If they fall down, use the
Knife to get a stab or two to save precious ammo. Now go to the statue and push
it so it's in front of a wide open hole in the ledge. Now push the statue over
the ledge for a nice crash on the first floor. Now open the door across from
us. Quickly kill this zombie before it causes any problems. Then follow this
hallway, kill the next to zombies, and then go down the stairs. Down here, walk
forward and a dog will leap out of the window. Shoot it once and then knife the
crap out of it until the dog is dead. Follow this hallway and do the same for
the next two dogs (one shot, knife to death). Now go into the medical room
underneath the staircase.
You should have these items on you:
Beretta
Clip (if any ammo)
Knife
Armor Key
Small Key
First Aid Spray
Drop in the Knife and First Aid Spray. Don't get the Serum yet, as we still
need some space. Go back outside to the hallway. Follow the hallway to two
doors. Unlock the door on your right with the Armor Key and open it. In this
small room, unlock the desk across from you with your Small Key and open it for
Shotgun Shells. Also, grab the Clip and Colt Python off the shelves. Go back to
the medical room now and drop in the Colt Python and Shotgun Shells. Now grab
the serum from the shelf and leave. Go back upstairs to the second floor. Up
here, get to the dining room and then the Main Hall 2F. Open the door across
from you. Back in this hallway, open the first door to get to Richard's room.
Walk around the corner and Rebecca will give Richard a shot, but he will die.
Rebecca will also stay in this room. Leave this room and go back to the
previous hallway.
Follow this hallway and kill the first zombie you see. Now unlock the double
blue doors with the Armor Key and then open it. In this knight room, cover both
vent holes with the statues and then press the switch. The glass on the shelf
will lower, so pick up the Emblem inside. Leave this room. Back in this
hallway, follow the hallway and kill the next zombie. You'll get to two more
doors, but the first one is locked from the other side. Open the one on the
left and you'll get to a small library. Grab the Botany Book from the table and
then open the next door. Kill the two zombies across from you and then run
forward. Unlock the first door you see with the Armor Key and then open it. Try
to ignore the zombie in here for now and open the door to our right. In here,
press the switch on the wall to drain the tank. Push the empty tank to the
right afterward. Now push the cupboard to the right and it'll reveal a cabinet.
Open it to get the first half of the Moon Crest. Get the Researcher's Will from
the desk and then leave the room.
Kill or avoid the zombie in this room and then open the door across from you.
In this bedroom, pick up the Lighter. Don't bother to get the other items here,
we'll come for them much later, as we have no more space. Leave this room, and
then go back out to the corridor. Run down south and go down the stairs to get
to the first floor. Kill the two zombies here and then open the door to get to
the storeroom. You should have these items on you:
Beretta
Clip (if any ammo)
Armor Key
Emblem
Moon Crest (1st half)
Lighter
Drop in the Emblem and the 1st half of the Moon Crest. Also pick up the Broken
Shotgun and dump that in the item chest. Leave this room now and go back up
stairs. Up here, run right and unlock the other door in the alcove and then
open it. Back in this hallway, go to the door that leads to Richard's room and
open it. Rebecca is gone now, so examine Richard twice for a Clip. Load up your
Beretta and open the next door. You need to be really lucky in this room.
Quickly kill the two zombies before they bite you, as you have little room for
error. Once they are both dead, run into the opening to the right and open the
door. In this small dining room, use the Lighter to light up the candles on the
table. Now move the cupboard to the right to reveal an opening. Go into the
opening and check the cupboard inside to get the Sword Key, which is the
alternative to Jill's lockpick for opening doors. From here, leave this room
and go to the Main Hall 2F, which is right near here.
Once you get to the Main Hall 2F, open the double doors to get to the dining
room. Just open the door across from you and use the stairs to get back to the
first floor. Now go into the medical room beneath the stairs. You should have
these items on you:
Beretta
Clip (if any ammo)
Sword Key
Armor Key
Lighter
Put away the Lighter. Now, make sure you are in good condition, as it's
important for this upcoming part of the game. Leave this room. Back here,
follow the hall to the two sets of doors again. This time, open the other one.
There are two zombies in front of you, but ignore them and run to Chris's
right. To Chris's right is a door, so unlock it with your Sword Key and open
it. In here, grab the much needed Clip on the bedroom and go to the desk and
examine the book. A zombie will come popping out of the closet, so quickly mow
it down before it gets to be a problem. Now read the Keeper's Diary and then
get the Shotgun Shells from the closet. Now leave this room. In this hallway,
go right, unlock the door, and then open it. We're in the hallway where we
found our first zombie. Run up north and unlock the door on your left with the
Sword Key and open it. Now walk around the piano and you'll get to a shelf.
Slide this shelf to the right and then grab the Music Notes off the other
shelf. When we try to use the Music Notes on the piano, we find that Chris
can't read music. Rebecca conveniently comes in and tries to play the song, but
comes up a little short, so she needs to practice. Regardless of if you say yes
or no, she will remain in here and practice. Leave this room and get to the
Dining Room. Search the remains of the broken statue for the Star Crest. Now go
to the Main Hall 1F.
On the opposite side of the doors leading to the Dining Room, unlock the solo
door with your Armor Key, but don't enter it yet. Instead, open the double blue
doors. In here, push the ladder to the statue and get the Map of the 1st floor
if you want. Unlock the door across from you with your Sword Key and then toss
it forever, and then open it. In this hallway, simply run to the other door and
ignore the two dogs, as you'll need all the ammo you can get your hands on.
Open the door when you get to it and you'll be in the twisted hallway. In here,
unlock the first door you come across with the Armor Key and then toss it
forever. Open the door to get outside. Kill the dog across from you and then
follow the path until you get to a boiler. Try your best not to kill the dog
that leaps at you, but if it becomes a problem, kill it. That's what the 5
Green Herbs here are for. Pick up the Chemical and quickly leave this room.
Back in this hallway, run forward and open the next door you see. We're in a
bathroom. Run forward and kill the zombie coming out of the alcove. Now get the
Clip off the counter and search the tub for a Small Key. Leave this room and go
back to the twisted hallway. Follow this hall to a set of double doors and then
open them. There are zombies across from you, but avoid them for the time
being. Quickly unlock the blue door and open it. Back at the Stairwell, go
under the stairs and open the door to get to the Storage Room. You should have
these items on you:
Beretta
Clip
Small Key
Chemical
Star Crest
Any healing item you may have
Toss away the Star Crest and take out the Broken Shotgun. Be sure to have at
least two open slots. Now go back to the previous stairwell and use it to get
to the previous hallway. Again, avoid the zombies and get to the double door
and open it. Once you're in the twisted hallway, open the door in front of you.
Open this door and enter it too. By this point, you may be low on Beretta ammo.
If you have enough, kill the first zombie in this room. If not, go back, get
the Colt Python, AND ONLY KILL TWO ZOMBIES. If you can kill the first zombie
with your Beretta, quickly run to the Shotgun and pick it up. Now you can
easily kill the zombie next to you. Check the wall where the Shotgun was. When
it prompts you to put down the Shotgun, say no. Instead, put down the Broken
Shotgun. The third zombie may be stuck in a corner, but you can easily avoid
him. Now leave this room. Back in here, open the door to the twisted hallway.
Open the double doors across from you. With your new Shotgun, blow away the
three zombies. Now open the only door on the left wall. To solve this puzzle,
you must hit the switches in the correct order or else the crows will come to
annoy you. Hit them in this order:
Newborn Baby
Infant
Lively Boy
Young Man
Tired Middle Aged Man
Old Man
The End of Life
At the end of the puzzle, the picture will fall in front of you revealing the
Wind Crest. Pick up the Wind Crest and run back to the storeroom to dump the
Wind Crest into the item box and then get back to the Main Hall 1F. Remember
that door I told you to unlock but not open? Enter it now.
Kill the two zombies in between you and then get the Clip on the counter in
front of the mirror. Now go to the other side of the room and you'll get to a
narrow passage. Run south of the zombie and use your Small Key to unlock the
desk. Open it for some Shotgun Shells. If you're going to change your outfit,
kill the zombie and enter the next door. If you don't want to, don't bother to
waste your ammo. Go out to the Main Hall 1F and get to the room where we found
our first zombie. Rebecca should be done practicing, but let her be for now. We
still have a few more things to do. Open the door leading to the green hallway.
Run forward into the bigger area to kill the two zombies still hanging around.
Facing the door, turn around and run forward. Follow the hallway to another
door and a zombie. Kill the zombie and enter the door. In this greenhouse, go
to where the water is in the corner. Dump the Chemical into the water to kill
the plants.
Before grabbing the Sun Crest from the wall, make at least 1 combo of a
Red/Green Herb mix. If you have enough space, make another Red/Green Herb
combo. Get the Sun Crest from the wall now and leave the room. Now follow the
hallway and open the door to get to the stairwell near the medical room. Run
under the stairs and go back to the medical room. You should have these items
on you:
Beretta
Clip (if any ammo)
Shotgun
Shotgun Shells (if any ammo)
At least 1 Red/Green Herb mix
Sun Crest
Put away the Beretta, the Clip (if you have any ammo), and keep both healing
items. Put away the Sun Crest and take out all Shotgun Shells you have. Also
bring out the Emblem, and make sure you have at least 1 open item slot. From
here, leave the room and go back to the hall where we found our first zombie.
Run up north and open the door to get to the piano room. Rebecca is done
practicing now, and she'll play Moonlight Sonata for us. At the end of the
song, it will open up a passage. Enter it and grab the Gold Emblem from the
hollow. The door will close, so put the regular Emblem in its place. From here,
leave this place and go back to the Dining Room. Put the Gold Emblem in the
hollow above the fireplace. This will cause the clock to ding three times, stop
ticking, and move over, revealing a Blue Jewel, so pick it up. Go back to the
green hallway and enter the small alcove. Open the door and we'll be in the
Tiger Statue room. Put in the Blue Jewel and the tiger will slide over,
revealing the Shield Key, so pick it up. Now go back to the Main Hall 1F.
Go up the stairs to get onto the second floor. Take the right staircase and
open the door across from you. In this hallway, get to Richard's Room and open
the door. In this small hallway, go up the stairs and use the Shield Key to
unlock the door. Toss the key and open the door. In this attic, run to the
middle of the room and we'll fight a boss.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
BOSS: Yawn
Difficulty: Medium
This fight is always a pain, because we don't have the great Acid Rounds to end
the fight in 3 hits. As soon as the fight starts, try to shoot it at least once
with your Shotgun. Run around to avoid being bitten, and fire a shot now and
then. But there is a great chance you will be bitten here, because you need to
get so many hits in. Your best bet is to get Yawn stuck around the pole and
fire cheap shots at him. Heal yourself after every two hits, as Yawn's bites
will poison you.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
At the end of the fight, Yawn will go back into the hole it came out of.
Examine the hole to get the second half of the Moon Crest. Also go to the two
barrels and grab the Shotgun Shells. Leave this room and go down the stairs. If
you were not poisoned by Yawn (and I give congrats to you if you didn't get
poisoned while fighting him), skip this following passage and read on.
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
CHRIS POISONED?
If Chris got hit during the Yawn fight, he'll drop to the ground while Rebecca
enters the room. If you got the Serum to Richard on time, you'll control
Rebecca. If not, Chris will pass out and wake up in the medical room. When
controlling Rebecca, we need to get the Serum for Chris. Simply go to the Main
Hall 2F, Dining Room 2F, go down the stairs in the next hallway, and then open
the door to get there. Grab the Serum from the shelf and then bring it back to
revive Chris.
Also, be aware that using the serum will not completely restore Chris, as it
just eliminates the poison. You can use a healing item that you have or the
Green Herbs found in Richard's room.
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
Once you regain control of Chris (if you were poisoned), go back to Richard's
Room and then go to the previous hallway. In here, follow the hallway to the
two doors and open the first one. In this corridor, go to the door you unlocked
with the Armor Key way back when. Go to the bedroom first (where you got the
Lighter). If you have the space, get the Red Herb in the corner to the left of
the bed on the left and get the Shotgun Shells from the right of the right bed
in the corner. If you want to save right now, go to the other room where we got
the first half of the Moon Crest. Get the Ink Ribbon from the white coat near
the door. Now go back downstairs to get to the first floor and open the storage
room. You should have these items on you:
Shotgun
Shotgun Shells
2nd half of Moon Crest
Red Herb
Ink Ribbon (if you wanted it)
At least 1 healing item
Put away the Red Herb and bring out the first half of the Moon Crest. Combine
it with the other half to get the full Moon Crest. Save your game if you want
to and put away the Ink Ribbon. Put away any other healing items to make room
for the Wind, Sun and Star Crests. Leave the storeroom and go to the stairwell.
Open the door to get to the hallway. Turn right and follow the hallway to a
door and then open it. Kill the two dogs out here and then go to the panel.
Insert all 4 crests to release the lock, so open the door next to you. In here,
push the ladder to the left and then push it upward to get to the high shelf.
Climb it and get the Crank from the shelf. Also, get the Small Key on the
barrel next to the double doors. Open the double doors and then we'll be in the
Courtyard.
--------------
THE COURTYARD
--------------
Aim your Shotgun and it should aim at a dog. Shoot it and then wait for the
growl, and then shoot again. Repeat until the dog dies. Also, kill the other
two dogs here and you'll get a call from Brad, if you got the radio that is.
Answer it and you'll find he can't hear you, but he is still flying around. Use
the Green and Red Herbs to heal if you need to, and then open the gate across
from you. In this area, follow the path until you get to a slot. Insert the
crank into the slot to drain the pool and reveal a ladder. Climb down the
ladder and use it to get to the higher ledge across from you. Follow this path
to an elevator. Watch out for the snakes falling from the trees on your way and
go down the elevator. Down here, walk forward and kill the three dogs without a
problem. Once they are all dead, run forward and open the gate across from you.
In this pathway, use the Green Herbs to heal if you need to. Follow the path
and kill the two dogs wandering around here. Once they are both dead, enter the
door on the other end of this path to get into the guardhouse.
---------------
THE GUARDHOUSE
---------------
If you got hit by the snakes in the Courtyard, you can use the blue herbs in
this hallway. Run into the opening to the left and you'll see a door to your
left and right. Open the door on the left labeled "001". Run forward and kill
the two zombies in this room. Also use your Small Key and open the desk for
some Shotgun Shells. In the corner of this room is a table. Search the cup on
the table for a Small Key and then leave this room. Now go into the door in
front of you and you'll be in a save room. You should have these items on you:
Shotgun
Shotgun Shells
Small Key
Crank
1 or 2 Healing Items
Be sure to keep one healing item. Put away the Crank and pull out your Beretta
and any ammo you have for it. Now save your game if you want to. Grab the Clip
off the shelf and get the First Aid Spray and put that in the item box. Now
leave this room and open the double doors and you'll be in a bar. Ignore the
two spiders here, as there's plenty of room to dodge them. Run to the right and
grab the Red Book off the table. Sometimes you may grab an Ink Ribbon in the
process. Leave this room. If you were poisoned by the spiders, use the Blue
Herbs. With your back to the double doors, go into the opening to the right. A
vine will come out of a hole and strangle you, but enter the door in this
opening. There's nothing much in this hallway. Just run and follow it until you
get to a door and open it.
To our right is a door. Examine the panel to the right of this door and enter
in "125" into the panel to unlock the door, but don't enter it. After that, run
right and we'll get to a desk and a large wasp nest. Quickly grab the 002 Key
from the desk and run back to the door we used to enter this room and leave,
because the wasps will be after you. Back in this hallway, turn right and
continue to follow it until you get to another door labeled "002". Unlock it
and toss the 002 Key. Also, if you need to heal, push the statue to your left
into the alcove and grab the Green Herbs. Also enter the 002 room. There are no
zombies in here. Run forward and use the Small Key to unlock the desk and open
it for Shotgun Shells. Grab the Plant 42 report off the bed and open the door
near this room's entrance.
Kill the two zombies with your Shotgun and grab the 003 key from the sink. Now
who leaves a key in the sink? Backtrack to the wasp nest room. Run forward and
unlock the solo door with the 003 key and open it. In this room, open the door
to your right and get to the bathroom. Those Capcom developers are cruel. Who
replaces Flame Rounds with a Clip? Kill the zombie and grab the Clip from the
floor. Go back to the 003 room and head into the bedroom area. Kill the zombie
with your Shotgun and equip your Beretta. Go to the bookshelf and take the
White Book, also named the V-Jolt report from the shelf. Since there's a book
missing, insert the Red Book into the shelf. This will cause a cupboard to
slide over and reveal a door, so open it.
NOTE: If you didn't deliver the Serum to Richard in time in the mansion, or you
answered "No" to Rebecca's question in the Medical Room (if you went there
first before seeing Richard), skip this following section, as you won't control
Rebecca.
*******************************************************************************
~~~CONTROLLING REBECCA~~~
*******************************************************************************
We'd be fighting Plant 42 right now, but Chris wants to check it out. He gets
grabbed by a tentacle and screams in pain, causing Rebecca to run in through a
jammed door, something we were never able to do. Chris hands Rebecca the V-Jolt
Report. Once you gain control of Rebecca, run forward to the door with the code
panel and open it. This is the room where we can make the V-Jolt. So make it,
follow these instructions:
1. Grab all 4 empty bottles in this room (they are the flashing objects).
2. Go to the sink and put water in one.
3. Go to the shelf behind you and get some UMB. NO 2. Put some in an empty
bottle.
4. Combine the water and the UMB. NO 2. to get UMB NO. 3
5. Go to the empty shelf and get some UMB NO. 4 off of it. Put it in an empty
bottle.
6. Combine the UMB No. 4 and UMB NO 3 to make UMB No. 7
7. Get UMB NO. 4 from the shelf and UMB NO. 2 from the other shelf. Combine the
two and get UMB NO. 6
8. Combine UMB NO. 6 and UMB NO 7 to make UMB NO 13
9. Get some water from the sink and UMB NO. 2 from the shelf. Combine the two
to make UMB NO 3
10. Combine UMB NO 3 and UMB NO 13 to make the V-Jolt
NOTE: If you make a wrong combination not listed here, a poisonous gas could be
released, so leave and re-enter the room.
After making the V-Jolt, run down to the 002 Room. Go into the bedroom area and
you'll see two cupboards. Push the one on the left forward and push the right
one to the right to reveal a ladder, so climb down it. Down here, follow this
hall to two crates. Push them both into the water. Now, go to the other crate
and push it towards the opening that leads to the ladder. Now, with your back
facing the ladder, push the crate forward to the wall across from you. Now, get
behind the crate and push it until it hits a wall. Once it does, get to the
right of the crate and push it left to a water.
The three crates will form a bridge. Cross the crates and follow the path to a
set of double doors and open them to get to the flooded part of this basement.
Don't even waste any time here. Just run right and open the door in the corner
before the sharks come out to get you. On the other side of this room is a huge
root handing from the ceiling. Use the V-Jolt on the root and it will start
shriveling, so leave the room.
*******************************************************************************
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
BOSS: Plant 42
Difficulty: Easy-Medium
Too bad we didn't have the Flame Rounds to take him down in a second. Chris is </pre><pre id="faqspan-3">
still being strangled by the tentacle, but Plant 42 will let go of Chris,
shrink, and re-grow to original size. The best weapon to use here is Beretta.
Get on the opposite side of the room across from the double doors. When aiming
at Plant 42, aim up and fire. Fire 1-5 times and then run to avoid the large
drops of acid falling from the ceiling. Also, do not get close to the plant or
it will whip you with its tentacle. After almost or a little more than 30
shots, the Plant will die. If you run out of Beretta ammo, just finish it off
with your Shotgun.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
After the plant dies, search the fireplace for the Control Room Key. Then open
the double doors to get back to the Wasp Nest Room. If you had Rebecca make the
V-Jolt, you'll find her here. Chris will thank her and she will run off into
the room where she made the V-Jolt. Run over to the 002 room and go down the
ladder. If you didn't play as Rebecca, use this time to push the 3 crates into
the water to create a bridge. Otherwise, the bridge should already have been
created. Run to the double doors and open them. In here, run counter clockwise
around the room. There will be no FMV for Chris, as the sharks may be
surrounding the door already. Just run to the left door and unlock it with the
Control Room Key and then open it.
There is a flashing light in here. Go over it and check the level to the right
of it. Move it and it will cause all of the water in this flooded basement to
drain. Now push the button near the door and it will unlock the other door, so
open it. In here, grab the two boxes of Shotgun Shells, the Helmet Key, and the
two Clips. Now leave this room and get back to the 002 room. Once you get back
there, leave the room to get back to the hallway. Wesker is here, and he has
just taken down a Spider. He claims he lost track of Jill when they got
attacked by a monster and were scouting around (yeah right). After the chat,
open the door to the main Guardhouse hallway. Open the door leading to the save
room. You should have these items on you:
Shotgun
Shotgun Shells
Beretta
Clip
Helmet Key
At least 1 healing item
Deposit the Shotgun Shells and the Shotgun and save your game. You must be
thinking I'm crazy for using the Beretta on these parts, but it will help save
ammo in the long run. Save your game if you want and leave this room. Now open
the door near the statue and we'll be out into the Courtyard and finished with
the Guardhouse.
--------------
THE COURTYARD
--------------
Once you step outside, run forward and you'll get a call from Brad. He still
won't be able to hear you, as the radio's broken. Just follow this pathway to
the gate and open it. Out in this area, there's nothing much to do. Just run
over to the elevator and go up it. From here, run to the ladder and dodge the
snakes falling from the trees. Once you get to the ladder, go down it. Now run
forward and go up the ladder and then enter the gate. There are two dogs here.
Equip your Beretta and run around the bushes to lure the dogs to you. Kill them
both with your Beretta. Afterwards, use the herbs to heal if you need to and
then open the double doors to get back into the mansion.
---------------------
THE MANSION: PART II
---------------------
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
NOTE: Because this is one of the most dangerous and frustrating places in the
game, I'm going to give you the easiest path to avoid the Hunters and get out
of the mansion with much ammunition on your side to finish the game.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Once you're back in the mansion, open the next door. Now run forward and open
the door to get back in the dog hallway with your Colt Python equipped. Run out
of the alcove and an FMV will happen with a Hunter chasing you. As soon as it
enters the room, shoot it once and it'll either die or fall to the ground. If
it doesn't die, wait for a "tick" sound and shoot to kill it. Now unlock the
brown door here with the Helmet Key and open it. In this small room, hit the
switch on the desk to lighten things up in this room. Grab the Magnum Rounds on
the desk and get the MO Disk from the shelf to the right of the door. Now leave
this room and open the door leading to the stairwell.
Run forward and kill the two Hunters. Hopefully one of them will die in one
hit, and just be sure to hit them as soon as they get up from the ground. Enter
the storage room. Wesker has left us a Clip, Shotgun Shells, and a First Aid
Spray. You should have these items on you:
Beretta
Colt Python
Magnum Rounds
Helmet Key
MO Disk
Maybe a healing item
Drop in the MO Disk. Now pick up the Clip from the floor, load up your Beretta,
equip it, and leave the room. Go up the staircase to get on the second floor.
Here's a great way to save ammo. See that Hunter? Aim up at it with your
Beretta and fire at it. It will try to attack you, but it cannot go down the
stairs. After around 5-8 hits with your Beretta, it should die. Go back
downstairs into the storage room afterward. Put away the Beretta, Clip, and
take out your Shotgun and Shotgun Shells. Also, grab the Shotgun Shells from
the floor and take the First Aid Spray and put it in the item box. Leave the
storage room and go back to the stairwell. Open the door leading to the dark
hallway. Once you get back there, open the double doors leading to the twisted
hallway.
Equip your Colt Python and follow the hallway until a Hunter charges at you.
Shoot it. If it doesn't die, equip your Shotgun and fire again, as it should
take 1-2 hits with the Shotgun afterward. Now go into the next hallway where
the dogs leaped out of the window. There are Spiders here, but you're fast
enough to avoid them. Get to the Main Hall 1F. Once you get back there, go into
the Dining Room and then into the hall where we found the first zombie. Avoid
the spiders and enter the door leading to the green hallway. With your Shotgun
equipped, turn either direction and keep aiming until you automatically aim at
a Hunter. Fire your Shotgun. If you're lucky, you'll hit two Hunters, but they
definitely won't die. Wait 1 second and fire again. Repeat that until both
Hunters die, and then equip your Colt Python. Run forward and a Hunter will
come out of the alcove screeching. Hit it once and if it doesn't die, finish it
with the Shotgun. Go forward and open the door leading to the stairwell outside
the medical room.
Use your Shotgun to kill the Hunter in front of you. Run to the staircase.
Unlike Jill's scenario, the second Hunter is out in the open, rather than under
the staircase. Get up the stairs. Up here, there are two Hunters, but are both
behind you. Run to the alcove and unlock the door on the left with the Helmet
Key and open it. In here, grab the Orders from the table. Also get the Magnum
Rounds and Shotgun Shells from the table. See that ladder? Push it up so it's
directly in front of the fireplace. Hit the switch near the door to turn off
the lights. Climb the ladder and face the moose. Examine it to pick up the Red
Jewel. Now leave the room, go down the stairs, and quickly run to the door
leading to the green hallway, avoiding the Hunter down there. In the green
hallway, run to the small alcove and open the door leading to the tiger statue
room. Put in the Red Jewel and get the 3 much needed sets of Magnum Rounds.
Afterwards, get to the main hall 1F. Open the double blue doors, get into the
spider hallway, and then to the twisted hallway. There is another Hunter here,
so aim and kill it. Now get to the storage room from here.
You should have these items on you:
Shotgun
Shotgun Shells
Colt Python
Magnum Rounds
Helmet Key
Any healing item you may have
Take out a healing item, make sure you're at full health, and then leave the
room. Go up the stairs to get to the second floor. Back up here, run to the
left and follow this hallway to a blue door and open it. In here, unlock the
door with the Helmet Key and toss it. Now open the door. Equip your Shotgun and
examine the piano for a boss fight.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
BOSS: Yawn
Difficulty: Easy-Medium
Yawn decides to bite you and misses, causing a hole to appear on the floor.
This time, when it bites you, it will not poison you, but it is a tad stronger
than the last fight. Use the Shotgun to hit it. Run into a different spot if it
starts to corner you. It should take about 7-10 hits to kill it with your
Shotgun. If you get bit 2-3 times, heal yourself. This fight shouldn't be too
much of a problem.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
After the fight, examine the hole. Since there's no Barry or Rebecca to give
you a rope, jump down it. Down here, examine the tombstone and press the switch
on it. It will move, revealing a ladder, so climb down it. There are three
Hunters in this room. One is across from you and there's two others in an
alcove. You're better off just RUNNING straight to the other side of the room
before the two Hunters come out and slash you to death. You may take a swipe
from the other Hunter, but ignore it and open the door. This room is much more
peaceful. Follow this hallway until you see two Green Herbs. Heal if you need
to with them. There are two zombies feasting on another zombie, but you can
easily run through them. The dead zombie on the ground really is dead, as it
won't grab your ankle if you walk near it. Unlock the door and open it.
In this kitchen, pick up the Small Key on the counter across from you. Now run
into the opening to the right. There is a zombie faking dead on the ground, so
shoot it twice with your Shotgun to kill it. Now go into the elevator to bring
you up into the second floor. As soon as you get into the hallway, use your
Colt Python to kill the Hunter next to you. Then go to where the Hunter was an
open the door. In this closet, grab the two boxes of Shotgun Shells and leave.
Back in this hallway, wait for the Hunter to approach you and kill it with your
Shotgun/Colt Python. Then follow the hallway to double blue doors and open
them. In this Library, run to Chris's right and you'll get to a desk in the
corner of the room. Unlock the desk with the Small Key and open it for Magnum
Rounds. By this time, a zombie will come out of the opening from the left. Kill
the zombie and go to where it came out of. There is a shelf to your right. Push
the shelf to the left to reveal a door, so open it.
In here, grab the Battery in the corner of the room. Don't get in front of the
window, or else a few Crows will break out of the window and annoy you. Leave
the room. Back in here, walk forward and kill the two zombies in this room.
Read the Scrapbook on the table and open the door in the corner of the room.
Walk forward and push the statue to the right. Then walk around the statue and
push the switch. A light will shine in the corner of the room. Push the statue
into that corner and a bookshelf will open, revealing a secret study. Get the
Doom Book 1 from the table. Check it and turn to its pages and check it again
and it will open, revealing an Eagle medal. Now leave both libraries and go
down the elevator to the kitchen. Go to the opposite corner of the room and an
FMV will occur of a zombie entering the room. This zombie is pretty tough and
will take 3 Magnum Rounds to go down. To avoid the fight, simply lure him to
the corner, run around the table, and get to the door and open it.
In this hallway, run up the stairs and follow the hallway to a set of double
doors. Unlock them and open them and you'll be in the hall where you met your
first zombie. Ignore the two spiders and get to the Main Hall 1F. From there,
work your way STAYING ON THE FIRST FLOOR until you get to the storage room,
dodging the spiders in the dog hallway. In the storage room, go to the item
chest. You should have these items on you:
Shotgun
Shotgun Shells
Colt Python
Magnum Rounds
Eagle Medal
Battery
Put away the Shotgun, the Shotgun Shells, and the Eagle Medal. Take out the
Crank, one healing item, and save your game. Go back to the previous hallway
and open the door leading to the dark hallway. From here, open the door in the
alcove to get to the room where you used the 4 crests. Kill the Hunter here
before it causes too much trouble. Open the door to get to the shed, and open
the double doors to get out of that mansion for the rest of the game.
--------------
THE COURTYARD
--------------
Out here, run straight and get to the gate on the other side of this area. In
this area, just use the ladder to get to the ladder across from you. Now run to
the elevator, dodging the snakes falling from the trees. Go down the elevator
once you get to it. In this large area, go to where the other elevator is. Put
the Battery in the slot next to the elevator and then go up it. We'll be back
at the starting courtyard area, but just get back to the gate and open it. Back
in this area, go to the slot and insert the Square Crank to raise the water
level. Turn around and leave this area. Back in here, go to the elevator and go
down it. Back in this large area, run straight and you'll get to a ladder.
Since the water level was down for most of the time, we couldn't see the
ladder, since it was blocked by a waterfall. Go down the ladder to get to the
underground.
----------------
THE UNDERGROUND
----------------
As soon as you enter the underground, just simply open the door to the left. We
don't need to worry about following Barry in this room, playing as Chris. Run
to the right side instead and open the door (not the one where Barry normally
goes into). Just run straight and open the door to Chris's right in this
hallway. Follow this hallway until a cut-scene happens. We find Enrico lying
against the wall injured. He will call Chris a double-crosser and attempt to
shoot him, but somebody kills Enrico and runs off. Afterwards, search Enrico
for the Hexagonal Crank. Now turn around and leave this room. On your way back
to the door, two Hunters will find their way into this room. Kill both of them
and then leave the room. Back in this hallway, run to the left and open the
door we used to originally get here.
There are two Hunters in this hallway, but it's best if you run away from them.
Run to the left of the first Hunter and he'll probably swipe and miss you. The
second Hunter might be wandering in no-man's land, so get to the alcove and
open the door. At worst you may get hit once or twice, but don't let that get
to you. Back in this hallway, run south of the ladder and you'll get to a hole
in the wall. Use the Hexagonal Crank on the slot to the left to rotate the
floor and remove the floor. Afterwards, run forward and open the door. Now run
up to the north and touch the boulder. Turn around and the boulder will move
once you walk forward. Get back to the alcove and wait for the boulder to pass.
Afterwards, go to the wall where the boulder crashed through and go through the
new opening. Now run to the right. A Hunter is right here, but if you run to
our left (aka the Hunter's right), he will most likely swipe and miss you. Open
the double doors, but as soon as you step in, turn around and go back to the
boulder hallway.
You can easily kill the Hunter in front of you. Wait for the second Hunter to
come to you and kill it. Remember where the boulder originally was? Go to the
spot and check the shelf on the wall for Magnum Rounds. Also, go to the alcove
in this room and grab the Flamethrower off the wall near the door. From here,
go back to the double doors and open them. Now we won't ever see a Hunter for
the rest of the game! Hurray!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
BOSS: Black Tiger Spider
Difficulty: Easy
All it takes is three Colt Python rounds to take down the Spider. Of course,
watch out for the web attack and the poisonous acid spit from the giant spider.
Your best bet is to run around the room to avoid the attacks and take potshots
now and then. If you want to conserve ammo, fire 1-2 Colt Python rounds and
unload your Flamethrower onto the spider to finish it off.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
After the fight, the giant spider will release several baby spiders, so leave
and re-enter the room to reset them. If you still have ammo in your
Flamethrower, go to the webbed door and use the Flamethrower to burn all the
webs off the door. If not, get the Knife in the corner of the room and stab the
web to get rid of it. Afterwards, open the door. In this hallway, run to
Chris's right and we'll get to a locked door. It wasn't locked in Jill's
scenario, but all you need to do is place the Flamethrower on the rack to the
right of the door. Don't open the door yet. Instead, turn around and open the
door on the other side of this hall to get to a much needed save room.
In here, grab the First Aid Spray and use the Ink Ribbon to save your game if
you want. If you got poisoned by the spider, use the Blue Herb to help yourself
out.
You should have these items on you:
Colt Python
Magnum Rounds
Square Crank
Hexagonal Crank
Maybe a Healing item
Maybe the Knife
Drop the Knife if you have it, along with the Square Crank. Take out the Eagle
Medal and make sure you have at least 2 open item slots in your inventory. If
you want, drop in your Colt Python and Magnum Rounds, as there won't be any
enemies for a short while. Now leave the room and open the door you unlocked by
placing the Flamethrower on the wall. In this hallway, go through the opening
to our north and we'll find another boulder. On the left wall is a hexagonal
slot. Put in the Crank and keep turning the wall until the hole is facing the
left side. Afterward, go to the boulder, turn around, walk forward, and it will
begin moving. Run into the hole on the left and wait for the boulder to pass.
Go to where the boulder originally was and get the Doom Book 2 off the shelf.
Examine the pages of the book to get the Wolf Medal. Now go into the hole and
open the door.
Push the statue in this room until it is to the right of the crank slot. Now
use the crank on the slot to have a wall push the statue into the middle of the
room. If you missed, use the crank to retract the wall, adjust the statue, and
try again. Once you have the statue in the middle of the room, use the crank to
retract the wall. Now push the statue onto a plate on the right side of the
room. If placed on correctly, a panel will open, revealing the Lab Key, so pick
it up. If it doesn't open, just re-adjust the statue so it's directly on the
tile. Now leave the room. Back in this hallway, go to the door you used to
originally enter this room. This time, take the south path and use the elevator
to get out of the underground.
--------------
THE COURTYARD
--------------
Once you get back out here, use the Green Herbs to heal if needed and then run
over to the fountain. Put the Wolf Medal on the hollow nearby you. Then run
around the fountain to get to the opposite side and insert the Eagle Medal.
After the FMV, go to the new opening. It'll take you down the stairs.
----------------------
UMBRELLA'S SECRET LAB
----------------------
There's nothing much to do in the first room of this lab. Simply go to the
ladder and use it to get down into the next room. There's nothing but an item
box in this room. You should have these items on you:
Colt Python (if you didn't drop it earlier)
Magnum Rounds (if you didn't drop it earlier)
Hexagonal Crank
Lab Key
Any healing items you may have
Drop your Hexagonal Crank, the Colt Python, and all of the Magnum Rounds you
have if you didn't earlier. Take out your Shotgun and Shotgun Shells, as well
as the MO Disk. Now open the door in this room. There are 3 zombies here. Walk
up to them and kill them with headshots, because you really don't want to waste
ammo here. Use the Green Herbs to heal if needed and then run over to the
staircase. Kill the zombie lurking in the alcove and then head down the stairs.
Down here, avoid the naked zombie in front of you and run into the opening to
your right. Walk up to the naked zombie and blow its head off. Now run forward
and open the double doors to Chris's left. In this room, go to the back of the
room and grab the MO Disk from the shelf. Now go over to the computer and turn
it on. Enter in JOHN as the user and ADA as the password. Select B2 and it'll
prompt you for another password. Type in MOLE as the password and the
electronic door on B2 will be unlocked. Now select B3 and the electronically
locked doors will unlock without a password. Afterward, leave this room.
Back in this hallway, run back over to the staircase. Before going up the
stairs, open the double doors next to the stairs. In this hallway, run forward
and open the door on Chris's right. In this room, use your Shotgun to blow away
the 5 naked zombies. Grab the Fax from the shelf and go to the desk in the
corner of the room. Use the MO Disk on the code machine to get a pass code. Now
leave the room, get back to the staircase, and head back up it. Up here, run
into the alcove (I seriously hope that zombie's dead) and open the double doors
inside the alcove. Grab the Security System off the shelf next to us. Also go
to the large table. Near the table is a panel. Examine the panel and lower it.
Now hit the switch and it'll move a pole, revealing another shelf. Grab the MO
Disk from the shelf, leave the room, and then go down the staircase.
Back in this hallway, take the path to your right again and follow the hallway
until you get to a set of double doors, killing any naked zombies in your path.
When you get to the double doors, use your Lab Key to unlock it. Toss the Lab
Key and open the door. In this hallway, just simply open the door to your
right. Grab the Shotgun Shells and the Red Herb off the table. You'll also see
two crates and a ladder. Push the crate on the right so it covers the
ventilation hole on the right, BUT DO NOT STEP ON THE SWITCH. If you do,
poisonous gas is released, so you must leave and re-enter the room. Now push
the ladder so it's directly in front of the crate on the right. Now push the
left crate to the right and then push it upward so it's against the ladder.
Push the left crate all the way to the left. After that, push it upward and
then push it to the right to cover the left hole. Once both holes are covered,
push the ladder onto the switch and go into the shaft.
In this room, kill the naked zombie faking dead next to you and grab the Magnum
Rounds from the shelf. Now get to the desk on the other side of the room and
use a MO Disk on the pass code machine to get your second pass code.
Afterwards, unlock the door in this room and open it. Out in this hall, just
simply get to the door you unlocked with your Lab Key and then open it. In this
hallway, go forward and use the Shotgun to kill all three zombies. Afterward,
open the door in the middle of the hallway to get into a save room.
You should have these items on you:
Shotgun
Shotgun Shells
Magnum Rounds
MO Disk
Red Herb
Maybe another healing item
Drop the Shotgun and the Shotgun Shells into the item box and take out the Colt
Python and the Magnum Rounds. Use the Green Herb in the corner if you need to
heal and get the Magnum Rounds off the shelf. Saving is highly recommended
right here, as you're about to go into the most dangerous part of the whole
lab. Equip your Colt Python and leave the room. Out here, run left to the
double doors and then open them. In the first power room, run right and follow
this path until you get to a computer, dodging the Chimeras you see. Use the
computer to turn on the power throughout the lab. Now go back to the double
doors and follow the other path to another door. Open it to get to the lab's
second power room.
There are no enemies in here, so just run forward and use the MO Disk on the
code machine to get the third and final pass code. Now take the other path and
follow it to a set of double doors and open them to get to the third power
room. This is a pretty dangerous room and you need to be quick. Run around the
room counter clockwise and you'll get to a small computer. Use it to supply
power to the elevators throughout the lab. Continue running around this room
clockwise and you'll find a Battery on the floor, so pick it up. Now run back
to the double doors. If you were fast, you probably didn't get hit by the three
Chimeras or only got hit once. Now open the doors and get back to the save
room. Go to the item chest and make sure you're at full health. Now go back
into the previous hallway. Follow the other path to an elevator. Hit the switch
to the right to turn it on.
Rebecca will enter the room. She saw you in the courtyard and caught up at
last. Both of you enter the elevator and then walk down the next hallway. After
a talk between Chris and Wesker, Wesker admits to shooting Enrico and goes on
to shoot Rebecca. He then takes us into the room behind us. We see an FMV of
Tyrant and Chris starts laughing, saying Tyrant is a failure. Wesker then gets
mad and releases the Tyrant, but Tyrant turns back on Wesker and knocks him
out. Now we have to deal with Tyrant ourselves.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
BOSS: Tyrant
Difficulty: Easy
With Chris being able to take more damage than Jill, this boss shouldn't be a
problem. It can't run, and it will only attack with its claws if you get too
close to it. Start out by running forward to guarantee he doesn't get a cheap
shot on you. Run around the room and fire 1-2 Colt Python rounds at it each
time. It should take exactly 6 rounds to end this fight.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
After the fight, go to the computer Wesker used to released Tyrant. Use it to
release the lock on the door and leave. Wow! Rebecca's back. Good thing she
brought that bulletproof jacket with her. Once they go and get off the
elevator, Rebecca tells Chris about the Tyrant-Virus research and suggests that
we blow this place up. She runs off to set off the triggering system. You just
go to the double doors and open them. We get a warning saying the triggering
system is activated. Not to mention the Chimeras in here have replaced the
naked zombies. Run to the staircase, but don't go up it yet. Instead, open the
double doors next to the stairs. Back in this hallway, run forward to the
locked double doors. Use your three pass codes on the panel to the right to
release the lock. Now open the double doors.
Follow this hallway to a door and open it. We'll find Jill in this prison, and
I highly doubt she'd wind in a prison if Wesker "lost track of her". Leave the
prison and go back to the staircase and climb up it. Back in this hallway, the
zombies have come back. Try your best to avoid them, but if you really need to,
kill them and get to the door. Open the item chest. Use your healing items to
get you to 100%. If you have less than 10-12 Magnum Rounds, take out your
Shotgun. Also bring out all your best healing items. Afterwards, climb up the
ladder. Up here, open the double doors. Follow this hallway and we'll get a
call from Brad, who is still around but is running out of fuel. At the end of
the hallway, put the Battery in the slot to activate the elevator. A 3 minute
explosion counter also begins. Rebecca has also caught up with us, but she and
Jill will just fend off the monsters while we go in the elevator.
Out in the heliport, grab the flare next of you. Go to the middle of the place
and use the flare. While Brad tries to land, Tyrant bursts out of a hole for
one final fight.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
BOSS: Tyrant
Difficulty: Hard
Tyrant is stronger than ever and will not show any mercy. His attacks are
stronger and he can run and swipe you too. If you get too far from the Tyrant,
then he will charge and take a running swipe at you. Sometimes his swipes can
toss you to the wall, where he can get you into nasty swipe locks. Tyrant can
also upgrade his claw and then run at you, dealing a significant amount of
damage. Use your Colt Python to attack the Tyrant. One strategy that I find
very effective is to attack him and then when he gets close, run around on his
clawless side. Provided you weren't too close, he'll swipe and likely miss,
giving you a chance to fire again. Keep repeating this and heal when necessary,
and keep a safe distance before attacking. After about 10 Colt Python rounds or
if the timer drops to about 30 seconds, Brad will drop a Rocket Launcher. It
has 4 rockets and with auto-aim on, it's unlikely that you'll miss. One Rocket
will put the Tyrant to rest.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Now enjoy the ending and afterwards, you'll see the amount of time it took you
to beat the game and how many times you saved. It'll also prompt you to create
a save file, so if you unlocked anything, save your game. The save will be at
Main Hall 1F.
===========================================
11. Resident Evil: Director's Cut Changes
===========================================
In Resident Evil: Director's Cut, you have 3 difficulties: Standard, Training,
and Advanced. Standard and Training are the original Resident Evil. In
Training, you get double ammo and Ink Ribbons when picking them up.
For Advanced Mode, all of the key items have been re-located. Several of the
camera angles (mostly in the mansion) have been changed. The monsters have also
been re-arranged, and you will find more of them. In addition, they are tougher
to kill. For example, Hunters could die with one shot from a Colt Python, but
most of the time, they will not die in one Colt Python shot.
In Advanced Mode, Chris, Jill, and Rebecca are given new outfits. However, the
door leading to the room where you can change your outfit is now unlocked from
the start, and no Special Key is required. So you are free to change your
outfit whenever you want, and even back into your original outfit if you
prefer.
As you no longer need the Special Key to change your outfit in Advanced Mode,
you now get a new reward when finishing the game with the best ending
(finishing the game with both your supporting character and the prison
character alive). Finishing the game with the best ending will give you an
unlimited Colt Python that will be in your inventory when starting a new game.
Also, Forest will become a zombie in Advanced Mode. When examining him to get
the Armor Key, he will spring to life and attack you. The only exception is
that he will not become a zombie as Jill, if you get to the balcony and find
Barry there.
==========
12. Items
==========
Here are the locations of all of the key items in the game. I have given their
locations in both original mode and Advanced Mode.
ARMOR KEY:
Standard: In the greenhouse room where you use the Chemical
Advanced: On the balcony with Forest
SWORD KEY: (Chris only)
Standard: In the room where you get the Serum
Advanced: In the closet where the small dining room is near the Attic
SHIELD KEY:
Standard: Behind the grandfather clock in the Dining Room
Advanced: Behind the Tiger Statue
HELMET KEY:
Standard: In the fireplace where Plant 42 is
Advanced: In the basement closet in the guardhouse
EMBLEM:
Standard: In the slot above the fireplace in the Dining Room
Advanced: Behind the glass in the knight statue room
BLUE JEWEL:
Standard: In the statue on the Dining Room 2F
Advanced: Behind the Grandfather clock in the Dining Room
WIND CREST:
Standard: Behind the Tiger Statue
Advanced: Behind the painting in the picture gallery (where you do the picture
puzzle)
STAR CREST:
Standard: Behind the last picture in the picture gallery
Advanced: In the statue on the Dining Room 2F
SUN CREST:
Standard: Behind the glass in the knight statue room
Advanced: In the greenhouse room where you use the Chemical
MOON CREST:
Standard: In the hole where you beat the snake in the attic
Advanced (broken into two halves):
1st half: In the Researcher's room behind the cupboard
2nd half: In the hole where you beat the snake in the attic
COLT PYTHON:
Standard: Behind the Tiger Statue after using the Red Jewel
Advanced: In the vacant room on the first floor
BROKEN SHOTGUN:
Standard: In the vacant room on the first floor
Advanced: In the storeroom on the first floor
CHEMICAL:
Standard: In the storeroom on the first floor
Advanced: In the boiler room outside
003 KEY:
Standard: In the basement closet
Advanced: In the 002 room bathroom sink
C. ROOM KEY:
Standard: Found after draining the tub on the 001 bathroom
Advanced: Found in the fireplace where PLANT 42 is
RED BOOK:
Standard: Found on the bed in the 001 room
Advanced: Found on a table in the bar
BATTERY:
Standard: Found in the closet in the hall leading to the Library
Advanced: In the secret room in the Library
HEXAGONAL CRANK:
Standard: Found in the hall where Enrico is
Advanced: Found in Enrico's hands
DOOM BOOK 1:
Standard: In the Study room near where the first Hunter is
Advanced: In the messed up Library
DOOM BOOK 2:
Standard: In the Underground room where you push the statue on the pressure
plate
Advanced: In the alcove behind the second boulder
MO DISK 1:
Standard: In the mess up Library
Advanced: In the study near where the first Hunter is
MO DISK 2:
Standard: In the alcove behind the second boulder
Advanced: In the back of the computer room in the lab
MO DISK 3:
Standard: On the table next to the double doors on B2 Floor
Advanced: Found on the book shelf in the projector room
SLIDES:
Standard: On the floor in the computer room in the lab
Advanced: On the table next to the double doors on B2 Floor
LAB KEY:
Standard: Found on the bookshelf in the projector room
Advanced: Found in the underground room where you push the statue on the
pressure plate
BATTERY:
Standard: Found right next to the elevator
Advanced: Found in the third power room
----------------
Richard's Radio
----------------
In the game, there is a Radio you can get from Richard. This Radio, however, is
broken, as you can receive messages but not send them out. You will notice that
as you will hear Brad occasionally over the radio, but he cannot hear anything
that you say. However, where you get this radio depends on your actions that
you take in this game.
JILL:
-If you bring back the Serum to Richard on time, he will give you the Radio
before dying.
-If you do not bring back the Serum to Richard fast enough, he will be dead
when you get back to him. After your second fight with Yawn, Barry will enter
the room and give you the Radio before dropping the rope into the hole on the
floor.
CHRIS:
-If you meet Rebecca in Richard's room first, she will send you out to get the
Serum. If you bring back the Serum fast enough, Richard will give you the Radio
before dying.
-If you did NOT get the Radio from Richard and you did NOT encounter Rebecca in
the Guardhouse, Chris will pick up the Radio on the floor in the crest hallway
(the hall where you use the four crests to unlock the door leading outside)
when returning to the mansion.
-If you did NOT get the Radio from Richard and you encounter Rebecca in the
Guardhouse, Rebecca will give you Richard's Radio after the fight against Plant
42.
==========
13. Files
==========
------------
Botany Book
------------
About Medical Herbs
As you may know, there are many plants that have medicinal effects. Since
ancient times, humans have been healing wounds and diseases using various
plants.
In this book, we're going to sample three herbs that grow around the Raccoon
Mountains and give their outlines as examples of those plants with medicinal
properties.
Each herb has different colors and different effects as medical plants: the
green one recovers physical strength, the blue one neutralizes natural toxins,
while the red herb does not have any affect by itself. The red herb is only
effective when it is mixed with other herbs
For example, if you mix this herb with the herb that recovers physical
strength, the recovery effect will be tripled. By adjusting the amount and
experimenting with these three herbs, you can create various kinds of
medicines. But I'll leave the details in your hands, because that is the best
way to acquire true knowledge.
LOCATION: In the small library on the second floor of the mansion. It is on the
little table in the middle of the room.
---------------
Keeper's Diary
---------------
May 9, 1998
At night, we played Poker with Scott the guard, Alias and Steve the Researcher.
Steve was really lucky, but I think he was cheating. What a scumbag.
May 10, 1998
Today, a high ranking researcher asked me to take care of a new monster. It
looks like a gorilla without any skin. They told me to feed them live food.
When I threw in a pig, they were playing with it... tearing off the pig's leg
and pulling out the guts before they actually ate it.
May 11, 1998
Around 5 o'clock this morning, Scott came in and woke me up suddenly.
He was wearing a protection suit that looks like a space suit. He told me to
put one on as well. I heard there was an accident in the basement lab. It's no
wonder, those researchers never rest, even at night.
May 12, 1998
I've been wearing this annoying space suit since yesterday. My skin grows musty
and feels very itchy. By way of revenge, I didn't feed those dogs today. Now I
feel better.
May 13, 1998
I went to the medical room because my back is all swollen and feels itchy. They
put a big bandage on my back and the doctor told me I did not need to wear the
space suit any more. I guess I can sleep well tonight.
May 14, 1998
When I woke up this morning, I found another blister on my foot. It was
annoying and I ended up dragging my foot as I went to the dog's pen. They have
been quiet since morning, which is very unusual. I found that some of them
escaped. I'll be in real trouble if some of the higher-ups find out.
May 15, 1998
Even though I didn't feel well, I decided to go see Nancy. It's my first day
off in a long time. But I was stopped by the guard on the way out. They say the
company has ordered that no one leaves the ground. I can't even make a phone
call. What kind of joke is this?
May 16, 1998
I heard a researcher who tried to escape from this mansion was shot last night.
My entire body feels burning and itchy at night. When I was scratching the
swelling on my arm, a lump of rotten flesh dropped off. What the hell is
happening to me?
May 19, 1998
Fever gone but itchy.
Hungry and eat doggy food.
Itchy itchy Scott came.
Ugly face so killed him.
Tasty.
Itchy.
Tasty.
LOCATION: In the bedroom of the first floor in the mansion. It is on the table
next to the closet, and when you try to pick it up a Zombie will come out of
the closet.
------------------
Researcher's Will
------------------
My dear Alma,
The fact that you have received this letter is both a joy and a sadness for me.
I could not even talk to you because of that guy in the sunglasses.
Alma, be calm and read this. I think I've told you that I moved to a
pharmaceutical company's lab.
They headhunted me. Last month, there was an accident in the lab and the virus
we were studying escaped.
All my colleagues who were infected by the virus are dead. To be accurate,
they've become the living dead.
They still wander around. Some of them are knocking on my room door desperately
right now. But there's no sign of intelligence in their eyes.
That cursed virus takes away all humanity from the human brain. Love, joy,
sorrow, fear, humor... eternally.
And Alma, even the memories of the days I spent with you...
Yes, I'm infected.
I did everything I could, but I could only delay the progress by a few days.
The most frightening thing is, that I forget more about you by the day. So I
chose a peaceful death, rather than become the living dead. Within an hour, I
will have entered my eternal sleep. I do hope you'll understand my decision...
Goodbye and Forever Yours,
Martin Crackhorn
LOCATION: In the small room with the tank and it is on the table.
NOTE: Depending on your actions in your game, you may only be able to read this
file from "Yes, I'm infected" onwards. This happens if:
-If playing as Chris or Jill, you visit Richard BEFORE picking up this file.
-If playing as Jill, and you encounter Barry on the balcony, you will then
encounter Barry in this room, who has gotten to the file before you have, and
will give you this file.
----------------
Plant 42 Report
----------------
4 days have passed since the accident and the plant at point 42 is growing
amazingly fast.
It has been affected by the T-Virus differently than the other plants have been
and shows unique shape in addition to its size. Looking at the way it behaves,
it is now difficult to determine what kind of plant it was originally.
There are two ways in which Plant 42 gathers nutrition. The first is through
its root that reaches into the basement. Immediately after the accident,
scientist went mad and broke the water tank in the basement. Now the basement
is filled with water. It is easily imaginable that some chemical elements were
blended in the water and promotes the incredibly fast growth of Plant 42.
Another part of Plant 42 from the basement grows through the duct and hangs
down like so many bulbs from the ceiling of the first floor. Many vines come
out of those bulbs and they are the second resource for its nutrition.
Once sensing movement, Plant 42 shoots its vines around the prey and holds it.
Then it starts sucking up blood, using the suckers located at the back of its
vine.
It also has some intelligence. It blocks the door by twining its vines around
it especially when it captures prey or is sleeping. Several staff members have
already fallen victim to this.
May 21, 1998
Henry Sarton
LOCATION: It is in the guardhouse, found on the bed in the 002 room.
----------------
"V-Jolt" Report
----------------
As I stated in the last report, there are some common features found in the
cells of the plant infected by the Tyrant virus. We also have found another
interesting fact through some experiments.
We found an element that destroys these plant cells rapidly in "UMB No.16",
one of the series of UMB chemicals that we used for that experiment. We
named this "UMB No.16" as "V-JOLT".
In our calculation it will take less than 5 seconds to destroy Plant 42 if we
put the "V-JOLT" directly on the root. You need to mix some of the UMB series
chemicals in a specific order to create a "V-JOLT". But the UMB series
chemicals may generate a poisonous gas which is harmful to the human body.
Extreme caution should be taken when handling these chemicals.
Following are the types of UMB series chemicals and their brief
characteristics.
UMB No.2 Red NP-003 Purple
UMB No.4 Green Yellow-6 Yellow
UMB No.7 White
UMB No.13 Blue (stimulating smell)
V-JOLT (UMB No.16) Brown
LOCATION: When putting in the red book on the shelf in the 003 room, you'll see
a white book. You'll need to take this out to put in the red book. That white
book is the V-Jolt Report.
------------
Pass Number
------------
Pass No. 8108310
LOCATION: If you let Barry rescue you with the rope and you climb up it, he
will give you this pass number to unlock the pass coded door in the mansion.
-------
Orders
-------
TOP SECRET July 22, 1998 2:13
To the Head of the Security Department "X-Day" is approaching. Complete the
following orders within the week.
1. Lure members of S.T.A.R.S. into the lab and have them fight with the B.O.W.
in order to obtain data of actual battles.
2. Collect two embryos per B.O.W. type making sure to include all species
except for Tyrant.
3. Destroy the Arklay lab including all researchers and lab animals in a manner
which will seem accidental.
White Umbrella
LOCATION: In the room that has the deer's face with the Red Jewel in it in the
mansion, it will be found on one of the tables.
----------
Scrapbook
----------
RACCOON TIMES MAY 27, 1998
May 20. At around 10pm a 20-year old young woman's body was found by a passer-
by on the left bank of Marble River in the Older District of Raccoon City.
Raccoon police assume it to be a grizzly or other animal's doing because there
are teeth marks along her mutilated arms and left foot that show considerable
power. Since she was wearing a hiking boot on her remaining foot, it has been
determined that she was attacked in the Arklay Mountains and fell into the
river. They are hurrying to identify this woman.
RACCOON WEEKLY JUNE 16, 1998
MONSTERS IN ARKLAY MOUNTAINS?
Some people claim they've seen monsters in the Arklay Mountains. The monsters
are supposedly about the same size as large dogs and usually run in a pack as
wolves do. This may sound like a group of ordinary wild dogs, but these
monsters are surprisingly fierce and hard to hurt. They say these dogs won't
bother unless you wake them, so you smart readers should stay out of the Arklay
Mountains for the time being. But if you're looking for adventure, check it
out! You wanna try?
RACOON TIMES
MYSTERY ON ARKLAY MOUNTAINS! MOUNTAIN ROAD BLOCKED
Due to excessive disasters in the Arklay Mountains, the city authorities have
decided to block the road leading to the foothills. At the same time, Raccoon
police intend to begin the search for lost people with the help of S.T.A.R.S.
team members. They expect great difficulty because of the vast size of the
Arklay Mountains and the primeval forest that covers most of the area. Also
people are still reporting sightings of grotesque monsters in the mountains.
LOCATION: It is in the big library in the second floor of the mansion. It is a
blue book on a small table.
--------------------
Researcher's Letter
--------------------
June 8, 1998
Dear Ada,
Ada, by the time you read this, I'll be something... different. Today's test
turned out to be positive, just as I expected. I feel like going crazy when I
think about becoming one of them.
Ada, you're not infected and I hope you will never be. In case you're the last
one left, take the material in the Visual Data Room and go to the Power Room to
operate the Triggering System before you escape. And make all this public
through the media.
If everything is in order, all the locks can be opened by the security system.
You can access the system if you log in with my name from the terminal in the
small lab and enter the password. The password is your name. To unlock the door
at B2 where the Visual Data Room is located, you'll need to access with our
names first and then enter another password.
I've written the code below. I'm sure you'll understand it easily. And this is
my last hope - if you find me completely changed, please kill me yourself.
PASSWORD:
|\/| /\ |\ |\/|
|/\| \/ | | |
| | /\ | | |
Yours, John
LOCATION: In the Umbrella's Secret Lab where John's Room is (the dark room
where you need to turn on the switch). The symbols there represent the letter
"Mole" so you don't have to solve a big puzzle to find it out.
----
Fax
----
To: General Manager of Sanitation Division
From: Special Committee on Disasters Raccoon Special Research Dept. This
memorandum is strictly confidential and must be destroyed as soon as it is
understood.
Regarding the "T-Virus" outbreak which occurred recently, this Committee
conducted a field survey. According to the results, estimates on the amount of
damage caused by the accident are considerably greater than reported earlier.
First, although it is very difficult to obtain accurate data in terms of actual
numbers, it is thought that more than half of the researchers died after
exposure to the "T-Virus". The body count will almost likely increase since
nearly all of the survivors show symptoms peculiar to the "T-Virus". Second,
our security system is still in operation. However, our special security guard
squad has been nearly destroyed. Because of that, research information
considered by our company to be top secret has been made available to
outsiders. Counter-measures should be taken as soon as possible. Finally, many
of the "subjects" from the experiments have escaped and are out of control. We
believe that some of the researchers were killed by these "subjects" and their
bodies were mutilated. By a curious coincidence, these events are proof of the
success of our research. However, there is also a very high risk that this news
may be leaked to the press if we don't act immediately. The condition is very
serious. Our operation to cover-up the situation is difficult to attain,
however we hope the problem will be solved quickly.
We are especially concerned that the State Police and S.T.A.R.S. are </pre><pre id="faqspan-4">
intervening too quickly.
We need to act on this situation as well.
LOCATION: In Umbrella's Secret Lab. It is in the room with the 5 naked zombies
and where you use a mo disk to get pass code 01.
-------------
Pass Code 01
-------------
"I swear by myself", declares the Lord, "that because you have done this and
have not withheld your son, your only son,
(Genesis 22:16)
LOCATION: This pass code can be obtained by using a mo disk in the output
machine in the room with the 5 naked zombies in Umbrella's Secret Lab (the room
with the poster of a woman on the wall).
-------------
Pass Code 02
-------------
I will surely bless you and make your descendants as numerous as the stars in
the sky, and as the sand on the seashore. Your descendants will take possession
of the cities of their enemies,
(Genesis 22:17)
LOCATION: This pass code can be obtained in Umbrella's Secret Lab. To get to
this room, solve the puzzle with the two crates and the ladder (without hitting
the toxin switch) and then going through the vent. You'll be in the room with
the dead zombies on the floor. Put a Mo Disk in the output machine in this room
to get this pass code.
-------------
Pass Code 03
--------------
and through your offspring all nations on earth will be blessed, because you
have obeyed me."
(Genesis 22:18)
LOCATION: This pass code can be obtained in Umbrella's Secret Lab. The output
machine for this pass code is in the small and narrow power room. Put a Mo Disk
in the output machine to get this pass code.
----------------
Security System
----------------
BASEMENT LEVEL 1
HELICOPTER PORT
Executives and Government Officials only on helicopter port. This restriction
may not apply in case of an accident.
PASSAGE TO THE HELICOPTER
No one is allowed to enter unless they are attended by a Research Consultant or
Security Director. All others will be shot on sight.
ELEVATOR
The elevator stops during all emergencies.
BASEMENT LEVEL 2
VISUAL DATA ROOM
Visual Data Room is within the control of Special Research Division. Keith
ArVing, the Room Manager, is designated to have jurisdiction over room usage.
BASEMENT LEVEL 3
PRISON
Sanitation Division controls the usage of the prison. Consultant Researchers
(E. Smith, S. Ross, A. Wesker) must be present if virus is used.
TRIPLE LOCK DOOR
No one is allowed to enter unless he presents all pass code documents. Pass
code documents must be created on the specialized output machine by the Chief
Researcher of each block.
POWER ROOM
Only Headquarters Supervisors may enter. This restriction may not apply if the
Consultant Researcher has received special instructions.
PASS-CODE OUTPUT MACHINE
No one is allowed to use the pass code output machine but the Chief
Researchers.
BASEMENT LEVEL 4
TOP SECRET
Regarding the progress of "Tyrant" after the use of t-virus...
(Remaining document is unreadable)
LOCATION: In Umbrella's Secret Lab. The room it is in is on B2, where the
projector is. It is located behind the pillar when it is moved.
-------
Slides
-------
1. "Umbrella Bio-Organic Weapon Official Report"
2. "MA-39 Cerberus"
3. "Fi-3 Neptune"
4. "Ma-121 Hunter"
5. "T-002 Tyrant"
6. (missing)
7. "Bio-Weapon Research Institute. R and D staff"
LOCATION: In Umbrella's Secret Lab, you will need to insert the Slides into the
projector in the data room. You can see the monsters of the game using this
slide show and then view it as many times as you want.
----------------
Barry's Picture
----------------
Something is written on the back of the picture.
"My dearest Moira and Poly.
I hope you will grow up to be a strong and beautiful woman and help to cheer up
mother.
Your father will watching you all from heaven.
Dad"
LOCATION: You can only get this file if you play as Jill and let Barry die. You
will get it from his dead body in the underground or he will give you it in
Umbrella's Secret Lab before he dies.
=================
14. Unlockables
=================
Unlimited Colt Python: Beat the game on Advanced as Jill or Chris with a Good+
ending (see the endings section).
Unlimited Rocket Launcher: Beat the game on either difficulty and either
character under 3 hours. No certain ending required.
Special Key: Beat the game on standard with either character with a Good+
ending. They key lets you get into the room where you change your clothes.
Double Ammo: This isn't an unlockable, but I'll say it here. Go to new game,
and highlight Advanced. Hold right until the word Advanced turns green. On
Advanced (either character), all ammo and ink ribbons will be doubled.
============
15. Endings
============
WARNING: This section contains spoilers, so avoid it if you do not want any of
the endings revealed to you.
---------------
Jill's Endings
---------------
*************************************
Best Ending (Jill, Chris, and Barry)
*************************************
How to Achieve: Keep Barry alive, rescue Chris from prison cell
Ending: After destroying the Tyrant, Brad comes in with a helicopter to rescue
Jill, Chris, and Barry. We see a bird's eye view of the mansion, which is
destroyed due to the explosion. In the helicopter, Jill is sleeping on Chris,
while Chris looks over and smiles at Barry, who is occupied with his Magnum.
*****************************
Good Ending (Jill and Barry)
*****************************
How to Achieve: Keep Barry alive, do NOT rescue Chris from prison cell
Ending: After destroying the Tyrant, Brad comes in with his helicopter to
rescue Jill and Barry. The mansion is then destroyed from the explosion, and we
see a shot inside the helicopter. Jill looks at Barry, who is looking at a
picture of his family. Jill asks about the picture and Barry tries to talk
about his family to Jill. However, Barry notices that Jill looks worried, and
isn't really paying attention to him. Barry then says "I'm sorry." The game
ends with Jill (referring to Chris) saying "Don't worry about that, I know he
must still be alive."
****************************
Bad Ending (Jill and Chris)
****************************
How to achieve: Do not trust Barry, rescue Chris from prison cell
Ending: Brad picks up Jill and Chris at the heliport. As the chopper rises into
the sky, we see a bird's eye view of the mansion, which is not destroyed, as
the triggering system is never activated. Inside the helicopter, Jill puts her
hand on Chris's leg. Chris then proceeds to put his hand on top of Jill's, and
the game ends with Jill looking up at Chris and Chris giving a long look into
the camera.
At the end of the credits, we see a shadow of Tyrant, still alive, looking up
at the sky.
********************
Worst Ending (Jill)
********************
How to achieve: Do not trust Barry, do NOT rescue Chris from prison cell
Ending: Brad picks up Jill at the heliport. The chopper rises into the sky and
we are given a bird's eye view of the mansion, which does not get destroyed.
Inside the chopper, we see Jill, looking worn out from the mission, take her
beret off and let down her long hair.
At the end of the credits, we see a shadow of Tyrant, still alive, looking up
at the sky.
----------------
Chris's Endings
----------------
***************************************
Best Ending (Chris, Jill, and Rebecca)
***************************************
How to achieve: Keep Rebecca safe, rescue Jill from prison cell
Ending: After destroying the Tyrant, Brad comes in with his chopper to pick up
Chris, Jill, and Rebecca. When the chopper rises up into the sky, we see a
bird's eye view of the mansion, which is destroyed from the explosion caused by
the triggering system. Inside the chopper, we see Jill sleeping on Chris, while
Chris looks over to Rebecca and smiles, as she is sprawled out across the bench
asleep.
********************************
Good Ending (Chris and Rebecca)
********************************
How to achieve: Keep Rebecca safe, do NOT rescue Jill from prison cell
Ending: After destroying the Tyrant, Brad comes in with his chopper to pick up
Chris and Rebecca. As the chopper rises into the sky, we see a bird's eye view
of the mansion, which is blown up from the lab's triggering system. Inside the
chopper, Rebecca is stretching and yawning, sounding tired. Chris asks Rebecca
if she is tired, while Rebecca apologizes for being sleepy. However, Chris
tells Rebecca that she did a great job, but says that this case was just too
weird, while shaking in head in the process.
****************************
Bad Ending (Chris and Jill)
****************************
How to achieve: Let Rebecca get killed, rescue Jill from prison cell
Ending: Brad picks up Jill and Chris at the heliport. As the chopper rises into
the sky, we see a bird's eye view of the mansion, which is not destroyed, as
the triggering system is never activated. Inside the helicopter, Jill puts her
hand on Chris's leg. Chris then proceeds to put his hand on top of Jill's, and
the game ends with Jill looking up at Chris and Chris giving a long look into
the camera.
At the end of the credits, we see a shadow of Tyrant, still alive, looking up
at the sky.
*********************
Worst Ending (Chris)
*********************
How to achieve: Let Rebecca get killed, do NOT rescue Jill from prison cell
Ending: Brad picks up Chris at the heliport. As the chopper rises into the sky,
we see a bird's eye view of the mansion, which is not destroyed, as the
triggering system doesn't get activated. Inside the chopper, Chris wipes the
sweat off of his forehead, and the game ends with Chris staring blankly into
space.
At the end of the credits, we see a shadow of Tyrant, still alive, looking up
at the sky.
-------------------------------------------------------------------------------
Jill's Adventure: Determining Barry's Fate
--------------------------------------
1) Waiting for Barry to Drop the Rope
--------------------------------------
After defeating Yawn for the second time, Barry will enter the room. He will
drop a rope into the hole so you can go into the hole, but he will let go of
the rope by mistake. Barry will tell you that he will go and get another rope.
You have two options here. If you wait, Barry will eventually re-enter the room
with a new rope, and he will be safe until the Underground. However, if you
decide not to wait for Barry, and go down the hidden ladder leading to the
basement instead, you will NOT find Barry in the Underground and you will find
him dying near the end of the game (next to the Item Box In B2 of the lab, as
you are escaping).
----------------------------
2) Barry in the Underground
----------------------------
If you decide to wait for Barry to drop the rope, you will encounter him again
in the Underground. When you meet up with Barry, he will ask you if you want to
go with him. If you say yes, he will ask you if you want him to go first.
However, if you say no to his first question, and decide that you do not want
to go with Barry, he will ask you if you want to remain where you are. What you
choose here will affect the rest of the game:
-If you answer Yes/No to Barry's questions (Yes, you will go with him,
No, you will go first), Barry will be safe for the rest of the game, and
he will follow you around until you encounter Enrico.
-If you answer Yes/Yes (Yes, you will go with Barry, and Yes, you will
let Barry go first), OR answer No/No (No, you will not go with Barry,
No, you will not remain where you are), Barry will walk off-screen. Take
a few steps and you will hear a gunshot. You can do one of two things
now. If you want to save Barry, head to the door that Barry went towards
and follow Barry. You will walk in on Barry shooting down a Hunter in
midair and killing it. From here, Barry will be safe for the rest of the
game. However, if you do not follow Barry after the gunshot (you take
one of the other two doors in the room), after encountering Enrico, you
will find Barry dying at the entrance of the Underground.
-If you answer No/Yes (No, you will not go with Barry, and Yes, you will
remain where you are), Barry will die at the end of the game (next to
the Item Box in B2 in the lab as you are escaping), regardless of what
you do for the remainder of the game.
----------------------------
3) What happens in the Lab?
----------------------------
Your previous actions with Barry will also affect your conversation with Wesker
in the lab. If you waited for Barry to drop the rope in the mansion AND took
the steps to keep Barry alive in the Underground (selecting Yes/No, or
selecting Yes/Yes or No/No and following his gunshots), Barry will knock out
Wesker with his gun before Wesker can take you into the Tyrant Lab.
However, if you did not wait for Barry to drop the rope in the mansion OR you
answered No/Yes in the Underground, Barry will NOT knock out Wesker and Wesker
will take you into the Tyrant lab.
Finally, in the event that Wesker takes you into the Tyrant lab (meaning Barry
will die or already has died, based on your previous actions), the Tyrant will
go after Wesker before going after you. When the Tyrant kills Wesker, Wesker
will drop a Master Key that is required to escape from the lab (it will unlock
the door leading to the hallway with the escape elevator). Also, the Master Key
can also be used to open up the prison door where Chris is being held, if you
want to save him. The triggering system does NOT get activated when Barry dies,
and therefore the mansion will NOT blow up. Also, if Barry dies, you do not
need to fight the Tyrant on the helipad, instead, the game ends when you launch
the flare up into the sky.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Chris's Adventure: Determining Rebecca's Fate
There are two areas where you can first meet Rebecca. You can either find her
in the Save Room where the Serum is located, or you can find her treating
Richard, who is poisoned.
------------------------------------
1) Find Rebecca with Richard first?
------------------------------------
If you meet Rebecca in the hallway where Richard is first, Rebecca will send
you off to get Serum for Richard. From here, a couple of things can happen:
DELIVER THE SERUM ON TIME?
-If you deliver the Serum to Rebecca and Richard on time, Rebecca will
be safe until your first battle with Yawn. If you do not get poisoned
by Yawn, Rebecca will be safe for the rest of the game, regardless of
your future actions.
-However, if you do get poisoned by Yawn, after exiting the Attic,
Chris will collapse to the ground. Rebecca will enter the room and you
will take control of Rebecca to go and get Serum for Chris. If you
deliver the Serum to Chris quickly enough, Rebecca will be safe for the
rest of the game. Rebecca will also help you make the V-Jolt against
Plant 42.
-If you take a little longer than normal to get the Serum for Chris
(Chris will outright die if you take way too long), Rebecca will not
appear in the Guardhouse (and Chris will need to fight Plant 42 on his
own). Upon returning to the mansion, after killing your first Hunter,
you will hear a scream from Rebecca, who is upstairs. To see what
happens here, look below in part 3, "Rebecca is attacked by a Hunter".
You will see Rebecca being attacked by a Hunter.
DO NOT DELIVER THE SERUM ON TIME?
-If you take too long in getting Richard the Serum, by the time you get
back to the room where Richard is, Rebecca will be gone and Richard
will be dead. If this happens, if you get poisoned by Yawn, Chris will
have to get the Serum for himself, as Rebecca will NOT enter the room.
Also, you will not see Rebecca in the Guardhouse and therefore will
need to completely fight Plant 42 on your own. When you get back to the
mansion, you will hear a scream upstairs after killing your first
Hunter. To see what happens here, look below in part 3, "Rebecca is
attacked by a Hunter".
---------------------------------------------
2) Find Rebecca in the West Save Room First?
---------------------------------------------
Alternatively, you can meet Rebecca in the Save Room on the first floor where
the Serum is located. If you do this, Richard will automatically be dead when
you enter the hallway that he is in for the first time. At the end of the
conversation, Rebecca will ask you if you can go with you or not.
SAY YES TO REBECCA'S QUESTION?
-If you do NOT get poisoned by Yawn, Rebecca will be safe for the rest
of the game. She will also help make the V-Jolt to save you from Plant
42 in the Guardhouse.
-If you get poisoned by Yawn, you will take control of Rebecca. If you
get the Serum to Chris quickly enough, Rebecca will be safe for the rest
of the game. She will also make the V-Jolt for Chris to beat Plant 42 in
the Guardhouse.
-However, if you take a little longer than normal to get the Serum for
Chris (Chris will outright die if you take way too long), Rebecca will
not appear in the Guardhouse (and Chris will need to fight Plant 42 on
his own). Upon returning to the mansion, after killing your first
Hunter, you will hear a scream from Rebecca, who is upstairs. From here,
you need to rush up to the mini-library on the second floor as fast as
you can. This is the room with the Botany Book.
SAY NO TO REBECCA'S QUESTON?
-By saying No, you are telling Rebecca to remain in the room she is in.
If you get poisoned by Yawn, instead of taking control of Rebecca to
get the Serum for Chris, Rebecca will take Chris into the Save Room
where the Serum is and treat him for his poisoning. However, Rebecca
will not appear in the Guardhouse and will not make the V-Jolt for you
when fighting Plant 42. Upon returning to the mansion, when killing
your first Hunter, Chris will say "What are they? Monsters? Rebecca! Is
she still in the house?" When this happens, you need to get to the
Serum Save Room as fast you can. To see what happens in this scenario,
look at part 3 of this, "Rebecca is attacked by a Hunter."
-----------------------------------
3) Rebecca is attacked by a Hunter
-----------------------------------
DOES REBECCA GET ATTACKED IN THE MINI-LIBRARY?
Rebecca will be attacked in the mini-library if:
-You took too long bringing the Serum back to Richard (Richard will be dead and
Rebecca will no longer be in the room)
-You delivered the Serum to Richard in time, got poisoned by Yawn, and took
longer than normal getting the Serum to Chris while playing as Rebecca.
-You said "Yes" to Rebecca's question in the Serum Save Room, got poisoned by
Yawn, and too longer than normal getting the Serum to Chris while playing as
Rebecca.
After killing the first Hunter when returning to the mansion, you will hear a
scream from upstairs. From here, you need to rush up to the mini-library on the
second floor as fast as you can. This is the room with the Botany Book. You
need to get to this room as fast as you can. From here, one of three things can
happen:
-If you get to the mini-library fast enough, you will see a Hunter
closing in on Rebecca. You can kill the Hunter and then Rebecca will be
safe for the rest of the game.
-If you get to the mini-library fast enough, you can then leave the
room without killing the Hunter. You will hear a scream from inside the
room, as Rebecca is then killed by the Hunter.
-However, if you take too long in getting up to the mini-library, when
entering the room, you will see Rebecca get attacked by the Hunter. She
will then try to head for the door next to her, but her head will be
swiped off by the Hunter. You can do nothing during this cut-scene to
save Rebecca.
DOES REBECCA GET ATTACKED OUTSIDE THE SERUM SAVE ROOM?
Rebecca will be attacked outside the Serum Save Room if:
-You said No to Rebecca's Question after meeting her in the Serum Save Room.
When returning to the mansion, after killing the first Hunter, Chris will go
"What are they? Monsters? Rebecca! Is she still in the house?" From here, you
need to get to the Serum Save Room as fast as you can. If you get there fast
enough, you will find Rebecca in the save room and she will be safe for the
rest of the game.
However, if you take too long in getting to the Serum Save Room, you will
instead find her being attacked by a Hunter underneath the stairwell outside
the save room. You can either kill the Hunter and Rebecca will be safe for the
rest of the game, or leave this hallway and have Rebecca get killed by the
Hunter.
----------------------------
4) What happens in the Lab?
----------------------------
If Rebecca is dead, when you get to the lab and talk to Wesker, Wesker will
drop the Master Key after being killed by the Tyrant. The Master Key is needed
to escape from the lab (it will unlock the door leading to the escape
elevator). You can also use the Master Key to rescue Jill from the prison cell
(assuming you've used all 3 MO Disks earlier). Since Rebecca is dead, the
triggering system is never activated and the mansion doesn't get blown up. And
if Rebecca dies, you do not have to fight the Tyrant to end the game. Instead,
the game ends after Chris shoots up the flare into the sky.
-------------------------------------------------------------------------------
=============
16. Credits
=============
Me = I wrote this FAQ.
You = You read this FAQ, and liked it (hopefully).
CJayC = The administrator of the best site in the world (GameFAQs) posted this
Site.
Sony = They made the PlayStation.
Capcom = For making Resident Evil.
My older brother = For helping me solve many of the puzzles.