Resident Evil Director's Cut
Walkthrough (Advanced)
Intro:
Hi all and welcome to my walkthrough
of this game. Its an oldie but a
goodie and I still love playing it
today nearly 20 years on from when it
first came out!
This is dedicated to all those people
out there who appreciate this game
still and also to other walkthroughs
I have learned from. I see this as
merely another walkthrough to help
people, with my own take on it.
Disclaimer: I take NO credit
whatsoever for this game or in
anything to do with its contents. I
have merely written this as a hobby
to help fellow gamers who like these
retro games. It is indeed my FIRST
walkthrough, but may not be my last.
Overview:
This game takes place in a mansion
done really over 5 parts. The focus
on this guide isn't just to clock the
game, but to also do it in a short
timeframe to unlock the awesome
Rocket Launcher! So it's a speedguide
in a sense. The cutscenes in this
game aren't significantly long but
should still be skipped (where
possible) so as to help with your
time. It's also necessary to run,
rather than walk.
With this guide you should be able to
finish this around the 2 and a half
hour mark with just a couple of
saves. Bear in mind that although I
have tried and tested this
walkthrough numerous times, I like
all people, am not perfect and there
may be a bit of room for error.
Please politely notify me at
[email protected] if you find such
in my walkthrough and I will
endeavour to correct it at once. I do
like things to be right if possible!
The difficulty will be the hardest
level (Advanced) and just to make it
that much easier, we'll activate the
double ammo and ink ribbon cheat.
Spoiler alert:
Do NOT continue reading this if you
are yet to play the game, what
happens is revealed in this! Whilst
this is a walkthrough, it's also a
speed guide, so I'm approaching it
from a point of view that this has
been played by you already, possibly
having trouble first time round.
Controls:
? to go forward, with the square
button to run (it'll be necessary to
run most of this game). This will
also 'push' certain things in the
game - such as statues.
?? to swivel your body's axes
? to walk backwards
START to go into your inventory menu
and out again
X button to open doors, pick up
objects or CHECK
R1 to aim weapon, and R1 and X
together to fire weapon
L1 to change your aim, when aiming
your weapon
Characters:
Alpha team -
Chris Redfield (playable) - A gifted
S.T.A.R.S operative and brilliant
marksman at just 25 years of age, he
is very switched on and has a very
good head on his shoulders. Also a
real team player.
Jill Valentine (Playable) - A smart
woman who is very savvy and
resilient. Can be a little naive from
time to time but always strives to do
the right thing. Her strengths lie in
problem solving.
Albert Wesker - Alpha's leader and
S.T.A.R.S overall founder. An
incredibly smart individual who
whilst has the role of captain, he is
ultimately a traitor and actually
works for Umbrella, a bio-hazard
experiments company with a
pharmaceutical front. Very deceitful
and cunning, he will stop at nothing
to get what he wants.
Barry Burton - A battle veteran with
a heart of gold. A huge amount of
experience behind him, he is a trusty
team member. Unfortunately he is
secretly under Wesker's and
umbrella's control and does end up
betraying S.T.A.R.S at the end.
Brad Vickers - The Pilot of the
group. He is quite an observant man
but is commonly referred to as
'chickenheart', given his lack of
courage in many situations. He is at
least persistent in the hunt for the
rest of the team throughout the game.
Joseph Frost - Killed at the
beginning by the mutated tyrant-
virused, unknown animal. He is a
field operative. He had been
progressing amazingly well, beyond
his experience, so was sad to have
him cut down so quickly.
Bravo team -
Rebecca Chambers (playable in parts)
-
Rebecca is by far the youngest and
the greenest out of all the
characters. She is a new rookie who
specialises in medical matters. Given
her age, she is full of energy and is
extremely dedicated. She is also very
competent.
Richard Aiken - Bravo team's comms
person. Richard is a very brave
individual who meets a horrible fate
by getting killed by the Giant Snake,
despite the other member's best
efforts to save him.
Enrico Marini - Bravo's leader. A
very onto-it person. Right from the
get-go, and despite even getting
promoted up to the position of leader
by Wesker himself, Enrico never
really trusts Wesker and can tell
there is something not quite right
about him, thus feels threatened. He
does his job however to the best of
his abilities.
Forest Speyer - The vehicle
specialist of the group. He is found
upstairs pecked to death by the crows
which were infected by the T-virus,
leaving behind his bazooka and one of
the mansion keys.
Kenneth J Sullivan - killed and
decapitated by the first Zombie of
the game. The cut scene shows the
zombie feasting on him. He was
another operative.
Weapons:
Knife - A pretty useless weapon that
should be discarded as soon as the
Beretta has been acquired. Does work
against Zombies but you have to be
pretty skilful to pull it off
properly. It's also useful for Jill
in the underground caves when slicing
away that web on the door after the
Giant Spider boss.
Beretta - The weapon to use at the
beginning. Obviously to be used on
the likes of Zombies and Cerebus'. It
should be discarded once you have the
Shotgun with sufficient ammo. It
takes clips.
Shotgun - The weapon you will use for
the majority of the rest of the game.
It's powerful and an upward shot at
close range on Zombies will see them
decapitated. Kills Cerebus' quicker
too. Pretty good on Spiders if you
have to kill them. If you are in the
shit for Colt Python ammo, is
sufficient on Hunters too, although
not recommended. Takes Shells.
Colt Python - A really powerful
weapon! It's pretty much a one-hit
kill from here on in once you have
this on any monster, bar the bosses
of course. It takes Magnum bullets.
Definitely the weapon to use when you
can!
Bazooka - A weapon for Jill's
mission. This takes 3 sorts of ammo:
Explosive, Acid and Flame rounds.
This is also a really powerful weapon
and in particular, great against the
Giant Snake and Plant 42 bosses. Ammo
is quite scarce on this weapon
throughout the game however so don't
rely on it too much.
Flamethrower - Not really a weapon to
be used much at all. Found in the
caves, this is only found in Chris'
mission and is mainly to actually be
used as a weight to unlock a door
further ahead in the caves, or
destroying the web after killing the
Giant Spider Boss. You can however
use it against the Hunters and the
Giant Spider boss. The ammo get used
up extremely quick for this weapon
though so be careful.
Rocket Launcher - The most powerful
weapon in the game. Mainly an
unlockable weapon, however in the
first mission before it gets
unlocked, Brad will toss one down to
you to finish off the Tyrant Boss (in
certain scenarios) which is loaded
with 4 rockets. This will kill
anything except most of the bosses in
just one hit. The only time this
weapon sucks is against the T-virused
Chimeras found in the power rooms in
the lab at the end, as they jump up
and down too much. Hunters have the
ability to jump over this and other
types of bullets too, so be careful.
Monsters:
Zombies - The penultimate enemy in
the game. T-virused-infected people.
They stagger around like drunkards
when they detect you. Some shuffle
quicker than others towards you.
Otherwise they kind of swagger on the
spot at all other times.
Difficulty: Easy
Strength: Moderate
Speed: Slow to moderately fast
Damage inflicts: Moderate amount
Attack type: Usually a grab followed
by a mauling of your neck/shoulder
area or an acidic vomit on your
chest.
Best Weapon to deal with: Anything
from a Beretta up. It takes about 4
or 5 shots at worst with Beretta to
down them. Although they can get up
sometimes whereupon it takes a few
more hits again. Sometimes you can
decapitate them in one hit if you are
lucky. A shotgun should be used on
them at point-blank range aimed up at
their head so as to instantly
decapitate them. Either wait for
their approach or run up to them and
do it. Any other weapons above these
should kill them in one hit
instantly!
Other tips: Keep your distance from
them when shooting them, especially
in instances where there is more than
1 nearby the one you are shooting.
Nothing worse than shaking off 1
Zombie who has gotten you, only to be
had by another! (See below about the
part just before the first Snake boss
fight)
Cerebus: These are T-virus-infected
dogs. These things have about an
equal strength to Zombies but move
much quicker obviously, thus making
them hard to hit sometimes, despite
having auto-aim on!
They walk round slowly when alone but
that turns into a gallop once they
detect or see you. It's annoying when
they run because they don't run in a
straight line when they run, making
them hard targets.
Difficulty: Moderate
Strength: Moderate
Speed: Fast
Damage inflicts: Moderate amount
Attack type: Usually they just jump
up at you like a normal everyday type
of dog would do, but occasionally
they lock on to your arm and tug
(ouch!) until you can shake them off.
Best weapon to deal with: Beretta or
shotgun. Bear in mind that each time
you get them, it throws them away
from you, and so you have the
annoying task of running up to their
current downed position and shooting
from there until they are dead, or
you can if you prefer, wait until
they run at you again to shoot.
Other tips: As with the Zombies,
beware of multiple Cerberus! Always
make sure you are aiming at the
closest one first (do this by
toggling L1) or you can get caught in
a vicious cycle of dog attacks, which
are very hard to get out of!
Tree snakes: Small snakes that simply
drop down from the trees when you are
in the courtyard on your way to or
from the guardhouse. These things
aren't worth worrying about as you
can easily outrun them. Nevertheless:
Difficulty: Very easy
Strength: Very weak
Speed: Slow
Damage inflicts: Hardly anything
Attack type: They jump up and bite at
your ankles hissing as they do it.
Best weapon to deal with: Whatever
you have on you will smoke them
straight away with a single hit, but
really, I wouldn't waste my ammo on
them. They are insignificant.
Spiders - These things are a breed of
T-virused large spiders and are
pretty easy to get round but they can
be dangerous if you are careless.
They usually hang from the ceiling
and jump down on your arrival to
them. They are actually pretty damn
fast at running if they are floored
so watch out.
Difficulty: Moderate
Strength: Moderate
Damage inflicts: Small to moderate
amounts
Speed: Fast
Attack type: They will usually try to
spit poisonous acid at you. This has
the ability to poison you so make
sure some blue herbs are nearby (they
usually are anyway). Another thing
they like to do is sort of give you a
running poke-ram. This does a bit of
harm but they don't do it very often.
Best weapon to deal with: Anything
from a shotgun up. The key is to kill
these things as quick as you can or
they can be trouble. Or I just simply
outrun them and save the hassle.
Bees: There is a single hive of T-
virused bees in the game, in the
guardhouse. Like the tree-snakes they
really aren't worth thinking about
but if you are bored:
Difficulty: Very easy
Strength: Very weak
Speed: Moderate
Damage inflicts: Hardly anything
Attack type: If you actually do let
them catch up to you, naturally
they'll try to sting you. But it
would take about ten thousand stings
to actually kill you! Haha
Best weapon to deal with: Any, but
seriously don't bother, just outrun
them.
Baby spiders: Spawned from dead
Spiders after you kill them (except
when spiders killed from acid rounds.
The acid eats away to the spider's
core killing all babies instantly!
Consider this if you are Jill). They
basically run around after you. The
best thing to do is just exit the
room. If you feel the need to waste
some ammo though:
Difficulty: Very easy
Strength: Weak
Speed: Fast
Damage inflicts: Small amount
Attack type: They just nip at you if
they catch you
Best weapon to deal with: Like the
bees and snakes, anything. But really
I'd just leave and reset the room. If
you have to go back in there again,
they'll be gone.
Neptune: The shark who has escaped
and broken out of its tank with two
baby sharks at its side. There is a
cool cut scene introducing it if you
are Jill. Just get the hell away from
it by escaping into the control room.
To my knowledge you can't kill it
whilst it's in water but I can't
confirm this.
Difficulty: Very easy, once you drain
the aqua-ring of water
Strength: Strong in water
Speed: Fast
Damage inflicts: Lots!
Attack type: If it catches you, god
help you! It tugs away at your flesh
trying to drag you under water. If it
gets you again, without herbal aid,
you'll probably get killed!
Best weapon to deal with: Seriously
don't even try anything other than
running to the control room,
unlocking it and slamming that door
in its face! I think it may be
invincible in water, I can't prove
that but if anyone has defeated it in
the normal way, let me know! The best
thing to do is drain the water from
the control room, go out and put one
between its eyes with any weapon. The
same thing applies to its young.
Hunters - The dreaded hunters. These
would have to be the toughest non-
boss enemies in the game. They are
fucken difficult and can do all sorts
of things! Don't even think about
taking these things on with anything
less than a shotgun and even that is
risky. Hunters are a more complex
make than simply just infecting
something with T-virus. They are
actually a whole new cross breed of
reptiles and human! An ovum of each
is combined then infected with the T-
virus. What results is amazingly
scary. They are extremely vicious,
slightly intelligent and fast as
hell. Kill them quick for god's sake!
They just stand still when
undisturbed and begin to walk slowly
when they detect another presence.
Difficulty: Hard
Strength: Strong
Speed: Fast
Damage inflicts: Potentially a lot!
Can also kill instantly!
Attack type: Where to start?! It
depends on their distance from you.
If they are quite close, they will
chase you and try to rake you round
the legs when they get close enough.
Another thing they'll commonly do is,
if you point a weapon at them when
they are facing you, and they are far
away, they'll actually leap at you,
thus potentially dodging a fired
bullet at them, if they are far away
but close enough to reach you on the
leap, they will give you an
incredibly vicious downward slash
when they land and then follow it up
with a leg swipe. It's a powerful
combo! Finally, and mind this now,
they can actually decapitate you, by
their trademark head-swipe! That is
what makes them so scary!
Best weapon to deal with: Colt Python
wherever possible! It kills them in
one hit and they DEFINITELY don't
need to be alive for more than that!
If they leap when you aim at them,
DON'T fire. Wait until they land
(hopefully far away enough from you)
and shoot then.
Other tips: If you have only a
shotgun as your best weapon and there
are 2 or more Hunters - simple: Get
the hell away from them and simply
run past them and don't stop! The
worst that will happen is a leg-rake
as you run past, although run round
on the left and you can avoid this at
times. They aren't faster than you;
they match your speed so you can
outrun them actually. They may also
leap towards you but again, you
should beat them.
Chimera - Another mutated being this
time crossing DNA from a fly and into
a human ovum then infecting with T-
virus. These things are bloody
annoying. They are quick, can do a
range of stuff and cause a fair bit
of damage too. They either hover on
the ceiling towards you or simply run
up to you by taking big strides. Like
a lot of these enemies, a quick kill
can save you grief.
Difficulty: Hard
Strength: Strong
Speed: Fast
Damage inflicts: A moderate amount.
Not as much as hunters but still a
fair bit
Attack type: A few things. Firstly
the most common is to hover over
towards you and then attempt at
raking your face with its claws, from
the ceiling. This hurts! Another
method is running up to you and
giving an uppercut slash with its
claw. Finally, another more rare
attack is to jump onto your back and
tackle you to the ground from above.
This doesn't cause tremendous damage
but it does make you prone to being
attacked again as you take a while to
get up from that
Best weapon to deal with: Colt Python
if possible. That instant kill will
save lots of stress!
Other tips: Again, like with the
Hunters, just run away from them if
you don't have at least a Colt to
deal with them. They take too long to
kill with lower weapons and this
spells death to you if there are more
than 1 you are dealing with at a
time!
Crows - These are only present in a
couple of parts of the game and even
then can be avoided. These are T-
virused birds making them slightly
larger and more aggressive than
regular birds. Best just to run away
as opposed to trying to deal with
them.
Difficulty: Easy
Strength: Weak
Speed: Fast
Damage inflicts: Usually small
amounts
Attack type: They peck
Weapon to deal with: Anything really,
but not worth wasting more than
Beretta clips on. Even then I
personally just run away
Bosses:
Fountain tentacles - Not really a
boss but have included it here as it
does obstruct you. It's in the room
with the fountain down the end of
corridor down west wing downstairs in
the mansion.
Difficulty: Easy
Strength: Weak
Speed: NA as it doesn't move
Damage inflicted: Not much
Attack type: It just lashes at you
when you try to run past the
tentacles
Best Weapon to deal with: Only the
herbicide will kill it instantly. You
just insert it into the water pump at
the back of the room. Nothing else
will hurt it
Giant Snake - Quite possibly the
hardest boss in game. Appears twice
during game by crawling out of
spaces. It is extremely hard not to
take any damage from this using any
weapon other than the Rocket
Launcher.
Difficulty: Very hard
Strength: Very strong
Speed: Moderately fast
Damage inflicts: A lot
Attack type: It pretty much just
lunges at you trying to bite you but
it does a fair whack of damage, so
you need to overcome it quickly. It
is easier to hit when it has reared
its head, than when it does a normal
slither towards you
Best weapon to deal with: Either Colt
Python with Chris or Acid rounds from
Jill. Don't use Shotgun unless you
absolutely have to. It won't kill it
quick enough before it has inflicted
serious damage to you. Going in
without health remedies in both
instances is suicidal. Oh by the way,
did I mention it can also poison you?
Lol
Other tips: Extremely hard not to get
bitten at least once, especially
first time around. With Jill, use
Acid Rounds. These are magic against
it! Also in both Jill and Chris'
case, it's all about timing - make
sure you shoot when you think it's
just about to strike. If done
properly, the Snake recoils and you
can shoot again and again while it's
recovering. That's about all I can
offer here...
Plant 42 - The ginormous Plant
monster in the guardhouse. Not a
dangerous boss but takes a while to
kill.
Difficulty: Moderate
Strength: Very strong
Speed: NA as it doesn't move, bar the
tentacles
Damage inflicted - Hardly anything to
a moderate amount
Attack type: Two things. Firstly and
most commonly, it likes to try
dropping acid on you from the
ceiling, and secondly if you get
close enough, Plant 42 has been known
to either lash you hard off your feet
or pick you up and then violently
drop you hard to the ground (be a bit
careful of this)
Best Weapon to deal with: This boss
isn't much of a threat really.
Depending on the scenario you can do
a number of things. One way is to
make V-jolt 16 with Rebecca or Jill,
and destroy the roots downstairs or
simply shoot it to death. I just use
the shotgun where possible with Chris
or alternatively, you can cut it down
quick with the Bazooka with Jill.
Other tips: Just dance around it
running around, not staying in 1 spot
too much, so as to avoid the drips it
tries to get you with. Also don't get
too close to it if you can help it.
Giant Spider - The weakest boss by
far in the game, it is found towards
the end of the Cave section. It is
just like the normal spiders but
bigger. Doesn't take much more to
kill it either! Lol
Difficulty: Easy
Strength: Moderate
Speed: Moderate
Damage inflicted: Small to moderate
amount
Attack type: It's favourite method is
to spit not one but 3 jets of poison
acid at you (that and the size of the
thing is pretty much the only
difference) It will mandible-poke you
too if you get too close. That causes
slightly more damage
Best weapon to deal with: At this
point, the Colt Python. You'll down
it in like 3 shots. It's an easy
creature to evade. In some ways its
huge size is its weakness, as the
room isn't really big enough for it
to pursue you without it having to
awkwardly turn all the time. If Jill,
the weapon to use is the acid rounds
from the Bazooka as it will slaughter
it's babies too so you don't have to
reset the room.
Other tips: Like Plant 42, just keep
running around it and don't stay
still.
Tyrant - The final and one of the
hardest bosses which you have to
fight potentially twice. It is
basically created the same way the
Hunter and Chimera were created but
using superior cells, making it rarer
and harder to create and also made
from different embryos.
Difficulty: First time - Easy.
Second time - Hard
Strength: Strong (ultimately)
Speed: Slow, however watch out as his
strides are huge and he covers a lot
of ground when walking after you
Damage inflicted: Moderate to lots
depending on what he does
Attack type: Couple of things mainly.
Firstly he does a kind of uppercut
swipe, similar to the Chimera (he
only does this first time round). If
you encounter him in the final
showdown, he also does a charge at
you and runs really quickly towards
you and slashes you so hard you go
flying back; he then quickly follows
up by giving you his uppercut slash.
It's very dangerous if you get caught
in this as it's a very quick and easy
way to die and hard to get out of
once caught. Be fucking careful! The
best way to avoid this latter attack
is not to be too far away from him,
yet far enough to avoid his swipes
Best weapon to deal with: Rocket
Launcher. After floundering about
trying your current best weapon on
him and getting nowhere (although
with Colt it's about 5 hits max),
Brad finally throws down an RL for
you to blast the thing to smithereens
before picking you up to safety. An
unlocked launcher means instant death
to him too, obviously.
Items:
Mansion keys - To unlock the various
locked armoury-symbol locks on the
doors of the mansion (sword, shield,
armour and helmet). In Jill's
mission, the sword key is replaced by
her auto lockpick which is given to
her by Barry at the start.
Healing - First Aid Sprays (FAS),
Green, Blue and Red herbs, all of
which heal in various ways including
the blending of herbs.
Broken shotgun - To replace on hook
after taking real one.
Music Notes - Chris is to USE it on
the piano to activate the cutscene
with Rebecca in the bar room. Jill
will just play the piece straight
off.
Lighter - lighting up the Astronomy
room near snake room, also to light
the fireplace to get map of 2nd floor
of mansion. This is also next to
another snake room. My word, they
both are! Lol
Crests - Wind, Star, Sun and Moon
crests unlock that door that leads to
the courtyard.
Wooden and Gold Emblems - to work a
puzzle out.
Red and Blue Gems - to put in the
tiger statue on west wing first
floor.
Herbicide - To kill the plant with
Tentacles in the room with all the
plants in the mansion.
Ink Ribbon - Saves game at a
typewriter.
Square Crank - Used to open and shut
flood gate when on the way down to
guardhouse.
Red blank book - Used in the
guardhouse to open the secret door to
Plant 42.
Small desk keys - Chris doesn't have
a lockpick so these are all
throughout the game for him.
002 & 003 keys - Open the respective
doors in the Guardhouse.
Vials and chemicals - For killing
plant 42. Jill and Rebecca can both
do this.
Serum - For Richard in Mansion
medical room or you if you get
poisoned by the Giant Snake first
time.
Control room key - Key to control
room in aqua ring area.
MO disks - To use at the end, to
rescue the alternate characters from
the cell in the lab.
Batteries - One for the lift in the
courtyard and one at the end for
elevator up to heliport.
Hex. Crank - To use throughout the
Caves by turning the floor section in
a couple of instances to be able to
then walk past the section. Also is
used for a puzzle in a revealed room
at the end of the caves.
Eagle and Wolf books (medals) - Opens
up to reveal hidden medals for the
secret opening to the lab.
Power Room key - Opens the door to
the power rooms in the lab.
Slides - On the projector shows all
the pics of the monsters and the
incriminating one of the Umbrella
crew including Wesker.
Master key - In some of the missions,
this falls out of Wesker's pocket and
unlocks the Cell and Exit from the
lab.
Flare - To signal Brad for him to
touch down and rescue you.
Chris' mission:
This is definitely the hardest of the
missions as Chris can't carry as much
stuff as Jill and doesn't have a
lockpick like she does. Also he
doesn't get the option of a bazooka,
so you have to be cunning with him.
He does however have a stronger
constitution and takes more damage to
kill than Jill does. Just to make it
easier on ourselves, we are going to
choose to go down the path of the
shittest ending - Chris alone. All
the game cares about to unlock the RL
is Time to complete the game and
number of Saves, so this is the
easiest path. Also doing it this way
means that you will be skipping
stupid sub missions which just eat
your time, and also saves you from
doing a few unnecessary things such
as grabbing the MO Disks to rescue
Jill, therefore not having to go to
as many places in the 5th section, the
Laboratory.
First we activate the cheat: go down
to ADVANCED and hold down the right
arrow on controller. After a couple
of seconds it goes green. You will
now have double ammo and ink ribbons
when procured!
Part 1: The Mansion
First skip the real-life intro. After
listening to the gaff (god it's
cheesy!), run to the room where the
first Zombie you encounter is and
activate the cutscene. Don't kill it
yet. Instead, turn back and leave. We
only did this so we could activate
the scene back in the Main foyer
coming up.
Now you go back to the main hall
where everyone has gone and all that
remains is Jill's Beretta.... It is
fully loaded when you pick it up. The
first place to hit is upstairs at the
far right where you will go out to a
door leading to a passageway to a
balcony. This is where you find
Forest. As you get into the thin
hallway however, there is a Small Key
to take, right behind you. Grab it.
Now go through the door with the
blood surrounding it. There is one
lot of clips and the Armour key here.
Upon trying to get the key, Forest
springs into life! Take a few steps
back and then just test your new gun
by shooting him, and if you are very
lucky you may decapitate him in just
a shot or two. After he is dead, go
pick that key up and leave.
After going back to the main hall, go
back to the landing and this time go
to the upstairs west wing door. Once
through you are now on a large
circular landing with 3 Zombies you
can kill at a distance plus a statue
holding a crest. Once the Zombies are
dead go push the statue to the broken
railing section just ahead and down
into the banquet hall. You'll hear it
break. Now go round to the door at
the far side. Go through. You have to
be quick here because a Zombie is
RIGHT beside you! Kill him quick as
you can then go round a bit and kill
the far away Zombie. Next there is an
acid-spitting Zombie which is very
close. Try to keep your distance from
it and kill him before he can vomit
on you. Go round and downstairs
after. Be alert down here because
after just a few steps a Cerberus
bursts through the window and attacks
you. You may be low on ammo now so
just make a beeline for the medical
room and enter a really cheesy
cutscene with Rebecca. Before you
leave when she offers to join you,
say NO.
Drop the FAS and the Knife in the
item box, replacing them with the two
lots of clips you find in there.
Combine them, then leave. You have
now: Beretta and Clips (lots now),
the Small (Desk) Key and the Armour
key (4 items). There simply isn't
enough space for Chris to be able to
carry around healing. You'll just
have to get healing as you need it
when passing it... Kill the Cerberus to
Chris' IMMEDIATE right once out of
the room. Be quick! It is waiting for
you and jumps at you the moment you
get out of the medical room. Now go
down the hallway a bit further
activating the 2nd one. Give it the
same treatment, then the third one
round the corner, which jumps in the
window. After they are all
dispatched, unlock the first of the
Armour Key doors and go in. All you
do here is grab the Clips on the
shelf next to you and unlock the desk
but do NOT grab the shells just yet.
Instead, leave for now and then leave
the hallway through the door ahead.
Be fast here - There are two Zombies.
One of them will stagger at you at a
quick pace while the other one is
pretty normal. Run to Chris' right-
hand side so the Zombie doesn't catch
you, and then kill them asap from a
distance. Continue down that way and
unlock the door at the end and go
through. Now, remember the 1st Zombie?
Polish him off. He is now standing
down the hall a bit. Go to where
Kenneth is and grab 60 clips. You
should now have plenty of them! Leave
and run past the banquet hall and now
go all the way back the east wing
upstairs. Go through the first of
those doors to the right (next to the
one you found Forest). Now kill 3
Zombies in this U-shaped hall, on the
way also unlocking the first brown
door you see and the turquoise double
doors but not going in. Run to the
end of the passage and go through
that door, through the library study
room and out into a long passage.
There are 2 Zombies to take care of
here. Now go to the room/hall in the
area of the fishtank to the door to
Chris' right. Kill an off-screen
Zombie lurking in that passage. Go
and grab yourself the lighter only,
in the room behind where that Zombie
was and go to the passage where
Richard is. I have sequenced
everything in this order so that
Richard will already be dead,
allowing you to avoid a pointless
mission back to the medical Room to
get the Serum. All that happens is a
short cutscene where Chris realises
Richard is dead and shakes his head
(if you CHECK him that is). Collect
the clips from him then go through to
the next room. This bit is a little
scary because you have two Zombies
who are RIGHT THERE as you walk in.
You have to be bloody fast here. Just
start shooting the Zombie facing you.
Press L1 IMMEDIATELY, checking to
make sure your gun is loaded first.
With some luck, you'll decapitate one
or both Zombies; otherwise you have a
relatively high chance of being
mauled by them. This bit is nasty
because you can essentially fall into
a trap where you shrug one off only
to be had by the next. I've died here
because of that before. Moral of the
story - just get on with it and shoot
them! Once you have killed them,
breathe a big sigh of relief then go
down the skinny passage to the
astronomy room (called so because of
the planets on one of the walls). Use
the lighter on the candle and light
the room so you can see. Go to the
cupboard in corner for some clips,
and then move the shelf to reveal a
small alcove. This is where the Sword
key is. Grab it and leave. You should
have 5 items now. Now backtrack to
the main entrance foyer downstairs
and this time go through the blue
doors. First however, unlock but
don't enter the brown door beside it.
Go and unlock the door with the Sword
Key and go through. This is an L-
shaped passageway, although slightly
wide. Going through, you'll encompass
2 Cerberus'. Just do as you did on
the other wing and kill them. There
are some secret clips here in this
hall to grab if you wish. They are
located in the 2nd part of the
hallway. The middle shelves are false
and Chris can in fact move them to
reveal 30 clips. Now exit the
hallway.
You now stand in a zigzag passageway.
Unlock your final door with Armour
key and discard the key.
Through here is an outdoor bit. There
is a Cerebus closest to the camera.
Just stay where you are and shoot it
until its dead, allowing for it to
get up before shooting it again. This
requires patience. After that, run up
and round the corner to be greeted by
another Dog. You can kill this one a
little quicker. Grab the Herbicide.
Item check: Beretta, Clips, Sword
Key, Herbicide and lighter. Now run
back and leave the area, ignoring the
3rd Cerebus when it jumps over the
fence (you won't be returning here).
Go into the random room off to the
side of passage. There is a Zombie in
the mirror. Just turn around and
waste it. Get those clips. Also get
the Desk key in the bath (items
full). Leave and run to the next
room. Go into that recreational room
to kill the 3 Zombies there. This
shouldn't prove too hard. Now leave,
without the shotgun. Go back to the
passage and to the final door. Go
through. There are 3 Zombies here.
Kill them all and unlock the
turquoise door.
Go through. Kill the 2 Zombies down
here guarding the save room. This
will be the last time you use the
Beretta. Now go into the save room
and dump the Beretta and Clips and
lighter and that's it for that weapon
in the game, you will no longer
collect clips from here. You will no
longer need the lighter again either.
Pick up the broken shotgun there and
go back to the rec. room. Item check:
Small Key, Sword Key, Broken Shotgun,
Herbicide (4). Now grab the Shotgun
and put the fucked one on the hook.
Leave. Now go upstairs back and go
back to the room that had the
lighter. Run over to the far bed on
other side and grab some hidden
shells. Leave and go through the U-
hall and into the Main hallway. Now
go to the brown door downstairs in
the main hall and go through. There
are three Zombies in here. Kill all
the Zombies by approaching them and
shooting up with your shotgun or
letting them come to you. Go to the
left and there is a Zombie round the
corner. Finish him and then come back
towards the camera. There is a desk
here which you will unlock with one
of the small keys you have and grab
some shells. Leave and go back to
Kenneth's hallway where you
encountered the first Zombie, run
down to the red door at the end.
Unlock and go through. Once in run
round the other side of room to the
bookcase and push it towards the wall
to reveal the music notes. Go and USE
those notes to activate a hard-to-
listen-to scene with Becks. Say NO
for her to practice the piano. (She
does anyhow). Go through the nearest
door, up the passage to the door to
Chris' right. Unlock and enter a
bedroom and go over to the desk. This
will also get rid of the Sword key
CHECK the desk and a Zombie bursts
out of a wardrobe. Kill it the
shotgun way. Grab the shells in
there. You are now going to leave and
run all the way down the passage and
kill a Zombie down the end. Go
through the blue door to a
greenhouse-type room. Go to where the
pump is at the back just there and
put your herbicide in it destroying
those tentacles in the fountain. It
can only be killed in that way. Now
go and grab the Crest on the other
side, also while you are here, before
you grab the Crest make up a
green/red herb mixture. Item check:
Shotgun and Shells, Crest, Herb
mixture (4). Now go to the L hallway
where you encountered the first
Cerebus' and go through the brown
door. Go over to the desk for the
shells. You should now be relatively
secure for ammo for the Shotgun. Now
turn to the bookshelf and get that
Colt Python! Items check: Shotgun,
Shells, Colt Python, Mixture and
Crest, however go back to the medical
room and dump the crest to leave you
with (4) items. Go now, to the other
side of the house and upstairs to the
turquoise double doors in the U-hall.
In here is an easy puzzle. You need
to simply cover the holes with the
statues then press the button in the
centre of the room then collect the
Emblem out of the cabinet at the end
of the room. Now go back to Rebecca
and the piano and by now she has
sussed moonlight sonata. Go through
the secret door and exchange the
Emblems. Now go and place the Gold
one in the hollow in the banquet
hall. Collect the Blue jewel. Now
back to the bedroom-hallway and duck
off to your right to a small area
with another door. Go through.
Exchange the Jewel for the Shield key
at the Tiger and leave. Now you must
go and face the Snake boss! First go
and pick up the Crest that's on the
floor from when you pushed the statue
down here before. This will cause you
now to be items full. Now go back to
that really skinny hallway beyond
where Richard was and unlock the as
of yet, unexplored door. When you
reach the room, you'll use up the
Shield key.
Inside here is the hardest boss of
the game, the giant Snake. Newer
versions of this game refer to it as
Yawn.
Once you've taken a few steps in, you
activate the Snake. It is really
difficult to defeat it the first time
without getting hurt. In fact it's
harder here because of the fact the
room is a bit smaller here than later
on when you meet it again in the
Relaxing room.
I usually run to the back of the room
and begin shooting at it. What you
are wanting is to stun it so that it
recoils slightly throwing it off
guard. I still haven't mastered this,
as it is very much a timing thing and
shooting at the right time. Another
thing you can do is just try to
manoeuvre round it to the half Crest
in the space where the Snake came out
of without killing it. You'll
probably take a few hits doing that
though and maybe even become trapped
anyway, so be vigilant of this. I
don't recommend this option.
Hopefully, you'll be able to beat it
just using your Colt Python. You have
plenty of Shotgun ammo if you run out
of ammo from the Magnum, although it
isn't as powerful. Healing here is
essential as this Snake has the
ability to kill you rather quickly.
You only have that mixture with you
to do so.
When you do beat it, it doesn't die.
Rather it gets scared off and
retreats back into that hole where it
came from leaving you free to grab
the shells in that room plus the
other part of a Crest. Leave the
room.
Now hopefully you managed to beat the
giant Snake without injury, though
this is unlikely. If you did get
bitten, you faint from the poison,
whereupon Rebecca drags Chris back to
the Medical Room, getting the Serum
and giving him a shot. An awful
cutscene entails. In any case you
need to get the crest out of the box
once you are on your feet again. If
by some miracle you didn't need
healing drop both it and the Colt in
either item box depending on where
you are as you will need all
available spaces in your inventory.
Now you need to go to the lighter-
room hallway upstairs on East wing,
and then go through to the other
door. You will solve the fishtank
puzzle here by first turning on the
switch to drain water from the tank.
Then push it out of the way so you
can push the bookshelf down and grab
the half crest. Now combine it with
the half-crest you got from the
Snake. Before you leave however, grab
the Ink Ribbon you can't see just
behind that alcove on the back wall.
Go downstairs and grab the 3rd crest
from the save room whilst dropping
the Colt Python and Ribbon for now.
With one item space to go you need to
go to the far left-hand room in the
dark hall downstairs near the exit.
Go through into a sort of large
gallery room with Crows perched on a
rail way up. DO NOT SHOOT THEM. They
will just sit there and eye you if
you do everything right. This is an
age puzzle where you have to, in
order; press the switches of the
portraits. Go: Baby, Infant, Boy,
Young Man, Middle-aged man then Old
man. Now go to the last portrait at
the end of the room and press that
switch to grab the 4th Crest. You'll
now have 4 total - Star, Sun, Wind
and Crescent Moon. The only other
items you should have is the Shotgun
and Shells as you'll have no more
room for anything else (sucks aye).
Now go out of the room, ignoring the
birds, and this time to the right
hand door at the end right. Go
through that door. Out here are two
Cerberus' which need taking care of.
Be patient and keep your distance. Go
to the end and insert the Crests,
unlocking the next door. Go through.
Part 2: The Guardhouse
This is the room where you get the
first of the cranks, the square
crank. Pretty easy - just push the
steps 3 movements, and then push it
to the wall under the shelves. Climb
up and get the crank. Now wait! Don't
leave the room yet, check the left
barrel and get a small key. (4)
items. Now leave. You have 3 lovely
Cerberus' waiting for you out here.
Give your Shotgun a good go here and
kill them patiently. To activate the
3rd one, you must leave that camera
angle and come up a bit more,
although not in all cases. Now make a
full mixture (Red, Green and Blue
herbs) from the herbs out here. Go
forward to the area where you have to
use your crank. A cutscene of the
water draining from that area and
running down the other side happens
which you can skip. Climb down the
ladder and across and up again, and
make your way down the new path,
ignoring the Tree Snakes on the way.
Down the lift and take on 3 more
Cerebus' at the bottom. Once done,
head to the next area only to say hi
to 3 more bastard dogs when you are
there. Geez! Now you need to go to
the door to the Guardhouse. In here
you have to do an annoying puzzle of
pushing the statue down the passage
and round the corner to cover that
hole, although that tentacle comes
out of the hole near the double doors
too. What makes this extra annoying
is the fact that if you don't cover
the hole properly, the puzzle resets
if you leave the hall! Go back to the
first door near the entrance and go
into another Medical Save room. Put
away your crank and also pick up and
put away that FAS. (4) Items. Now
leave and go to the next closest
door. In here go up to the desk and
aim your shotgun up. If timed right,
you can actually blast both the
Zombie's that are in here heads off
in one hit, since they are so close
together! Use that desk key you found
earlier to get more shells. About
time! Now go over to the cup next to
the wardrobe and get another Desk
key. Leave the room (ignoring the
side bathroom). Now you are to go to
the double doors down the end and go
through (you may or may not get
grabbed by that tentacle to and from
those doors but it does fuck all
damage). Be careful in here because
you have to deal with your first two
Spiders! Here, simply avoid the
spider ahead. You need to get that
red book that is sitting on the table
near it so just dodge the Spider if
you can. Grab the book and don't
dally! Dodge the spider by using the
round table the book was on, to evade
it and get the hell out of there!
There was a Blue herb at
the beginning of hallway if you did
get spayed and poisoned which you can
take if you need. (Don't waste that
full mixture on it). Now explore the
guardhouse more by going into the
other section. Go into the nearest
door and run diagonal towards where
the beehive is. Grab the 002 key and
leave quickly. Those bees are all but
harmless but you still don't need to
bother about them. They'll pursue you
back to the door back to the hallway
but won't catch you. You are quick
enough. Now, down the other end of
the corridor is the next door you
have to unlock and go through.
However, that statue right there is
concealing a couple of green herbs
you may be interested in taking there
and then if need be. Through here, go
up to the desk (this room is exactly
the same as that first one you were
in before) and unlock it. There is no
Zombie in this area. Grab the Shells
within the desk in here and then this
time do go into the bathroom as you
will find the 003 key there. Oh
however, just to make up for
disappointing you for having no
monsters in the main part of the
dorm, there are 2 Zombies here
instead. Do your thing and deal to
them then get the 003 key they were
guarding and then leave the dorm.
Back to the bee area and unlock that
door. Kill a surprise Zombie which
appears seemingly out of nowhere once
inside the room properly by reacting
by pointing your shotgun in an upward
trajectory. Now in here you grab the
odd white book replacing it with the
red one. The white book is all about
how to Kill Plant 42, the Guardhouse
boss you are about to meet. The
swapping of books has revealed a
secret door. (3) Items. Go through
the door and get ready for the
terrible fate that possibly awaits
you...
Because we have chosen not to have
that stupid bitch Rebecca following
us, you get to skip the whole Sub-
mission you would have otherwise had
to do with her with the V-Jolt and
all that crap! You do however; still
have to fight Plant 42. You have to
fight it and finish it off with your
Shotgun. This thing is bloody tough
but not good at attacking, so you
definitely have the advantage on
speed. DON'T get too close however
because the plant can not only lash
you but also pick you up and slam you
into the ground if you do. Stay round
the outskirts of the room. All it can
do to you from there is drip acid
onto you. This causes hardly any
damage but still try to avoid it.
Just grind it out and shoot it until
its dead, constantly moving around
when you see acid start to drop. Once
you kill it, explore the fireplace
and get the Control room key for
downstairs. Item check: Shotgun,
Shells (could be getting a bit low
now), and finally your new found key
and also if not used - the full
mixture (4) Items we'll say. Get out
of there and head back to Dorm 002.
In here are two dressers which you
push away to reveal a secret entrance
ladder to the basement of the
Guardhouse. Head down there. Down
here is the longest and most painful
puzzle in the game. You must push all
the boxes into the gap to make a
bridge for yourself. Start with the
ones nearest the gap before the long
painful push of the third one (do not
push it too close to the walls or you
have to reset the puzzle!) Now go
round and through the doors, noticing
the area is flooded. When you get to
the ring, run to your right and keep
going round. Go into the control room
as fast as you can before Neptune
gets you! It's the left one. Unlock
it, discard the key and go in! Go
over to the big lever and drain the
water out (sorry Neptune hahaha). Now
go and push the button on the other
wall. Leave. Go to the next-door room
and be greeted by some much need
shells! And also what you really came
down for - The Helmet Key. (4) Items.
Now come back out to the flopping-
helplessly sharks. I always feel the
need to put them out of their misery
and shoot them. It only takes one hit
per shark. Now, go back upstairs and
listen to a bit of bullshit from
Wesker. You are now going back to the
Save room. Save the game for the
first time! Dump the ribbon. You
should now have, Shotgun, some
Shells, Helmet key, Colt Python (grab
it). Leave the Guardhouse and go
trapse back up to the Mansion.
Part 3: Back to the Mansion
On the way back up, the first outdoor
bit nearest the Mansion, 2 more
Cerberus' have re-spawned. Kill them.
When you get to the Crest area, you
find a radio which Chris picks up
automatically (doesn't take any space
up). Once you are in the next hall
and have taken a few steps, there is
a cutscene for the first Hunter of
the game. Skip it just to save those
few seconds. You have to kill it with
the shotgun if you don't have the
Colt Python which I doubt you would.
(Takes about 3 shots). Make sure you
DON'T shoot again, until it gets back
up again (your next shot will miss
otherwise). Great. It's dead. Now,
you are to unlock your first door
with the helmet key - the unexplored
room next to you. In here go over to
the desk and switch the light on.
Grab the Magnum bullets next to you.
Now back into the passage near the
save room. 2 hunters are here to kill
now, using the Colt. (Wait for the 2nd
one to approach, rather than approach
it). After that, go to the save room
pick up to two lots of Shells Wesker
has left you (how thoughtful), and
pick up and keep (when there is room
enough) the FAS. So now you have: 1
healing (Mixture), Colt Python, a few
Magnum rounds, Helmet Key. Put away
either the Shotgun or Shells (it
doesn't matter as you'll pick them up
again soon, but you'll be item full
is all until you've used the Helmet
Key once more.) Once outside the
room, make your way upstairs,
stopping halfway up, aim up and shoot
the Hunter up there. You do get him.
Now we are going to skip the entire
west wing and just go straight for
the Giant Snake. This saves about 15
minutes at least! But the catch of
course is that you forgo some serious
ammo which you do notice! You are now
going to go down the far end of the
hall you haven't been yet. Open the
blue door. Now unlock the door beyond
that with the Helmet key. Now back to
the Save Room and swap the Key for
whatever you put away to juggle it
before. Now back to the room you just
unlocked again (sorry I know that's
annoying as) and through. This is the
Relaxing room with just a fireplace,
which the Snake comes out of, a
corner table and a couple of chairs,</pre><pre id="faqspan-2">
and a piano which you are to
investigate. Go over and CHECK the
piano, thus activating the Snake.
After narrowly dodging the Snake's
first lunge, start shooting it. Your
first shot will stun it. Pretty much
from here; shoot it again and again
standing your ground, trying to shoot
the snake when it is in a hind
position. You may take a hit or two
but you have enough healing to cope.
Know how much your Magnum has and
reload in the menu screen if
necessary. By the time you have
killed it, my assumption is that you
will have been hit at least once or
twice, needing the mixture as you
will now be poisoned if you didn't
get hurt the first time you
encountered it. All your Magnum ammo
will almost certainly be used up too.
This will take you down to 3 items if
I'm correct. Magnum, Shotgun, Shells.
I'm hoping you had maybe a couple of
rounds left in the Magnum; otherwise
you have a slightly hard road just
ahead with the Shotgun. Now go down
the hole the snake created when
attacking you. Once down, press the
button on the tombstone, now go down
the ladder. This bit is a bit tough.
Use the Shotgun here. You are blind
to the 3 Hunters down here due to the
camera angle. Go forward enough for
the 2nd cam angle but then STOP. Point
the weapon but don't shoot straight
away as the Hunter will see this and
leap. As soon as you hear him land,
then shoot. Basically you have to
just simply keep shooting until they
are all dead, COUNTING your shots and
above all using your ears!! Menu-
reload your gun only here. If you do
it normally, that'll be easily enough
time for those Hunters to kick your
arse! One other thing I cottoned on
to was to just kill the first Hunter
if you still have a Colt Bullet or
two then make a run for it, past the
other Hunter to the door. You may get
a leg swipe but that is it. Quickly
go through the door here and simply
ignore the 2 Zombies feasting on the
one on the ground. Before you reach
them, there is a herb to eat there
and then if you need to and also a
blue one, but don't take it with you.
Just run past the Zombies. Unlock and
enter the Kitchen. Go to the other
side of the bench opposite you and
grab a small desk key. You need to
CHECK for it. You'll now have 4
items, or at least you should. Go
over to the right where the elevator
is and shoot once or twice to kill
the Zombie on the ground, with the
Shotgun. If you have still a couple
of rounds in the Magnum, now load
that weapon and go up the lift. Once
out, kill the Hunter nearest you then
run towards it, then turn and kill
the other one AFTER it has jumped. Do
this by pointing and waiting, rather
than shooting. If you have only the
shotgun, this is hard, so just make a
bolt for the doors to Chris' right.
You should be able to get through
before the Hunter can get you. The
first thing you do is go to Chris'
right and unlock a desk to get some
prized Magnum Rounds!! Thank god! (4)
Items. Now kill a hidden Zombie
straight ahead of Chris making sure
you are Shotgun equipped rather than
Magnum. Now kill the other 2 round
that bend with the Shotgun. Now go to
where that first Zombie was in here,
and push the bookshelf to reveal a
door. Go in and pick up a Battery for
the Gardens downstairs. DON'T CHECK
the window, unless you feel like a
pecking from Crows. Just leave and
now explore the other part of the
library. Now through to the back room
of the library with more books and
solve this pretty easy puzzle by
pushing the statue over to the corner
of the room, past the light switch
(turn it on if you need to see the
exact spot), whereupon a secret door
opens for you to go in and grab the
Eagle book/medal. Items - full. Leave
the library and go back out to the
Elevator hall. Kill the Hunters if
you didn't before with the Magnum.
Now back down to the Kitchen and over
to the door you haven't been through
yet. After the pretty cool cutscene
which I'll get you to skip, kill the
'tough' Zombie with the Shotgun. It
actually takes a few shots! Just
shoot it normally until it's dead.
Now go through, upstairs and enter a
familiar area, after unlocking the
double doors. Ah back here again.
Don't even bother with the Spiders.
Just run past them. If you get
poisoned, we'll deal with it later.
Run past and leave the room. To the
banquet hall. From here, go back to
the save room on East wing. You can
either go back upstairs and down that
way having to deal with 4 Hunters on
the way, but to save precious ammo,
I'd simply go the downstairs route,
past and ignoring spiders in the L-
hall and through to the zigzag one.
There is just 1 Hunter here, run up
to the point where you entered the
room with the Zombie in the mirror
earlier. A Hunter appears and it
sprints up to your position, time it
right and shoot it with the Shotgun
and continue doing so patiently until
it is dead. Head to that save room
nearby. Once in the Save room, do the
following: drop the Eagle Book/Medal
make sure you leave with: Magnum,
Rounds, the Square Crank, Shotgun,
Shells and the Battery (full). Go
back to the Crest area and dispatch a
single Hunter. It'll leap so be
careful not to waste any ammo here.
You will now go down to the bottom of
the courtyard and insert the Battery
then go up the lift next to it. You
will use the Crank one last time to
shut the floodgate. Now back down the
newly-accessible battery-powered lift
and head towards where that waterfall
was and go down the ladder behind it
(running towards the camera).
Part 4: The Caves
Now go through the immediate door
there. Run down to the door off to
the right and go through there. After
running down one more passage, run
down the end and a cutscene entails
with Enrico. After Wesker shoots him,
CHECK him for a crank. Check this one
in the menu to find it's a hex-shaped
one. Now leave, and be confronted by
a Hunter which you should shoot. Now
run down and round the corner to face
another one. Shoot this one after it
has jumped. I don't think it reaches
you, so just wait until it has
landed. Just simply run back the way
you came after this to the beginning
of the caves, ignoring the next
room's Hunters. The room before the
beginning of the Caves are another 2,
I think to take care of and be
careful! The first one can reach you
in a leap so I'd actually run a bit
towards it, then shoot (you may
suffer a rake here). Kill whatever
you need to kill, however I want you
to save 3 magnum rounds, reverting to
the Shotgun if it reaches that point.
There is a good reason for this which
you'll find out below. Now go to that
first room then round to the first
crank hole. Turn it to move the bit
of floor so you can cross to the door
on the other side. Once through,
you'll see a Flamethrower which you
will take but not equip. Item check:
Shotgun, Shells, Both Cranks,
Flamlauncher, Colt Python. Now the
bit that makes me nervous every time,
even though I know I'll make it - the
boulder! Run up the passage until you
reach the boulder (new camera angle).
Now run back. The boulder chases you
but it is pretty slow and you can
easily outrun it. Run back into the
recess where the door is and duck
while the boulder passes you to bash
a hole in the wall to reveal where
you have to go next. Now, run back up
to where the boulder was before and
activate a Hunter which has now
walked into the hall so shoot him
before he gets close enough to see
you and leap. Another one is not far
behind him. Shoot him quick too. Now
reload. Unless you have more than 3
shots in the Magnum left, use the
Shotgun please. Go now down the
unexplored part of the tunnel and
leave to face the Giant Spider boss!
Through here is by far the easiest
boss in the game, it does involve
patience. All you have to be careful
of is its spit which comes out in 3
jets. Run around it until it shoots
at you, then shoot. Repeat that until
its dead. It should take 3 Magnum
shots exactly (remember I told you to
save those rounds?) Wait until you
see the baby spiders appear then
reset the room by going out and
coming back in again through the door
which you entered by. Now equip your
Flamethrower and kill the webs on the
other door through here. Go through
once done. Now go and put down the
launcher where the holder is for it,
but don't go through the door that
now unlocks, yet. Instead run down
the opposite end and enter a save
room. Pick up and drop a FAS or USE
it if you have to. Now you are going
to do your 2nd and final save. Pick up
the Ink Ribbon and save. Now drop the
Ribbon and Square crank and FAS (just
for now) and pick up the Eagle medal
(btw to get the medal, you must first
open the book by checking it in the
menu - turning it so the pages face
you and press X to open the book. It
took me ages to figure out that small
thing - duh aye!) You should now have
Magnum, Hex Crank, and Eagle Medal,
(3 items). Heal if you need to here
but as usual, don't take any healing
with you. Leave and go through door
at the other end of the tunnel. Turn
up first and now go and 3 times use
the crank to turn the floor just like
before. Now activate another boulder,
and just run into the new opening you
created to the left. This is even
easier than before. Keep running into
and through the door. In here is the
last time you use the Crank. This
puzzle involves pushing that statue
on to the plate so the hatch stays
open. Easy. Move the statue just a
bit past the Crank hole. Now use the
crank twice to push out the wall into
the statue and then once again to
pull it back. You can now push the
statue on to the plate and get the
Power room key for the lab ahead of
you. Leave and then go back and check
behind where the boulder was to get
the Wolf Medal/Book. Open it the same
way as before. Ignore the map (real
useful giving you the map to the
Caves when you just about to leave
them huh!) Now run up the other
direction from the door, jump on a
lift down the end and leave.
Part 5: The Laboratory
You arrive up outside where the decoy
fountain that you insert the medals
is. Insert the medal to its
corresponding symbol. Now go down and
enter that elevator after the
cutscene revealing it (skippable).
When you get down, go to where the
ladder is and climb down. You come
across a save room. You want to leave
with: Magnum, Shotgun, Shells, and
Power Room Key. You shouldn't have
anything else, so drop any unwanted
stuff such as that Crank. Now go
through to a large passageway with 3
Zombie and execute them with your
Shotgun. Go downstairs. Also with the
Shotgun, behead the naked Zombie you
see then the next couple round the
corner. Keep going around till you
get to the double doors where you USE
up the P Room Key to free up an item
space and enter. Now go and kill the
3 Zombies instantly then go straight
ahead to the final save room of the
game. In here are more Magnum rounds.
This should now be enough to see you
through the rest of the game (approx.
26 rounds left now). Drop now, the
Shotgun and any remaining Shells.
It's here however that it'd be smart
to pick up healing so grab an FAS and
now leave. You should now have:
Magnum, Rounds and 2 Healings (4).
Now we are going to go towards the
camera and through the power rooms
encountering for the first time the
Chimeras. Fuck I hate these things!
You need to straight away run to the
right and down the right hand isle of
the room. A Chimera lurks. It'll
hover to you. Wait until its close,
aim up with the Colt Python (only use
this to kill them) and shoot it. Now
go to the control panel behind where
it was and activate the power to the
blacked out areas (the elevator
outside). Now leave the room by
running back round and down the other
side. You'll almost definitely
encounter another Chimera that you'll
have to destroy. The next room is
enemy free. All you have to do here
is run around the room to the other
side. Now leave through the big doors
which are hard to see. In here is a
square-shaped room with 3 Chimeras.
Start by running round to the switch
to activate the elevator. This is
towards the Camera. Where you come to
the computer-looking control part,
push the switch. However in the
meantime, you'll soon encounter
Chimeras. Kill them the normal way
you did with the other Chimeras. Keep
running round, killing if necessary
until you get to the battery on the
ground, which you should take. Item
check: Magnum, Rounds, 1 to 2
healings and Battery so (5) Items.
Leave the room and go back to the
save room hall. Now, to go down the
end where the Elevator is and
confront Wesker below after hopping
into it. Listen to Wesker's crap
about why he has betrayed you then
he'll take you in to face the Tyrant
(ignore CGI cutscene). Once it fucks
up Wesker, causing a key to fall out
of his pocket, you have to fight it.
Really easy. Just run away from it
and shoot it from a distance. After
about 3 or 4 or so shots you knock it
down. Unlock the room with the
computer in there, grab Wesker's key
and leave. Once outside, go back
upstairs and then back to the Lab
Entrance above, ignoring the Chimeras
but killing the Zombies with whatever
bullets you have left, but don't go
back up that lift. Instead use the
Lab Key to open the doors on the
other side of the room, near the
ladder and then simply make your way
down the long zigzag tunnel and to
the end where you have to put the
battery in to power the lift. Now get
in and go to the top. Grab and USE
the flare next to you at the top.
Brad will come over and pick you up.
You can skip both the Cutscene and
the credits and this will save a
further few minutes although I guess
it doesn't hurt to watch the little
cutscene with Chris in the
Helicopter, looking all shattered. I
guess you have earned it and it only
takes a minute or so.
The game is now complete and you
should have got that done around the
2 and a half hour mark, maybe tad
less if you followed this to a tee
and better than me, as I stuttered a
bit completing it this way and still
managed to post a time of 02:29:01
with 2 saves. Or maybe you even made
it just over that time, but well
under the required maximum of 3
hours. With this time and 2 saves,
you will undoubtedly get the infinite
Rocket Launcher! Well done :) enjoy
the next mission....
Jill's mission:
The easier one. Jill has a lot of
assistance from veteran Barry in
this, Uses a lockpick throughout the
game instead of having to find the
Sword Key and Desk keys. She also
gets to enjoy the additional weapon -
the Bazooka. On top of that she 8
gets item spaces instead of 6. She is
a little weaker than Chris however,
so one of those spaces should always
include a form of healing. Like
Chris' mission, the aim here is to
get the Launcher, so we'll do this as
a 'Jill alone' scenario to save time
with the other crap that comes with
saving both Barry and Chris.
Part 1: The Mansion
Skip the intro. The acting in this
scenario is just as god-awful as
Chris' one. Go with Barry to the
banquet hall and then, just as in
Chris' mission, activate the first
Zombie and kill it since you have a
loaded gun to start with. Then
collect those 60 clips after checking
Kenneth. Now go back to the banquet
hall. The Zombie follows you through
the door and Barry dispatches it with
his Magnum. Now back through to the
Main foyer. When you 'look' for
Wesker, just simply walk behind the
stairs and out again straight away to
speed it up. After the cutscene, you
receive a lockpick from Barry, and
then separate from him. Unlike Chris'
mission, you'll this time go through
the blue double doors and then
through the door there since you can
already unlock this door. In the L-
shaped hall with the Cerberus' now.
Kill the dogs, and then get Clips.
Now you are in that zigzag hall.
First go to the door that leads to
the bathroom. That's between the door
to the outdoor part and the Poker
room with the Shotgun. After shooting
the Zombie in the mirror and getting
those Clips, run all the way down to
the area with the Shotgun. Once in
the room of it, dispatch the Zombies,
kill them, and grab the Shotgun and
leave. When you leave the room, the
ceiling starts closing in on Jill.
She can't leave the area, and she
can't go back into the poker room
either! But don't worry, Barry will
come and save you by kicking in the
door and getting you out. You now no
longer have to swap the two Shotguns
like Chris had to. This is one of the
funniest scenes in the game with the
dialogue, hahaha oh my god! Now
continue through to the next hall and
kill the Zombies there. After
unlocking the doors, you now want to
go to the nearby save room. Despatch
the two Zombies, then go through to
the save room and dump your Knife.
Also get even more Clips, already in
the box - 120 to be exact. Item
check: Shotgun, FAS, Beretta and
Clips. (4) items. Leave. Now go
upstairs and dispatch the two nearby
Zombies. Now go unlock the door up
and near you, and go to the U-hall.
Kill the Zombie near you, possibly
having to give a little space since
he is right near you and could easily
potentially grab you. Now the one
behind you. Or if it's easier, kill
the one behind you first before the
one in front catches up. It's a bit
tight! Lol! Now run up a bit and kill
the 3rd one. Now leave the U-hall and
go to Forest's area. Here, there is
the Bazooka and Armour key. Grab them
both after killing Forest (still
using your Beretta). When you leave
back to the upstairs part of main
foyer, Barry is there and gives you
some acid rounds after a cheesy
script. (7) Items. Now go back to U-
hall and through to Richard's hallway
and see him suffering. Jill HAS to do
this mission, but it doesn't matter
cos we can be cunning and as evil as
it sounds, take our sweet time till
he dies, which he does if you take
too long, as unlike the original
version, the game doesn't stop you
going wherever you want while on this
mission. This is precisely what we'll
do. After his moaning, leave. Now, we
head downstairs. Go and unlock the
door next to the double doors but
don't enter here yet. Instead go back
through those blue double doors and
do the downstairs circuit again,
starting with the outdoor area where
you get the Herbicide (which you do
get). Using your Beretta still, shoot
the first two dogs, and after
grabbing your chemical, just make a
run for the door and don't hang
around for the 3rd dog. Leave there.
Your Items are full now. Now go to
the end of that hall and go through
to that corridor, towards the Save
Room. Now go to the Save Room. Drop
the Beretta and Clips and also the
Acid Rounds for the time being. (5)
Items. Equip your Bazooka. You're
going to use up those 6 Explosive
rounds, already loaded in there, up,
on the next 6 enemies you see, as you
will after that, need to equip the
gun with the Acid Rounds for the
Snake. Now leave and head upstairs
and go unlock, but don't enter the
door to Jill's immediate left. Now go
unlock the Double doors in the U-hall
and enter. This is the Statue puzzle
for the Emblem. Just push the statues
over the holes then push the centre
switch, just as in Chris' mission.
Now head over to the other wing and
through the door with the upstairs
balcony. Kill the nearby Zombies with
the Explosive Rounds, although don't
bother with the one nearest the
camera on your left (not Chris'). Not
worth it yet. Now run up to the
statue and push it off the floor. Now
run round the landing and go through
the door. Now go through the door.
Kill the Zombie right as you enter.
Now get the acid spitting one. Now go
round and deal to the 3rd one. Go
downstairs. Go straight to the
Medical Room. Leave with: Bazooka,
Acid Rounds, Shotgun, Shells, FAS,
Emblem, Herbicide and Armour Key (8)
Items. Kill the first Cerberus
outside. This will use up your
remaining Exp. Rounds so you can now
Load the Bazooka with the Acid ones!
Equip your Shotgun. Now activate and
kill the other 2 dogs. Go into the
brown door to the side, unlocking it
solely to grab the Colt Python and
Shells and use up the Key once and
for all. Ignore the clips. We will no
longer be collecting them. Now leave
and go to the medical room back at
the base of the stairs. In here, you
will now drop Colt Python and pick up
the Herbicide. Leave with: Shotgun,
FAS and Bazooka, Herbicide, Serum
(from the shelf) and Shells and Acid
Rounds (7 items). But before you
leave, there is an Ink Ribbon on the
bed. Pick it up and dump it in the
chest, then Leave. Now go through to
the long L-hall ahead. Wait for the
Zombies to approach and aim up,
hopefully killing them both with the
one shot. Once they are both dead, go
down to the end of the hall, past
where they were to the Tentacle room
and use the Herbicide to kill them,
and then grab the first of the Crests
past them. You need to have 1 item
space free. Then leave and go to the
bedroom down the other end of the
hallway and grab the Shells, once
killing the Wardrobe-Zombie. Now go
unlock the door at the end and go
through. Go and grab the Notes and
play the Moonlight Sonata in the bar
room, swap the emblems, then go do
the swap of Emblem, Jewel, Shield
Key. Now run back to the upstairs
East Wing's U-hall and head for the
room with the lighter in it in the
next passageway and go get the
lighter. A Zombie follows you in to
the mini passageway. Deal to it. Go
and grab the lighter then run back to
Richard to find that he is already
dead and you were too slow...Oh well.
Now leave and go and use the Lighter
in the Astronomy room, killing those
two Zombies with more ease than Chris
can, get the acid rounds (you now
have quite a lot) and Now go and face
off with the Snake. Load your Bazooka
and unlock the Shield door. Like the
other mission, run to the back of the
room, waiting for the Snake to
approach slightly then just shoot
away, more than likely getting hit
and have to use one of your healings.
If you play your cards right, you
should simply be able to stop it in 4
rounds. Get both the Crest half and
Shells and leave. Assuming you were
poisoned, you conveniently have the
Serum which was meant for Richard,
but you get to use it now instead!
Handy huh! I'll assume here you had
to use the FAS, if you didn't, you
are a legend! Now go to the fish tank
room and get the other half of the
Crest after the puzzle. Now go the
save room, dropping your Bazooka and
Acid Rounds and then leave and go to
the dark hall ahead, this time
killing the Zombies if you didn't
before. Go and solve the age puzzle
for the final Crest and then go to
the Crest area outside killing the 2
Cerebus'. Use up the Crests and go
through the door. Item check:
Shotgun, Shells, FAS (maybe).
Part 2: The Guardhouse
Grab the Crank on top of the Shelf by
pushing the stairs towards it, and
then leave. Outside, kill the
Cerebus' and make up a FULL mixture.
All three herb types are out here -
you'll find them. Now leave and go
through to the Crank-turning area.
Once you've turned the crank, go down
to the bottom, avoiding the Tree
snakes and then kill the 3 dogs down
there, then the next 3 through the
next area.
Now go into the Guardhouse. Do the
shitty statue puzzle by moving the
statue round the corner, just as in
Chris' mission. Now go into the Save
room first up. You want to now put
away your Crank, but retain a form of
healing, also pick up in the room,
and drop the FAS and the Explosive
rounds. Good, so you are leaving
with: Shotgun, Shells, healing (pref.
the full mixture), Bazooka and Acid
rounds (pick them up too). (5) Items.
Leave.
Now go to the next door along to get
the Shells, blowing the heads off 2
Zombies before doing so. Leave. You
now want to equip temporarily the
Bazooka with Acid Rounds before going
through the end doors to face the
Spiders. Once in, rush over and grab
the Red book and then, very quickly
shoot the spider with the Bazooka. No
babies will come out, as you have
singed the Spider through. Just dodge
the 2nd one and leave. The tentacle
outside will possibly grab you
(doesn't do much damage though). Now
leave and progress further into the
Guardhouse. Next job for you is the
room with the bees to get the 002
key. Go grab it from that plinth then
leave promptly. Go and unlock the
door down the end of corridor and go
through. Now, go and grab more Shells
from the Desk. Load your Shotgun
again. Now turn to the side Bathroom
and go in there to grab the 003 key,
killing both Zombies in there. Now
back to the Bee area and unlock 003
door. Back into the dorm and swap the
books over on the shelf REMEMBERING a
Zombie round the corner - I sometimes
forget this one! Now go through to
Plant 42. Equip your Bazooka and use
the same method to kill it that Chris
did - run round it shooting and
avoiding acid drops AND tentacle
swipes. Halfway through, Barry comes
along and finishes it off when Jill
is in a tight spot! Man she has it a
lot sweeter than Chris huh! More
absolute cheese then grab the C room
key then leave. Now go down to the
aqua ring area, pushing those fake
bookcases aside then going down the
ladder. Do the long bridge-with-boxes
puzzle down there then go and make
your way towards the Control room.
There is a chilling cutscene here for
Neptune (only in Jill's mission). You
can just skip this. Get into the
Control room before it gets you! Go
and drain the water, then unlock the
next door room. Now go next door and
ammo up with Shells and grab the
Helmet key then leave. Equip Shotgun.
On the way out of there, you have
permission from me to execute Neptune
if you want. Now make your way back
up and to the Save room, encountering
Wesker on the way. Go to your item
box and before doing your first save,
make sure you have: Bazooka, Acid
rounds, Explosive Rounds, Colt
Python, Helmet key and healing. Now
save, then dump the ribbon then leave
the Guardhouse.
Part 3: Back to the Mansion
On the way back to the Mansion, you
encounter another 2 Cerebus'. After
sorting them out, go on. When you get
back to the dark corridor inside the
Mansion, the first of the Hunters
will come at you (skip that
cutscene). Try to always kill these
things with the Colt Python first and
foremost. In fact, I'll get you to
use your Colt almost exclusively on
Hunters and Chimeras (later). Now go
and unlock the first of the Helmet
doors, right there. Inside, switch on
the light. Grab those Colt Rounds
then Leave. Now go to the nearby save
room through the blue door. Kill the
2 Hunters through here and then go
through to the save room. Now pick up
the acid rounds and spray after
dropping your Shotgun and Shells.
That's right, you now have sufficient
other weaponry to see you through the
rest of the game without needing that
weapon anymore! Leave with: Helmet
key, Colt Python and Rounds, Bazooka,
Acid Rounds, you have also a form of
healing (6) Items. Now leave and head
upstairs. Halfway up, aim up and
shoot with the Magnum, the Hunter up
there, before reaching the top. Now
go to the 2nd Snake area down the end,
via the blue door and then through
the next one. Now, go over to the
piano, activating the Snake. Out it
comes.
The best thing to do here is to
simply stand your ground with a fully
acid-loaded Bazooka and fire away at
it. The Snake won't like this and
will recoil (excuse the pun hehehe).
It takes about 5 hits at the most and
its history! After you've killed it,
Barry comes in and suggests you go
down the hole the snake created
earlier. After clumsily dropping the
rope, Barry goes to grab a backup
one. Stay put. Barry comes back about
30 seconds later (that was quick) and
tosses down another rope which you
climb up. After Barry feebly
apologises, he leaves, leaving you
alone. Now to save time, don't go
down to the west wing. Instead go
back down the hole and then down the
hidden ladder, under the tombstone.
Load your Magnum quickly; also making
sure it is fully loaded. Once down
there, aim and WAIT then shoot the
off-screen Hunter upon his landing.
Now bolt! A 2nd Hunter which was
round the corner will pursue you up
the passage a bit then attempt to
swipe you, but misses. As soon as he
has done that, turn and auto-aim
shooting him if you want, though this
is not entirely necessary. Good, now
go through to the next passage and
run past the Zombies and through to
the kitchen. Run over to the downed
Zombie and sort it out with a single
downward Magnum shot. Now, up the
elevator.
Here shoot the Hunter to the right,
then run to where it was and then
manually aim the 2nd one (she won't
automatically do it like usual this
time) but do not shoot, again waiting
for its landing. Now kill it. Through
to the library now, through the Blue
double doors. Go over and unlock the
Desk, collecting more precious Magnum
rounds. Now go and kill the 3 Zombies
in here, being careful of the first
of them which just pops out from the
shelf. Now go and get the Battery
behind that shelf and through the
door to your right. After that, go to
the back-library part. Solve the
puzzle for the Eagle medal. Now
leave. Now go back down to the
kitchen and, unlike Chris' mission, I
want you to go back the way you came,
back to the 2nd Snake area. You are
able to do this because of the rope,
still hanging there when you get
there. By doing this, I have helped
you avoid at least a couple of
Hunters and a few Spiders. Also it's
a bit quicker. Now back down to the
Save room and make sure you leave
with: Crank, Healing, Colt Python and
Rounds, Bazooka and Acid Rounds and
the Battery. (7) Items. Anything else
goes into the chest for now. Leave.
Go to the Crest area and kill the
lone Hunter then go to the Garden
Courtyard. Now go down and insert the
Battery to activate the other lift.
Go up it. Now go and use the Crank
the final time to stop the waterfall,
which is blocking the Caves. Now go
through the nearby door, once down.
Through here is Barry. Because of our
chosen game method, we WON'T go with
him and WON'T wait for him, when
asked. He then runs ahead and gets
slaughtered which you find out
shortly, but for now, head towards
Enrico. After he gets assassinated by
a hidden Wesker, get his Hex Crank
and leave that area. Now head back to
the Cave entrance and then to the
first of the hex-crank areas, killing
a couple of Hunters on the way. Turn
the wall with the crank then exit the
area through the far door ahead.
The next section sees you in the
first boulder area where you have to
activate the boulder by running up to
it, then run away and have it chase
you. Hide in the recess area until it
bashes a hole in the wall to reveal
the next area. Run up to the far end
of tunnel behind where the boulder
was (thus activating a Hunter). After
killing it, shoot again and you'll
hit the one behind it too. Ignore the
Flame rounds. Nothing against them,
but you don't need them. Now run to
the new area and go through and face
the Giant Spider boss.
To kill it, use any remaining Magnum
rounds. I'm hoping you had at least 3
left as that is all it takes,
otherwise, oh well, a few extra shots
of Acid Rounds will suffice instead,
and if you use them, you won't have
to exit the room to get rid of the
baby spiders. This is the easiest
boss in the game so don't fret too
much.
Once you've killed it, reset the room
if you have to, then go grab the
knife in the corner of the room (you
should have an item space free to get
it). Swipe away the webs on the far
door and leave once that is done. Now
head to the save room, up the
corridor. In here, do the following:
Put away your square crank. Pick up
and drop the FAS, or take it if you
used the other healing earlier. In
any case, leave with: Hex. Crank, 1
Healing, Magnum, Eagle Medal, Bazooka
and 1 round type. Keep 2 items free,
ok.
Now go through the far door down the
other side of passage (no
Flamelauncher required for this door
on Jill's mission).
Now for the final part of the Caves.
Run UP the passageway to the 2nd and
final part of the Crank turning. Turn
the wall about 3 times until you can
access a room of to the left of that
hall. Now run to the boulder and back
(just like before) into the new left-
hand area and through a door. This is
that Statue-Lab Key puzzle. You know
what to do here - manoeuvre the
Statue on to the weight plate and get
the key. Now head out and go to the
bit behind where the boulder was. Get
the Wolf Book and then check it to a
Medal like the Eagle one. Now go back
to where you entered that area,
instead going to the DOWN area now
and leave up that lift. You are now
out of the Caves.
Part 5: The Laboratory
Ok, so put the medals in place then
go down to the Lab, skipping that
cutscene. At the Item box, just put
away the Crank. Pick up the Explosive
Rounds. (6) Items now. Go through the
door. Kill the 3 Zombies here with
the Exp. Round-loaded Bazooka. Head
downstairs. This area is a square
room with a middle room within it.
You need to go to the Lab-Key door.
To do this, kill the Zombie you see
before you. Run around, killing a
couple more then up to the door and
use up the Key. Go into that Save
Room and Save for the 2nd and final
time. Now head for the engineering
rooms, killing a couple more Zombies
on the way. Once through, equip
what's left of your Magnum and
proceed to the Power switch for the
blacked out areas and activate it. In
here are those shitty Chimeras. They
are a bit hard to hit but do your
best. If they are up on the ceiling,
wait until they are nearly up to you
then aim up and shoot. You will get
them. Now head to the 3rd of those
rooms. In here are 3 more Chimeras
which you can either deal with or
avoid. You want to get the Battery in
here, plus switch on the power for
the Elevator. Now get out of that
area and head back to the Elevator
hallway near that save room where you
saved. If you need a form of healing,
grab it before you go down to see
Wesker. Go down and sort out that 3rd
Zombie. Your final adversary is just
downstairs waiting for you. If you
are out of Magnum bullets now, no
biggie as you still have your trusty
Bazooka with more than enough ammo.
Press the switch next to the elevator
and head down. Head for Wesker. After
he confronts you, shows you Tyrant
and gets wasted by it, a key drops,
which you will pick up later. Sort
out the Tyrant, keeping your
distance. It's not hard at all. Grab
that key; unlock the door at the
monitor then leave. Now to get out of
there. Head back upstairs all the way
to where you came down that lift,
from the Garden but don't go up it.
Instead, you will unlock that door
and go through. After getting
interrupted from a transmission from
Brad, go and insert the Battery, head
up the lift and grab and light the
Flare. There is no final Tyrant
battle and you have now finished the
game!
My posted time was 02:17:55 which you
should BEAT if you followed this
guide religiously, as I stuttered a
little bit in doing this.
In any case, well done! You should
definitely have the launcher now for
you to redo that mission (if you
want) and do a different ending :) :)
:) Thanks for following!