Resident Evil (known as Biohazard in Japan),
Resident Evil: Director's Cut (Biohazard Director's Cut in Japan),
and Resident Evil Director's Cut Dual Shock Edition (Biohazard
Director's Cut Dual Shock Edition)
Chris Redfield Manual
For the Sony PlayStation
Compiled by Mark Kim (Vesther Fauransy)
Alpha 0.0.8
Text Build 3115
Date of Completion: January 4, 2000 (No time given)
Date of Public Release: January 4, 2000 (No time given)
Copyright Information
---------------------
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then credit will be given at the Acknowledgements Section for the
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Resident Evil, Resident Evil 2, Biohazard, Biohazard 2, Chris Redfield,
Claire Redfield, Jill Valentine, Barry Burton, Albert Wesker, Rebecca
Chambers, Leon S. Kennedy, and any Resident Evil/Biohazard-associated
characters (whether living or dead) and any material/event associated
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This document was carefully created by Mark Kim in respect to all
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I'LL MAKE IT SIMPLE: THIS FILE IS MINE AND THERE IS NO UNAUTHORIZED
USE OF IT!!! THERE IS NO REPRODUCTION IN ANY PUBLICATION ALLOWED AND
NO MONEY IS TO BE MADE FROM THIS FAQ. THIS FAQ HAS TO REMAIN FREE OF
CHARGE AT ALL COSTS BECAUSE I DIDN'T MAKE A SINGLE CENT OUT OF THIS
WORK. I DIDN'T CREATE THIS FILE SO THAT SOME CRAPPY FREELANCE WRITER
CAN REPRODUCE THIS FILE THROUGH A PAID PUBLICATION, SIT DOWN, SLACK OFF
AND GET PAID FOR IT. AND I DIDN'T CREATE THIS FAQ JUST TO HAVE SOME
COPYCATTER STEAL THIS WORK TO PUT THE BLAME ON ME! IN OTHER WORDS, DO
NOT STEAL ANYTHING FROM THIS FILE, DON'T MAKE A SINGLE CENT OUT OF THIS,
AND DON'T REPRODUCE IT IN A COMMERCIAL PUBLICATION. This will be the
final time I have to repeat this.
========================================================================
HISTORY OF THE FAQ
April 20, 1999
--------------
I've never expected to be writing a Text Manual for Resident Evil, but
I've decided for myself to be a nice guy trying to be as descriptive as
I can. I've read a lot of Resident Evil Text Manuals at GameFAQs.com
(
http://www.gamefaqs.com) and all I only see is Speed Manuals. More on
that later.
April 22, 1999
--------------
An emergency FTP Location has been pronounced in the "Newsflash" section
of this document. It's in ZIP Format so you will need WinZip or NetZip
to unzip the contents. The only time you need to use the Emergency FTP
Location is when you get a 304 from
http://www.verasnaship.net. DON'T
ABUSE THIS LOCATION GIVEN IN THE NEWSFLASH OR I WILL HAVE TO TAKE IT AWAY.
May 17, 1999
------------
Some change of plans at the end of the game if you have already obtained
all Three MO Discs. It's mainly to save some time even for Beginners
reading this document. At first, I thought that you should use the MO
Discs (for the Pass Codes) before you meet up with Albert near the end
of the game. Later on, I found out in Jill's game that this can be done
right after you defeat Tyrant for the first time.
May 20, 1999
------------
Teeny-bitty update today. Nothing major with the exception that I may
be able to get Resident Evil Director's Cut (now supports Dual Shock)
because of my love for the first release of this game.
January 3, 2000
---------------
The legal mumbo-jumbo has been fixed in favor of bubbling more Resident
Evil than before. Also, I have began to do work on the Arranged Version
of this game. Remember this FAQ WILL WORK FOR BOTH THE ORIGINAL RELEASE
AND THE DIRECTOR'S CUT.
Since this is the first update in quite a while, I highly recommend that
you look over it to see what changes and twists that I might have
done since then--You'll be left in the dark without it!
January 4, 2000
---------------
Again, this FAQ covers BOTH THE ORIGINAL RELEASE AND THE DIRECTOR'S
CUT PLUS DIRECTOR'S CUT DUAL SHOCK. I have tried my best to finish
covering just about every ounce of the Arranged Mode in this FAQ as
much as I can, but I don't know if I have completed this just yet. If
anything is missing, then please let me know of anything missing.
On a side note, I would like to tell you that you don't need to rescue
Rebecca if you are going for a game of speed. I have read Mark
Stephenson's FAQ regarding about a scene where Rebecca is to scream
once Chris returns back in the mansion. Now here are the results:
* When I said "YES" just before I left the Serum Room for the first
time and when I returned back to the Mansion after getting the
Helmet Key, I saw no such scene, and when I returned to the Serum
Room after exploring the unexplored scenes, I saw no such scene.
A nice way to make the Vesther confused.
* When I said "NO" just before I left the Serum Room for the first
time and when I returned back to the Mansion after getting the
Helmet Key, all I got was Chris worrying about Rebecca's safety,
no scream scene. Just follow along like you would when you are
totally dependant on Vincent Merken's Jill FAQ. This scene that
Mark Stephenson mentioned leaves a lot to be desired.
Enough of this, let's get going.
========================================================================
TABLE OF CONTENTS
- Newsflash
- Overview and Reason
- Differences between Chris Redfield and Jill Valentine
- Items for Chris
- The Mansion Investigation
- The Guardhouse
- First Hunter Fandango
- The Caves
- The Labratory
- The Rebecca Manifesto
- Do's and Dont's
- Resources of this document
- Acknowledgements
========================================================================
NEWSFLASH
As always, newer versions of this document can be found at Verasnaship
Interactive, which is my website (
http://www.verasnaship.net to be
exact). If you have any suggestions, bug busts, or other things that
you need to share with me, please point your browser to my convenient
Web Mail Form (
http://www.verasnaship.net/emailme.html). When trying
to e-mail me, ONLY CORRESPONDANCE TO RESIDENT EVIL AS A WHOLE AS FAR
AS GIVING COMMENTS AND/OR FEEDBACK WILL BE ALLOWED. You are given
full rights to the Mail Form. However, you are forbidden by sending
direct mail to my mailbox. Only letters that have been written through
the Form Mail Page (
http://www.verasnaship.net/emailme.html) will be
accepted.
This document must be viewed on a monotype font like Courier New or the
alignment of this file will never be correct. To fix the alignment
problem while you are browsing throughout the web, please follow the
directions:
1. On Netscape Navigator, click on Edit, and click on Preferences.
2. On the Appearance Pane, click on Fonts
3. On "Fixed Width Font", choose COURIER NEW as the font face and for
the font size, click on "10".
Here's a piece of useless text to make sure that the alignment of the
file is correct:
1234567890
**********
I highly recommend that you view this file through Edit.COM if you are
either a Windows/DOS User or through SimpleText if you are a Mac User.
Linux users should follow the directions on how to align this document
correctly.
========================================================================
OVERVIEW AND REASON FOR THIS DOCUMENT
Due to the fact that I have failed to purchase either Resident Evil or
Resident Evil: Director's Cut, I am in a latecoming in this document.
However, since my cousin is kind enough to lend me Resident Evil
(provided that I returned the game back to him, I lended him Resident
Evil 2), I have went to GameFAQs.com and looked everywhere for a reliable
document based upon Chris Redfield and Jill Valentine. However, all I
can only find are Speed Guides, which was intended to help you get the
Rocket Launcher. Most of these speed guides just omit the MO Disc part
of the game, which is crucial to get the Special Key.
On the other hand, there are two authors before me who has done a good
job (FOR THE LEAST) getting the OK Ending (Rescue and/or accept Rebecca
for Chris, Trust Barry completely for Jill). Vincent Merken and Josh
Harring are to be thanked because much of my expertise came from these
two strong survivors. Also, take some time to thank Mark Stephenson
for pointing out the endings for each character. I wouldn't have been
a much better Biohazard survivor without these three strong survivors.
Among the authors who I have to thank, it is Vincent Merken who is
possibly the strongest survivor in the Internet. He can beat Jill's
scenario in only 95 minutes (or less) without saving (I'm assuming he
didn't save at all). He also has beaten Leon's First Scenario (in
Resident Evil 2, I've read his document!) in 95 minutes (or less) with
NO SAVES AT ALL! It's possible to beat the game in under 3 hours
without saving, but since you can't play your PlayStation for more than
2:30, I will have to state out some recommended save locations. The
amount of save positions will be 6, meaning that you need to avoid
picking up Ink Ribbons often, which wastes time. I'll tell you my
recommendations from time to time.
I recommend that you read this document over and over again and try
to picture the scenario you are to be in. Also, some puzzles can be
such a pain in the ass, so there is a 50/50 chance that I will need
to "PDF-my-ideas" at my website. I have Adobe Acrobat and I can't wait
until I can get a Camera so I can describe these time-wasters through
a PDF Document to service you better.
For those of you who will be using this document as a Walkthrough, I
will try to explain as many items as I can. For those of you who will
be using it as a Speed Guide, I WILL POINT OUT WHETHER OR NOT THE CHUNK
OF TEXT IS OPTIONAL. Remember, running is good: it reduces the amount
of playing time overall.
Don't carry any more than one type of weapon and ammo. If you try to
waste time with lots of Herbs, chances are that you will be making lots
of unnecessary trips to the Safe Rooms, something that I don't want to
do in this walkthrough. But if you are using this as a walkthrough, I
will locate Herbs for you. Since Chris can withstand more hits than
Jill can, it is advisable that you don't grab too many herbs.
Since Chris doesn't have as much ammo as Jill has, we will try to play
a game of ignore as much as I can try to do.
I'm not going to mention any grabbing of files and/or any unnecessary
areas to explore since they are useless and a waste of time. Only the
important areas (and/or any area that has items) are explored upon.
Note: I'm going to mention Vincent Merken's name throughout this document
when we are playing Ignore because he's the one who discovered this
art of speed. You have Vincent Merken to thank because he's the strongest
survivor in the Resident Evil World.
Make any adjustments that you need according to your speed and/or fun
needs. The order listed in this document covers ONLY WHAT IS MINIMALLY
IMPORTANT to get the Rocket Launcher. Omit the Optional Areas if you
want but doing this means that you have to cut down the amount of ammo
you can carry at once.
Ignore all the Beeps as they are worthless in the game.
For this _huge_ update, I will include variations regarding about the
differences between the normal and the arranged games. Notice that the
Arranged Games were meant for experts. In an Arranged Game, don't
try to clear the game quickly as surviving is a lot harder in this mode.
The only thing that you should do on the Arranged Game is to WORK
VERY CAREFULLY. You can achieve very fast times in a normal game, but
just work carefully your first couple of times in Arranged Game.
Enough rambling, onto the more important stuff.
Note: At the time of completion of this document, I have a brand new
Resident Evil/Resident Evil 2 FAQ Page that should answer all of those
questions I've been receiving via e-mail in regards to Resident Evil 2.
Most of your questions should be answered by just reading this document,
any of my Resident Evil 2 Speed Guides, or any Resident Evil/Resident
Evil 2 Big Pain Puzzle PDFs that I already have online by just pointing
to
http://www.verasnaship.net/text/biohazard.html on your browser. You
will need Adobe's Acrobat Reader (
http://www.adobe.com) to view the Big
Pain Puzzle Documents displayed in my Resident Evil FAQ Page.
========================================================================
CHRIS AND JILL DIFFERENCES
It's obvious to know the pluses and minuses for playing as Chris and Jill.
This is crucial to your success in this mission of survival. Pluses are
high points, and minuses are low points.
Chris Redfield
--------------
+ Able to withstand lots of damage
- Does not have Beretta at start of game.
- Only able to use a Magnum and Shotgun as power-ups
- Can only carry 6 items at once
- You should accept Rebecca's offer for help when you first meet her
- Small Keys required to open drawers
- Additional Mansion Key
Jill Valentine
--------------
+ 8 Item Capacity
+ Magnum, Shotgun, and Bazooka (with three elements) as power-ups
+ No Sword Mansion Key
+ Lockpick for certain doors and for drawers
+ Some areas can be cleared faster (as per Vincent Merken)
+ Starts out with Beretta
- If Jill takes three bites from Zombies, it's over.
- Must have more healing stuff since she can't take lots of hits.
My comments about Chris and Jill: While Chris may be the main character
in the whole game, Chris is definitely an expert's character since he
can't carry any more than 6 items, and his ammo supply is rather scarce.
In sacrifice for all of this, Chris can take more abuse. Jill, despite
having poor vitality, is geared towards beginners since she can carry
8 items and her ammo capacity is rather awesome. I highly recommend
that you play the game as Jill first, and once you become comfortable
with this game, go ahead and play as Chris.
========================================================================
AVAILABLE ITEMS FOR CHRIS
Beretta
-------
Weakest hand gun in the game. A Nine-Millimeter Semi-Automatic that uses
low-power bullets. Usually, a Beretta kills Zombies in plenty of hits,
but becomes useless in later parts of the game. 15 bullets in a chamber.
Combat Knife
------------
Too weak: You can only use it as a Close-Range Weapon, meaning that you
take the risk of getting bitten or damaged. Don't use this weapon.
First Aid Sprays
----------------
These ration-like potions completely restore your health, but you don't
recover from a poisin as opposed to a Blue Herb.
Herbs
-----
Herbs restore your life depending on what type of Herb you use. Here
are the combinations, types, and the effects (BTW, Herbs are
combinable, and please note that you can't use a Red Herb alone):
- 1 Green Herb: Restores life, only 1/3rd of a First Aid Spray
- 2 Green Herbs: Restores life, only 2/3rd of a First Aid Spray
- 3 Green Herbs: Restores life as much as a First Aid Spray
- Blue Herb: Neutralizes Poisons
- Green and Red Herb: Restores life equivalent to a First Aid Spray
- Green, Red, and Blue Herb: Restores life equivalent to a First Aid
Spray and neutralizes poisons
- Blue Herb and up to 2 Green Herbs: Restores life only up to 2/3rd of
a First Aid Spray, but neutralizes poisons.
Clip
----
Bullets for Beretta Handgun. Weakest bullets in the game
Remington Shotgun
-----------------
Concentrated blasts hit multiple targets. The closer you are to a
zombie, the more damage you can do in one shot. Variety in shots are
the best feature in the Shotgun. Only the Magnum is better to use on
bosses. Uses Shotgun Shells. Up to 7 shells in chamber.
Shells
------
For the Remington 10-Gauge. Spreads through a wide range when fired.
Colt Python
-----------
Similar in design as with a Colt SAA, but with TONS MORE POWER THAN
its earlier counterparts. The most powerful handgun available, its
size is something laughable as it can kill Zombies in one shot and
is the only weapon that will defeat bosses more easily. The weapon
Barry uses. A high-caliber weapon with Magnum burst.
DOT 50 Bullets
--------------
Magnum bullets for the Python. Produces a higher caliber burst
radius than a normal bullet. Wider range than a normal bullet. Not
as concentrated as a Shotgun shell, and ammo is scarce, so be sure to
save this for more powerful enemies.
Rocket Launcher
---------------
The weapon used to destroy Tyrant. Destructive Power, though not as
concentrated as the Shotgun.
Ink Ribbon
----------
Use this in front of a typewriter to save your game. Limited saves in
this game, so use them wisely.
Flamethrower
------------
Rapid fire of flames. Short Range. Be sure to place a Flamethrower on
a control wall in order to open up the doors at the caves.
Small Key
---------
Opens drawers.
------------------------------------------------------------------------
Other Items
------------------------------------------------------------------------
Armor Key
---------
Opens doors that has a carving of an armor.
Shield Key
----------
Opens doors that has a carving of a Shield
Sword Key
---------
Opens doors that has a carving of a Sword
Helmet Key
----------
Opens doors that has a carving of a Helmet
Jewels
------
Used to give the Tiger eyes to see. If you use a jewel to increase the
Tiger's vision, then he'll give you an item. A Blue Jewel can be acquired
by breaking the Statue at the 2nd floor of the Dining Room. The Red Jewel
can be obtained by moving the Staircase right in front of the Deer and
turning the lights off and pulling out its eye.
Crests
------
There are four crests: Sun, Wind, Moon, and Star. Use all of them to gain
access to the Garden.
Square Crank
------------
Used to control the Water Level at the Pool
Hex Crank
---------
Primarily used in the caves, the Hex Crank is a matter of making ends
meet or not.
Dormitory Keys
--------------
The Room 002 key opens the locked Dormitory Room 2 door. The Room 003
key opens the locked Dormitory 3 door.
Control Room Key
----------------
Opens the door to the Control Room at the basement underneath the
Dormitories.
Empty Bottle
------------
Only Rebecca can handle this. Use it to fill it with a chemical. More
on this later on.
Serum
-----
Have Rebecca give Chris a shot by grabbing this bottle and racing as
fast as possible to rescue Chris Redfield.
Doom Books
----------
Books containing medals that opens up the door to the Secret Labratory.
Red Book
--------
An item used in the Dormitories, you use this book to open a door that
is blocked by a cabinet in Dormitory Room 3.
Wolf and Eagle Medals
---------------------
Medals that are used to access the secret lab
Lab Key
-------
Opens the door the the main lab.
Slide
-----
Unimportant item. Shows you the Tyrant Virus project.
MO Discs
--------
Discs that are used in Pass Code Machines. There are three MO Discs
in the Mansion. First one can be found at the Mansion's Library. The
second one can be found at the Caves. The third one can be found at
the Secret Labratory. These discs are crucial to rescue Jill in the
secret lab.
Flare
-----
Used to signal Brad Vickers at the end. Triggers the Tyrant Final
Battle, only if the Triggering system has been activated.
Lighter
-------
Useless in the game. Only lights up dark corridors and to obtain the
map near the second Snake confrontation in Mission 3.
========================================================================
INVESTIGATING THE MANSION
Mission: Find clues to the mysterious incident surrounding within.
------------------------------------------------------------------------
Dining Room Investigation
------------------------------------------------------------------------
Entering the Mansion, you've found out that Barry has mysteriously
disappeared all of a sudden. Hearing a gun sound, Albert Wesker stated
that it's Barry, but Jill must have been saddened by this. Chris tells
Jill and Wesker that he's going to check out the Dining Room and see if
there are any clues to what is causing this incident within. Wesker tells
Chris that he and Jill will be in the main hall just in case of an
emergency. Right after Jill tells Chris to "Take Care", it's time to start
your investigation.
You are now inside the Dining Room. The EMBLEM can be found at the Fire
Chimney, but you don't need it now since that's right before you can fight
the Snake (more on that later). For now, just take the door to the right,
and descend down and right until you can see a Zombie biting Kenneth.
Skip the FMV by pressing the Start Button. Get away from the Zombie and
exit out of the living room hall, and back into the main hall.
Returning to the hall, you see that Wesk-man and Jill are gone. You
wonder what is happening, but Jill's gun is on the floor.
Beginner: Take the Beretta and then take the Ink Ribbon (right at the
Typewriter located left of the stairs).
Advanced: Just take Jill's Beretta. You don't need the Ink Ribbon.
I've read Vincent Merken's Jill 95-Minute Walkthrough finding out that
once I know what the unnecessary pick-ups are, then you actually don't
need too many items in the game. So my theory ended up like this: The
better you are in the game, the less items you need.
Variation 1
-----------
Normal Game: Anyway, with Jill's Beretta, take the red staircase and
enter the BOTTOMMOST door to the right. Take the small key near the
mirror and head straight until you can see a door to your right. Go
near the slain Forest and when you are close *just right*, take the Clip
(for 15 bullets). Don't investigate Forest's body or you will be attacked
by Crows! Return back to the Main Hall.
Director's Cut: Here, we will be doing the same thing as with the Normal
Game, except that we will now approach Forest. Forest will now become
a zombie and he will bite you. You will need to destroy Forest before
advancing any further. Once you off Forest, pick up the Armor Key right
where Forest used to be sitting down at.
Optional Area for the Advanced Game
-----------------------------------
Go back to the Main Hall and descend through the stairs. Go to the
upper-right door at the lower floor of the Main Hall and use the Armor
Key. You will be transported into a new room shortly. There should be
a Beretta Clip at the Mirror. Be careful because many zombies are
lying in wait right here. Head a left, and head another left. Open the
drawer with the Small Key and grab yourself 7 Shotgun Shells. Turn
around and approach the door. Now go inside the closet and locate the
room which required the Special Key in the original game. Now change
your clothes to whatever you want and return back to the Main Hallway
in the Second Floor. Go to the upper-right door at the Second Floor
Main Hall. You should be at about 30 Bullets and 7 Shells by now.
Now on the Main Hall, you have the following two options. You can either
go to the Dining Room at the upper floor, which is probably the best
path for Beginners, or you can just take the upper right door at the
upper floor of the Main Hall, which is the advanced path, but the speed
rewards are more significant at the end. Well, since I've finally
understood what Vincent Merken was saying on his walkthrough, let's
take the upper-right door on the second floor of the hall, shall we?
------------------------------------------------------------------------
Obtaining the Chemical
------------------------------------------------------------------------
You are now inside a rather dark corridor which is filled with nothing
but zombies. Before going inside the room, make sure that you are
fully armed with the Beretta and a clip filled with 15 bullets. You
should have about 30 bullets once you are inside this corridor. The
corridor is rather narrow and the zombies will be blocking your way so
it's rather hard to ignore them without a scratch. You may want to just
knock them out and just run hard. If you are a beginner, then you might
be running out of ammo very quickly. Be really thrifty with your ammo
because in the beginning of the game you will have scarce ammo.
A tip on dealing with Zombies: The only time you will have to waste ammo
on those darn zombies is whenever there's not enough room to ignore them
unscathed. If this is severely the case, then just knock them out and
run hard. Keep in mind that doing this will only ensure that they will
return the next time you come back, so watch your ammo at all times.
ADVANCED GAME WARNING: There will be an insane amount of zombies right
here, so be prepared to take some mandatory damage.
Go to the very final door at the corridor, since all doors are locked.
Later on the game, you will find out that you will be able to access all
of the rooms provided that you've founded the correct items. If you
are playing the Advanced Mode for Director's Cut, then you can unlock
the first door at your right when you go inside the red hallway, but
I personally would wait until later on.
You are now inside a mysterious library. There's particularly nothing
to do in the library for now, so just go to the next door that you see
beyond the door that you've opened up. Once you are at the rightmost
staircase on the upper floor, work your way towards the staircase
because we are now pretty much cramped up in Item Space right now.
Remember, Chris can only carry up to 6 items at any time so keep that
in mind. If you are playing the Arranged Game in Director's Cut, there
will be lots of zombies in the hall, so watch your ammo count.
Hopefully, you are now at the lower rightmost staircase of the mansion.
There will be one zombie in the original game, two zombies in the Arranged
Mode. Deal with those bozos and make your way inside the safe room.
Before you get inside the Safe Room, there should be an herb at the
left of you. Only take herbs if your health is not at 100%. If you have
been ignoring the zombies really carefully, then you shouldn't need that
herb right now.
------------------------------------------------------------------------
Inside the Safe Room
------------------------------------------------------------------------
Congrats. You are now inside a safe room. First of all, take the
Chemical (Broken Shotgun in the Arranged Mode) and then go to the Magic
Box. At this point, keep only the Beretta and the Clips. Be sure to
take the bonus 30 bullets from the box so that you have enough ammo to
dodge those darn zombies.
For the Arranged Mode, you will probably need the Armor Key, Beretta,
Clip, and a Green Herb. Be sure to combine all the clips and bonus
bullets before leaving as I can't afford to see you get cramped up in
space. If you think that Herbs take unnecessary amount of space, then
just keep the Beretta, Clip, and the Armor Key.
Beginners: After dumping everything inside the Magic Box with the
exception of the Beretta, Clip, and the bonus bullets, combine all the
clips that you have right now and save the game. After saving the game,
dump the Ink Ribbon into your Magic Box and leave the safe room. Climb
up the stairs and continue on.
Advanced: There is no need to save since you have became a lot better
in the game ever since you first played the game. Just leave the Safe
Room and climb up the stairs.
------------------------------------------------------------------------
Meeting with Rebecca Chambers
------------------------------------------------------------------------
Variation, Original Mode
------------------------
Climb up the stairs and head a right. Keep on pinning up at the dead-end
(watch out for that reluctant zombie) and unlock the door. Get inside
the door and head a left. Keep on going forward until you reach the door
at the dead-end, which _should_ lead right back into the Upper floor of
the Main Hall. Continue to go forward and approach the door on the left
side of the upper floor. This door should lead right into the upper
floor of the Dining Room. Head a left after boarding the doors and aim
right at the statue. You should try to kill the zombie (OK I know this
is silly of me, but I just want to get this darn puzzle over with) and
then push the statue to a area with no rails.
Drag the statue out of the upper floor to destroy it. Now go forward,
head a right, and then another right, and then approach a door at your
left. Go forward and you will see some zombies. At the upper leftmost
staircase in the mansion, just dodge the zombies because these zombies
will be spitting acid at you. You can save a whole lot of ammo by
*skillfully* dodging these sorry-bozos. The acid may do some damage
but doesn't do as much damage as a bite attack! Keep going forward
until you reach a T-Intersection. Head towards the stairs so that
you can go inside the lower leftmost staircase in the mansion. Directly
head towards the Serum Room to meet up with Rebecca Chambers. After
a conversation between Beckie and Chris, take the Sword Key from the
bed. Go to the Magic Box and keep only the Beretta, your remaining
bullets, Chemical, and the Sword Key. If you have picked up any Small
Keys, now would be a great time to do so right now. You will have
about one free item space and you won't need to use any more Beretta
Bullets after you run out because you'll know why later on. Leave the
Serum Room and do the following:
Beginners: Say YES whenever you are prompted whether Beckie should help
you or not. This should protect Beckie since you're not putting her
at risk later on in the game.
Advanced: Say NO whenever you are prompted whether Beckie should help
you or not. This will throw Beckie in extreme danger later on because
Chris will worry about Beckie once he returns to the Mansion. More on
this later. This is one instance where I found out by reading Josh
Harring's Chris Speed Guide that a lot of confusion has rang out because
just about in every Resident Evil FAQ there is supposed to be a scene
where Beckie was supposed to be screaming. I'll rant about this later.
Either way, just leave the Serum Room for your quest to grab the Armor
Key (described in Getting the Armor Key in Normal Mode).
Variation, Arranged Mode
------------------------
Climb up the stairs and head a left. At the first door you see at the
right, unlock the door with the Armor Key. Be really careful when
enetering the room because there are A LOT OF ZOMBIES in this room.
Head to Chris's left whilst dodging the zombies. At your right,
there is a switch that should drain all the water from the Fish
Tank. Press the switch and then move the Fish Tank towards the desk.
Now move the cabinet towards the same wall that the Fish Tank is at
to reveal a hidden door that will contain the first half of the Moon
Crest. Inside the bag, there should be an Ink Ribbon. I personally
would just grab the half of the Moon Crest since I have just about
enough saves. Turn around and head towards the door. Go straight
(careful of those damn zombies) and board the door you see at your
front. Grab the lighter from the cabinet and if you have enough item
space, grab the shotgun in the sides of one of the beds. Leave the
bedroom and board the door at your right. You may be cramped up for
Item Space so I highly recommend that you go back to the Safe Room
(it's the same safe room that you've got the broken shotgun at) and
keep only the Beretta, Shells, and the Clip. Go back upstairs and
make a right. Now open the door you see at the dead-end. Hopefully,
you've kept the Armor Key because you will still be needing it. At
the safe room, if you are still cramped up, then just dump the shells
for now. Once you board the door at the dead-end, head a left, and
turn right until you see a door at the right of you. Open the door
up with the Armor Key. Now all you need to do is to get both Knight
Statues to cover up the poison vents. Push the Knight Statuettes so
that they cover up the Sarin Vents. Now after making sure that both
Knight Statuettes cover both Sarin Vents completely, press the Red
Switch and you should find an Emblem behind the trap door. Grab the
Emblem and leave this room right away. From the doors, head a right
and then turn right. Open the door at your left and keep on going
forward until you see both Rebecca Chambers and Richard Aiken. It
appears that poor Richard has been biten by a Strichninous Snake.
He tells you to get the Serum for him. Rebecca wanted to know who
is Chris and he (Chris) identifies himself as a man who's here to
resuce both Beckie and Richard. Do Chris a favor. Go back to the
Main Hall. There are herbs at the apex if your health is less than
100%. If you have been really careful throughout, then you won't need
any herbs right now. That is why I'm so vehement in having you play
as Jill first as far as the Arranged Mode is concerned. At the Main
Hall at the Second Floor, go forward towards the left door at the
Upper Floor. You will be inside the Dining Room at the Upper Floor.
Push the statue to an area that has no rails and drag the statue out
of the second floor so that the statue will break. Be careful of the
zombies when doing this. After dragging the statue out of the upper
floor of the Dining Room, go forward and head a right. Head another
right and board the doors at the left. Go forward until you reach
a T-Intersection. Head right at the T-Intersection and descend through
the stairs. Be careful of the zombies who are blocking your way at
the leftmost upper staircase as they may bite as opposed to just
spitting acid in the Normal Mode. Now quickly enter the Serum Room
and go to the Magic Box immediately. Keep only the Shells, Small Key,
Broken Shotgun, and the Armor Key. You will be walking around with no
weapons right here so you need to dodge valiantly to survive. If you
are just a beginner in Arrranged Mode, then you definitely will want
to save your game first. Grab the Serum at the cabinet and get out of
the Serum Room. Head a right and run hard because the Dogs are here.
Dodge the dogs and open up the the right door that you see with the
Armor Key. Inside the study room, open up the drawer and get 7 more
Shotgun Shells, and at the cabinet, grab the Colt Python and equip the
Python right away. Get out of the room and head a right. Board the
very dead-end door quickly because the dogs are persistent. Now head
right and run towards the dead-end. Board the dead-end door and head
a right, thus making your way back to the Dining Room. My Note: You
don't need the Broken Shotgun right now unless you're hurting for more
firepower. Now make your way back to the Main Hall at the First Floor
and board the Red Staircase. From the red staircase, board a right and
take the top-right doorcase on the Second Floor. Take the very first
door that you see at your right and keep on going forward until you see
Beckie and Richard. Hopefully you should be fast enough. If you are,
then Beckie will help you for the remainder of the game. After Richard
gives you his radio from the moment of his death, go forward and open
the door at the dead-end. Be sure to use the Herbs at the apex of the
corridor if your health is less than perfect. From the door beyond
Beckie, head a left (CAREFUL OF THAT DAMN ZOMBIE) and then board the
dead-end door that you see at the left. Push the cabinet towards the
same wall as with the door that you came from and light up the candle
with the Lighter. Get inside the secret door and grab the Sword Key
inside the cabinet. Now return back to the Main Hall on the Second
Floor and board the Red Staircase once again. Go to the First Floor
Dining Room and grab the Weather Crest from the broken Statue. Board
the door at the right of the Chimney and head a right. Next to the
double doorcase, there should be a left door locked with a carving of
a sword. Get inside the Piano Room and clip the apex of the Piano
and push the cabinet towards the right wall. Grab the Music Notes and
use the Music Notes in front of the Piano. Rebecca will come in. Once
she tells you that she needs more practice, tell her YES and leave the
Music Room at once. You've made it this far on the Arranged Mode thus
far and if your health is acceptably high, then it looks like you are
learning something.
This looks like a really wordy paragraph but I had to intentionally do
this so that you only have the Shotgun and the Chemical to worry about
after having Beckie practice for a while.
------------------------------------------------------------------------
Getting the Armor Key (In Normal Mode)
------------------------------------------------------------------------
Note: This will only work in the Original Mode or through the Original
Release of the Game. Remember this FAQ will also contain some info about
how to get through the Arranged Game as well so don't be pissed.
Exit out of the Serum Room. To ignore the zombies without getting
scratched, hug Chris's extreme right and then keep on going forward and
then hug the wall in front of you. Turn right and keep on hugging the
wall to pass the zombie without a scratch. You should be approaching a
door that will lead you to the Green Corridor. Get inside the door before
the Zombie that you've ignored just now can do some substantial damage.
Once you are inside the Green Corridor, there will be two zombies blocking
your front. There is a cool trick in saving your ammo: Let the zombies
get out of the narrow corridor, and then valiantly run away from them.
Trespass the zombies and then approach the dead-end door that leads to
the Nursery.
Once you are inside the Nursery, turn left and make another left. There
should be a Water Generator which lid is intentionally open. Use the
chemical and you will see a cool cutscene where the plant will die of
overdosage of the planticide. Now that the plant is dead, face the
direction of the fountain, trespass the fountain, and then retrieve
the Armor Key in the back of the fountain. Unless your health is about
less than 100%, you really don't need to grab the Herbs. I would say
that you can live without the many herbs next to the fountain. However,
if your health is less than 100%, then you can take it anyway. Be warned
that each herb will only take away a precious item slot away so think
twice before grabbing an Herb. Beginners will need herbs but I would
say that you can practically live without the many herbs for now.
Get out of the Nursery and keep on going forward. Watch out for the
zombies blocking your way, though. One of the zombies can't be ignored
because the cool ignore trick doesn't work here. You'll have to kill
the zombie (I know this sucks but sometimes we don't have a choice)
blocking your way before proceeding any further. The other zombie who
appeared when you approached the Green Corridor the first time around
can still be ignored without penalty to your health. Now go back to
the lower leftmost staircase in the mansion.
On the lowermost staircase hallway, use the Armor Key to open the
very first door at your left. Don't go inside the room just yet if
you want to dump any unnecessary items inside the Magic Box first.
However, if you want to go fast, then here are the items that you
should only keep just before you were prompted to either let Rebecca
help you or not:
* Beretta
* The last bastion of clip bullets (This will be replaced by the
Music Notes)
* A Small Key (will be added to your Shell Total)
* Chemical (will be replaced by your Armor Key)
* Shells
* Sword Key
If you have these items already, then get inside the Study Hall and
at the drawer, you should get some Shotgun Shells. The main course
is the Broken Shotgun which is located at the Closet. Get out and
hopefully, this should be your Inventory:
* Beretta
* The last bastion of Beretta Bullets (This will be replaced by
the Music Notes)
* Shells
* Armor Key
* Sword Key (Will be fully used)
* Broken Shotgun (will be replaced by a useable Shotgun soon)
If this is your inventory, then you're doing good thus far.
Go to the Green Corridor and then head a right. Kill the zombie
blocking your path and then use the Sword Key on the door at your right
BUT DON'T GO INSIDE THE CLOSET. That's just optional. If you want
7 more shells, go inside the Closet and attempt to read a note at the
desk. A zombie will come out of the closet and you will have to kill
the zombie very quickly before he gets you. After the Zombie dies,
grab the Shotgun Shells. Leave the room and head a right, eventually
towards the Dead End.
Note: Please feel free to make any adjustments if you want to. You
don't have to go inside the closet: it's optional. The only time you
need to go inside the Closet is whenever you are a beginner or if you
are just playing the game for fun. If speed is what you want, then
from the moment you get inside the Green Corridor via the Leftmost
Staircase on the lower floor, head a right, kill the zombie on the
narrow corridor, and keep on advancing to unlock and negotiate the
door on the dead-end. Please see "After-Rants" for more details.
From the "Dead-End" Door, head a left and then at your left, you
should be able to see a door at your left that requires the use of the
Sword Key. Open the door and get inside the Music Room.
------------------------------------------------------------------------
Accessing the Attic
------------------------------------------------------------------------
Normal Mode
-----------
Go inside the Music Room and approach a moveable Cabinet. Push the
cabinet to access Music Notes. You probably used up all of your clips
already so just grab the Music Notes. Now go in front of the Piano and
attempt to play the Piano by using the Music Notes.
Since Chris can't read music, Rebecca jumps in. Right after Beckie's
interpretation is off, say yes when you are prompted whether to let
Beckie practice or not. Do yourself a favor: Let Beckie practice for
awhile. This should give you enough time to do some errands on your
own.
Right after Beckie starts practicing, get out of the music room and just
return to the lower part of the Dining Room. Now return back to the
Lower Main Hall Floor, where the game started.
Optional Area: For 30 more bullets, follow these directions
-----------------------------------------------------------
Go back to where you have met the first Zombie in the entire game.
Knock out the Zombie and examine Kenneth's body and grab two clips. You
should be loaded with lots of Ammo right now.
------------------------------------------------------------------------
Now let's get out of the living hall, out of the Dining Room, and let's
return to the Main Hall.
Go inside the double blue doors. Beginner: You can move the cabinet at
the left door and enter a blocked area containing an Ink Ribbon, but I
_personally_ would wait until Mission 3. Advanced: You don't need to save
your game because you will be able to beat this game in under 2 hours
without having the need to save.
Anyway, for the least, use and discard the Sword Key at the right door.
Optional Area: If you get lost, then here it is:
------------------------------------------------
Move the staircase until the staircase is lined up towards and against the
statue with the map. Move the staircase forward and climb up the staircase
to get the Map. You can either move the cabinet blocking the left corridor
containing an Ink Ribbon at the Dead-End Cabinet or (preferrably) unlock
the right door using and discarding the Sword Key.
------------------------------------------------------------------------
The dogs right in this corridor can be ignored. These pests may be
pretty persistent, but they are not smart. Just run HARD and approach
the next dead-end door at Chris's front. When you return to the
"Collection Corridor", the dogs will be a lot harder to dodge because
they are already present.
Original Mode: Do you need to open the door to the Stove Corridor?
------------------------------------------------------------------
Taking the door, you can take the Herb at Chris's extreme left. You
really don't need to take the door at Chris's right because all it does
is lead you to extra healing items (You don't need too many items) and
some trouble with the dogs (which you don't want anyway). Just proceed
through the twisting corridors until you see a door to the bathroom at
Chris's right. You can enter the bathroom and drain the water from the
Bathtub to get a Small Key, but I would say pass this up because you
should basically play the Normal Mode for speed. Just keep on hitting
Forward until you see two doorcases at the dead-end. Hopefully, you
have the Broken Shotgun. Take the Single Doorcase at the right of the
cam-cut. Now keep going forward to the Next Door. Advance forward and
you will see a frame with a Shotgun. WARNING: YOU WILL NEED AT LEAST
ONE FREE ITEM SPACE TO GRAB THIS ITEM. Take the Shotgun and once the
rails are up, replace the rail with the Broken Shotgun. This should
prevent the ceiling from dropping and replacing shotguns is good because
you are not going to turn into a Chris-sandwich right here. Now equip
your brand new Shotgun and head towards the double-doorcase at the
twisting corridors.
Note: There is actually NO NEED to go inside the Stove Corridor (for
extra Herbs) unless you're only playing this game for fun.
Enter the first door at Chris's extreme right. No time to waste with the
Zombie that you see as you enter the room. Now enter the Rightmost
Staircase Hallway and knock out the Zombie (or kill him if you want to)
and enter the first safe room that you've entered early in the game.
At the safe room, keep only the following items:
* Shotgun
* Shells
* Armor Key
Now get out of the Safe Room and climb up the stairs. OPTIONAL: You
can go left at the Intersection for some cool bonus items if you feel
that you are short. If you have been ignoring some of the easiest
zombies that you can ignore, then I highly recommend that you proceed
rightwards after the stairs. Going leftwards from the stairs, there
should be a door right of you which is locked by the Armor Carving.
Open the door and access the room the left of you first. Drain the
Fish Tank using the Switch at the right of you and push the Fish Tank
towards the same wall the Switch was in. Now push the Cabinet against
the same wall the Fish Tank is lying at. There should be dual doors--
it has 7 more shells. Now head towards the room at the right of the
Deer Carving. There should be a lighter somewhere at the cabinet of
the Bedroom, but it's rather useless for this walkthrough because
what the Lighter does is lead you to some extra items that you actually
don't need unless you're playing this game just for fun. Between the
beds are Shotgun Shells and a Red Herb. Please keep in mind that
this may oversaturate Chris's inventory.
Heading your right from the stairs, you'll want to approach the Dead-End
Doors straight ahead. From the dead-end door, head a left and then
keep on going forward until you see a double-doorcase. You should
be able to use the Armor Key to open this doorcase. Place both Knight
Statues so that it overlaps the Sarin Vents and then hit the Red
Switch. If done correctly, then the trapdoor should open to reveal
a cool Weather Crest. Get out of the room and head rightwards.
Keep on going forward until you see a door at your left. The Armor
Key will unlock this door. Keep on going forward and you will see
Richard dead from the Snake. Leave the room and back to the Main Hall
on the Second Floor you go!!! Take the Red Staircase and board the
first-floor Main Hall and let's complete our access to the Attic.
OPTIONAL: If you *did* start a game with a Special Key in your
Inventory, then you should go to the upper-right door at the First
Floor Main Hall. There should be some Shotgun Shells at the locked
drawer walking forward, left, and another left (A zombie is guarding
the drawer). You will need a Small Key in order to open the drawer.
Turn around and head towards the door at the dead-end. Be careful of
the crawling zombie and open the door with the Special Key. Select
your outfit and get out of the closet. Return to the First Floor
of the Main Hall.
Back into the Dining Room we go. This time, we are here for a
two-fold in this scenario. Head leftwards and grab the Blue Jewel
from the statue that you broke earlier in the game. Keep on going
forward and grab the Emblem at the back of the Chimney. Head to the
door at the right of the Chimney. Make a quick right and then head
towards the first door you see at the left and back into the Green
Corridor we go.
Once you reach the first corridor, take a right and into the door
you see at that dead-end. Approach the Tiger Statue at the right
side and place the Blue Stone at the Tiger's Left Eye. He will give
you a Weather Crest in return. Grab the Weather Crest and leave.
Head a right and head another right.
Keep on going forward until you see the final door at your left.
From the start of the leftmost lower staircase, we want to ignore
the zombies like we did our first time around. We should be inside
the Serum Room. Drop everything in the Magic Box but the following
items:
* One Healing Item
* Shotgun
* Shells
* Emblem
Get out of the Serum Room and ignore the zombies like you did in your
last visit (Remember the patterns you've memorized on your first
visit at that area) and get back inside the Green Corridor. From the
Green Corridor, head rightwards and keep on going forward to that
dead-end we've encountered earlier on. From that "dead-end" door,
go back to the Music Room. Rebecca should be finished playing.
Now hear Rebecca play and then enter the mysterious passage that
leads to a secret statue. Grab the Gold Emblem and replace that
hole with the Regular Emblem. Return back to the Dining Room and
place the Gold Emblem on the top of the Chimney. The Grandfather
Clock should stop ticking now and it should give way towards the
Shield Key. Grab the Shield Key from the position where the
Grandfather Clock used to be and board the Main Hall of the First
Floor. If you are a beginner or if you are playing Arranged Mode,
I would save. If you are going for speed, make sure that you are
in perfect health before fighting the Snake as the Snake can become
severe at times.
Go up the red stairs and back to the area where you saw Richard
Aiken and bypass him and enter the corridor closest to the Attic.
Take the stairs and use and discard the Shield Key.
OPTIONAL AREA for the Original Mode
-----------------------------------
Before the stairs, turn left (be careful of the zombie, though).
Proceed through the left until you reach the dead-end that has a
doorway to the Kitchen Dining Table. This requires the lighter so
if you don't have a Zippo Lighter in your inventory, then don't
bother. Light up the candles with the Zippo and move the moveable
cabinet TOWARDS the direction of the door that you came from. Enter
inside the secret area blocked by darkness and press X near the
cabinet. You should be able to grab 7 Shotgun Shells that you can
use. Now proceed to the Snake Battle.
Arranged Mode
-------------
Now before you proceed right after you permit Beckie to practice, you
need the following items:
* Sword Key
* Armor Key
* Colt Python
* Broken Shotgun
* Shotgun Shells
* One free item space for the Shotgun, the Sword Key will be replaced
by the Small Key (if possible)
WARNING: YOU WILL HAVE A MODEST AMOUNT OF BULLETS SO USE YOUR AMMO
WISELY.
Looks like you have came this far...but the horror is far from finished.
You will need to get some "missing" items as of this point before
Beckie is finished playing the tune. First, let's head back to the
First Floor Main Hall and head towards the lower-right door. Use and
discard the Sword Key (if you have used it completely) and enter through
the door. Run VERY HARD into the next door as the dogs coming out from
the window MAY BE FAST, but they are not that bright as they are easily
ignorable. From the door that you came from, head a forward and open
the door that you see at your right. Run forward (careful of the dogs
now) and you should see the CHEMICAL near the stove. Grab the chemical
and *valiantly* confront the dogs. You can ignore them if you want to,
though it's really difficult to ignore them unscathed. Go back to the
twisting corridors. Once you are back from the Twisting Corridors, head
forward into the twisting corridors. Keep on going forward until you see
an entrance to the Bathroom. Enter the Bathroom and drain all the water
from the tub and pick up the Small Key (careful if there are any zombies,
though). Get out of the bathroom and return to the Twisting Corridors
and go TOWARDS the double doorcase. Once you are at the Double Doorcase
Point, board the door at your left and proceed onto the Music Box. Go
to the wall where the Shotgun is being displayed at (The zombies will
be blocking your way, and only kill them if necessary). Grab the Shotgun
and replace the frame with the Broken Shotgun. Equip the Shotgun and
return back to the Twisting Corridor (and since you have traded shotguns,
the ceiling shouldn't fall). Board through the double doorcase and
*immediately* run through the first door at your right (The zombie is
easily ignorable plus you have better things to do with your ammo than
to just waste it).
You are now inside the lower rightmost staircase of the Mansion. Take
the time now to go inside the safe room and drop any unnecessary items.
You need the following items:
* Emblem
* Shotgun and Shells
* Something for Healing (just in case)
Return all the way back to the Main Hall in the first floor and return
back to the Music Room (be sure to grab the weather crest near the
vase if you have not done so already). Hopefully, Rebecca should be
finished playing. Once the secret entrance becomes visible, go inside
and grab the Gold Emblem. When you are trapped in, place the regular
emblem in the hole. Now return back to the Dining Room and right into
the Chimney. Place the Gold Emblem on the hole and the Grandfather
Clock should stop ticking and make way for the Blue Jewel. Grab the
Blue Jewel and board back through the Green Corridor and into the
Tiger's Room and place the Blue Jewel onto the Tiger's left side to
retrieve the Shield Key. Go back to the Main Hall and save your game
(I recommend doing this). Go up the red stairs and back to the area
where you met both Richard and Rebecca. Get past Richard and take the
stairs that lead to the Attic Door. Use and discard the Shield Key and
prepare for the worst!
------------------------------------------------------------------------
Snake Time
------------------------------------------------------------------------
Get inside the attic and run forward until you see the Snake coming out
of the hole that is guarding the Moon Crest. Try not to get trapped by
the Snake as HE WILL SWALLOW YOU IN A GRUESOME WAY. Instead, leave
yourself some room for error by running as far from the snake as you
can. On top of the left barrels, there are some Shotgun Shells. IF YOU
WANT THE SHOTGUN SHELLS, DO IT QUICK BEFORE YOU GET SWALLOWED BY THE
SNAKE!!! Now run to the hole where the Snake came out and get the Moon
Crest. IF THE SNAKE TRAPS YOU WHILE YOU ARE COMMENCING TO GRAB THE MOON
CREST, THEN YOU ARE GUARANTEED TO BE GRUESOMELY SWALLOWED BY THE SNAKE!!!
YUCK!!! After getting the Moon Crest, get out of the attic (No need to
fight the snake for now).
NOTE: For the Arranged Mode, it's the other half of the Moon Crest.
Death Sequence
--------------
I HATE TO WRITE THIS IN CAPS, BUT IF THE SNAKE HAS TO KILL YOU, THEN HE
WILL START SWALLOWING YOU FROM THE TORSO AND WILL CHEW YOU UP INSIDE
HIS MOUTH, WITH BLOOD COMING OUT FROM HIS MOUTH!!! A SICKENING LUNCH
FOR THE SNAKE. NUFF SAID.
If you are NOT POISONED by the Snake (It's possible to get away unscathed
although it's not going to be an easy-come as the Snake always gets his
man), then skip the Beckie mini-quest and proceed to the final stretch of
Mission 1.
If you are poisoned, here are the outcomes:
- If you met Rebecca for the first time in the Serum Room and if you
told Rebecca YES, then you will embark on a quest to get the Serum.
- For the Arranged Mode, if you have met Rebecca for the first time
when she was trying to cure Richard and if you are fast enough to
give Richard the Serum, you will embark on a quest to grab the Serum
once again.
- If you told Rebecca NO when you met her at the Serum Room or if you
were not fast enough to give Richard the Serum, then you won't be
able to embark on Rebecca's Mini-Quest. You will be transported
back to the Serum Room. Be sure to use the Magic Box and take only
the necessary items.
Beckie's mini-quest
-------------------
This part applies ONLY if you have said YES when you first met her at
the Serum Room or if you were fast enough to give Richard a shot.
You will automatically get out of the corridor leading to the attic
back to Richard's Hall. Exit out of Richard's Hall, onto the dark
hallway, coming into the main hall on the Second Floor.
Original Mode's way to get the Serum
------------------------------------
Take the stairs and descend to the First Floor of the Main Hall. Go
to the Dining Room, onto the Living Hall, and onto the Green Hall,
coming into the leftmost Staircase Corridor on the First Floor. Go
inside the Serum Room and grab the Serum. Back into the Green Hallway
(Be sure to tame Vincent Merken's art of Ignore), onto the Living
Hallway, to the Dining Room, coming into the First Floor of the Main
Hall. Take the Red Staircase to the Second Floor of the Main Hall.
Take the left door on the right wall and take the door that leads to
Richard's hall. Take the door next to Richard, and if you are fast
enough, Chris should snap out of the poison. If you are not fast
enough, then I DON'T KNOW WHAT WILL THE OUTCOME COULD BE. Hopefully,
these directions should be fast enough. The lowdown: DON'T EXPLORE.
Arranged Mode's way to get the Serum
------------------------------------
Stay on the Second Floor and enter the Dining Room on the Second Floor.
Go to the leftmost corridor at the Upper Mansion Floor like you would
when Chris told Richard that he (Chris) would get the serum. Descend
through the stairs AND QUICKLY GET INSIDE THE SERUM ROOM (there are dogs
there and Rebecca's vitality is pretty low). Grab the serum, get out
of the Serum Room and ONCE AGAIN QUICKLY GET YOUR ASS INTO THOSE STAIRS.
Return to the Upper Dining Room Floor, into the Upper Main Hall Floor,
past through Richard Aiken, and finally to the point where Chris exited
out of the attic poisoned.
** END OF BECKIE'S MINI QUEST **
A note courtesy of Vincent Merken
---------------------------------
This trick takes some time to master but once you can avoid getting
bitten by the snake, the odds of getting away unscathed is 9 out of 10.
All you need to do is to just make sure that you leave out some room so
that you can have the Snake bite nothing but thin air. Take the Moon
Crest and then run quickly but make sure that the Snake is not poised
to trap you at all. If the snake misses you 100% by the time you get out
of the attic, then you should be able to get away unscathed. Since
Chris is not as fast as either Jill or Rebecca as far as running speed
is concerned, you need to leave more room for error for this trick to
work.
------------------------------------------------------------------------
Making your way into the Guardhouse
------------------------------------------------------------------------
Now that the poisons are neutralized, let's get out of the attic
corridor now. Let's head straight, left, straight past through the
blue double-doorcase, left, and let's take the first door that comes
after turning left. Now head straight, head a right, and take the
stairs that leads to the Gardening Safe Room.
Here, go to the Magic Box and make sure that you have the following:
Original Mode:
* Shotgun and Shells
* All the Weather Crests that you have accumulated thus far
Arranged Mode:
* Shotgun and Shells
* All the Weather Crests that you have accumulated thus far including
the Moon Crest Half.
If you are hurtin, then heal yourself now, because this is the last
time you will be able to heal up. Leave the Gardening Safe Room and
exit out of the Rightmost Staircase Corridor using the door that leads
to the desolate corridor (the door at the Narrowest corridor). Turn
right and off the Zombie and head forward. Take the door at the left
side of the Angle Cam and forget the zombie coming from the narrow
corridor for now.
Note: The rest of this part will apply to both Original and Arranged
Modes.
Puzzle time once again! Don't fire your gun or you may get pecked to
death as crows are infesting this Art Gallery. You will need to press
the switches in the following order:
1. Newborn
2. Infant
3. Boy
4. Young Man
5. Middle-Aged Man
6. Bold-Looking Man
7. Picture of Death
Pay special attention to the text as you press the switches. If you can
get the order correct, then you will get the Star Crest. You will be
clued by "Picture of a (Whatever)". You will be given a confirmation if
you want to press it or not. PRESS THE SWITCHES IN THE CORRECT ORDER
OR IT WON'T WORK. Start over again if you get the order wrong. With
the Star Crest, let's get out of the Art Gallery, off the Zombie blocking
the narrow corridor to the white corridor leading to the Garden. As you
are near the door that leads to the Garden House (Gartenlaube), there will
be a riddle involving the elements of weather. Kill or ignore the dog
if you want. Insert all weather crests on the Weather Picture and the
door will open.
You are now inside the Garden House. Push the staircase a little bit
forward until it's at the same line as the hard-to-reach Square Crank.
Push the Staircase against the wall with the Square Crank. Climb up
the Staircase and grab the Crank. Take the Double Doorcase and enter
the Garden. At the left of the Double Doorcase leading into the Garden,
there is a small key on top of the barrels.
You are now at the Garden. There are two Red Herbs at the right side of
the double doorcase and possibly plenty of Green Herbs near the Double
Doorcase. Mix them up and get ready because we are going to ignore the
dogs in a game of cat and dog. Head to the gate that leads to the Pool.
When you arrive at the pool, head straight and head left. Use the
Square Crank to levitate the Water at the Pool so that you can cross
the pool without getting wet. Cross the Pool, climb the ladder, and
ignore the snakes and take the elevator leading to the Sewer of the
Pool. Run to Chris's right and head to the gate at Chris's right.
Play ignore on those pesky dogs (as we should save ammo for stronger
foes). Head to the gate and onto the Triangular Corridor leading
all the way to the Guardhouse.
At the left side of the gate there are two Blue Herbs. Definitely
grab the Green Herbs at the right side of the gate and play another
session of ignore by walking towards the door leading to the Guardhouse.
The dogs do minimal damage (though faster than a Zombie), but you should
be able to easily dodge them with skill and wit. Enter the Guardhouse
through the wooden doors that you see. Mission 1 cleared.
If you are playing for speed in the Original Mode, 40 minutes would be
a great sign. However, if you are playing Advanced Mode, then it might
take you about 5-15 minutes more since the game is now insanely hard.
========================================================================
THE GUARDHOUSE
Mission: Retrieve the Helmet Key.
------------------------------------------------------------------------
Welcome to the Guardhouse
------------------------------------------------------------------------
As you enter the Guardhouse, there's a statue as you enter by, but I
wouldn't bother with it since it wastes time and that Plant doesn't do
too much damage as you cross the intersection leading either into the
Billard or to the rest of the Guardhouse.
Cross right and definitely enter the right door before the right
intersection that leads to the rest of the Guard House.
Inside the Safe Room, there should be 7 Shotgun Shells and a First Aid
Spray. I definitely would leave the Clip alone, since we are not using
the Beretta anymore. Keep only the Shotgun and the Shells (so that you
have four free spaces). Once you're loaded, let's start our mission to
retrieve the Helmet Key.
Optional Area: If you have not been using your Ink Ribbons wisely
-----------------------------------------------------------------
FOR ONE THING, I WOULD NEVER GO INSIDE THIS ROOM AT ALL BECAUSE EVEN
THOUGH THERE IS AN INK RIBBON AND POSSIBLY A SMALL KEY INSIDE, THE
ROOM ITSELF IS EXTREMELY DANGEROUS BECAUSE OF THE SPIDERS THAT LURK
AROUND THE BILLARD. Just concentrate on obtaining the Ink Ribbon (I
don't want to explain how to get the Ink Ribbon right here since I
NEVER, EVER, EVER GO INSIDE THE BILLARDS). Once you get the Ink
Ribbon, get out right away so that you don't get poisoned. Once you
get the Ink Ribbon, save your game and take note of this: USE YOUR
INK RIBBONS WISELY!
Nuff said, let's start retrieving the Helmet Key.
------------------------------------------------------------------------
Dormitory Room 1
------------------------------------------------------------------------
Enter the left door just before the intersection leading to either the
Billards and the rest of the Guardhouse. I personally would go inside
the bathroom first (Door's at the left of the Dormitory Entrance) and
drain the muddy water from the Bathtub to retrieve the Control Room
Key.
Exit out of the bathroom and proceed through your exploration inside
the Dormitory Room. There are two zombies inside the dormitory room
but knowing that you've got the Shotgun now, I don't have to tell you
how to deal with them.
Once you off the zombies, open up the drawer with the Small Key to
reveal Seven Shotgun Shells (At a corner in the Dormitory Room, there
should be a Small Key inside the cup) and grab the Red Book from the
bed. Once you get the Red Book and the Control Room Key, exit out of
the Dormitory Room 1, and head rightwards to the corridor leading to
the rest of the Guardhouse. Don't worry about Plant choking you because
he does lousy damage (probably none at all).
Walk through the corridor and take the first door that you see. Head
leftwards to the Bee Hive that has a table with the Key to Dormitory
Room 2. Once you grab the key, the bees will attack you! Walk away
from the door that you have entered (don't enter the chemical door
as you need to use the Keypad, and you came from the Left Door of the
Angled Cam) and quickly press action so that you don't get stings in
your body.
------------------------------------------------------------------------
Dormitory Room 2
------------------------------------------------------------------------
Work your way to Dormitory Room 2 and use and discard the Key to
Dormitory Room 2. Now let's take a peek inside Dormitory Room 2.
Optional Area: If you need some healing, be my guest
----------------------------------------------------
Push the Statue against the dead-end and you should be able to obtain
three Green Herbs. Pick them up and combine the three herbs so that
you will get a Triple-Herb. After you get some healing assistance, let's
get inside Dormitory Room 2. I personally would wait until after I
descend into the ladder to get some healing items along the way.
------------------------------------------------------------------------
Time to get inside Dormitory Room 2. Forget the bathroom as I see no
importance inside Dormitory Room 2's bathroom (with the exception of
the Zombie and a clip at the sink, which you don't need anyway). If
you have a small key, then you will be able to unlock the drawer to get
seven more Shotgun Shells.
Let's access the ladder. Push the leftmost closet all the way back and
push the rightmost closet against the right side of the wall. Now access
the ladder and board the basement.
The music can become annoying here. Another puzzle is waiting (Boy, I
hate puzzles!). :P Head straight and turn left. You should see a box
right as a camera angle is changing. Push the box towards the wall at
the right of the ladder until you are able to push it against the right
side of the corridor. Keep on pushing the box towards until you see two
to three boxes near the bottom of the cam angle. Don't push it near the
boxes or you may have to climb up the ladder to reset the puzzle, which
wastes time. Push the box near the pool blocking your path towards the
water first. Now push the box near the left side of the straight
corridor into the water next. Finally, push the box near the ladder
against the left side of the water blockage and push the box all the
way into the pool. You should be able to make a bridge.
BTW right after making a Boxed Bridge, you can go ahead and grab the
two herbs at the left side of the corridor just before crossing the
Boxed Bridge, but I would do that right after I retrieve Dormitory Key
3 and 14 Shells for the least.
Note: At the time of publication, I have already created an Acrobat
version of this puzzle since the puzzle itself can be frustrating to
say in words alone.
Cross the Box Bridge, and get Chris's lower part of the body inside the
water and enter the door. Once you open the double doorset, move to
Chris's right, and head left. Head another left and when you see the
two doors, definitely take the door to your left (since the right door
has no keyhole). Use and discard the Control Room Key. Turn left and
flip the switch to drain the water away. There should be a switch at
the right side of the door. Flip that switch and the door right of the
control room door should open. Access the right door. There are two
clips at the right of you (You wouldn't want them anyway), but AHHH,
there are 14 Shotgun Shells in front of you and Dormitory Key 3 at the
right of you (on the next Cam Angle). Grab the 14 Shells and the Dorm
Key 3 and let's get out of the basement. Go straight, then right, and
yet another right and take the double doorcase, leading to the boxed
bridge, all the way back to the ladder, out of Dormitory Room 2, and
finally back to the corridor and at the same door we took to retrieve
Dormitory Key 2.
Optional Area: Not enough Ink Ribbons?
--------------------------------------
Right after getting Dorm Key 3 and 14 Shells, Go forward and there should
be a door at the Cam Angle. Go inside the door. At the left of the
root, there should be a Small Key. Grab it. Definitely save the key for
Dorm Room 3's locked drawer, which contains an Ink Ribbon. Since I'm only
allowing up to Six Saves, I doubt that you need it. I just want you to
save some time for the least, OK?
------------------------------------------------------------------------
This time, instead of going to the table with the Bee Hive, unlock Dorm
Room 3 with the Dorm Key 3. Discard Dorm Key 3 and let's enter Dorm Room
3.
------------------------------------------------------------------------
Dormitory Room 3
------------------------------------------------------------------------
Forget entering the Bathroom that has a clip on the floor, as we don't
need the Beretta anymore. All we need to do in this room is to get the
White book in the row of Red Books and replace the missing book with the
Red Book that we had earlier on. You should now be able to enter the door
concealed underneath the cabinet. Go inside and you will face Plant, one
of the tougher bosses in the game.
If you have a Small Key, open up the drawer and get the Ink Ribbon. Like
I said, you only need 3 Ink Ribbons (6 saves).
Chris will be choked by Plant and this will happen:
* If you accepted Beckie's offer of help, then follow along the Beckster
Mini-Quest that follows along these conditions. You will have a puzzle
to solve in this Beckie Mini-Quest this time around.
* If you rejected Beckster's offer of help, then you will have to defeat
Plant two times in a row, and IT'S NOT AN EASY FIGHT SINCE YOU WASTE
SHOTGUN AMMO THIS WAY.
Either way, Plant is HARD TO KILL!
Rebecca Mini-Quest: Math-Time!
------------------------------
Go to the door left of the door Chris entered from the corridor right
after he got choked by the Plant with minimal damage. Use the Keypad and
punch in 215 and open the door. Enter the door and we've got a Chemical
Puzzle to solve!
Note: If the 215 code has been entered, then the code may not work in
subsequent games.
Grab the Empty bottle at Beckie's right and fill it with Umb Number 2.
Now grab the Empty bottle near the sink and fill it with Water. Combine
Umb 2 and Water to get NP-003. Fill the Empty bottle with Umb 2 once
again and grab the empty bottle on the opposite side of the door. Fill
it with Umb 4. Mix Umb 4 and 2 to get Yellow-6. Fill the Empty bottle
with Umb 4 and mix it with NP-003 to get Umb 7. Mix Yellow 6 and Umb 7
to get Umb 13. Fill one empty bottle with Umb 2 and the other with Water.
Combine the Water and Umb 2 to get NP-003. Mix the NP-003 with Umb 13 to
complete the V-Jolt Puzzle. Get out of the Chemical room and go back to
the Corridor, all the way back to Dorm Room 2, descend into the ladder,
back to the Basement, cross the Box Bridge, go up, left, and finally,
the single door that you see in the cam angle, which is the door containing
the roots of Plant. Use the V-Jolt near the plant and get out of the room.
Now we return to Chris.
** END OF REBECCA MINI-QUEST **
------------------------------------------------------------------------
Plant Showdown
------------------------------------------------------------------------
Rescued from Rebecca's V-Jolt insertion to the Roots or not, you will have
to face the Plant. The preferred weapon is the Shotgun. It will take about
8 hits to destroy it. If you rejected Beckie's offer of help, then this
WILL BE A TOUGH FIGHT SINCE YOU WILL NEED TO USE A TOTAL OF 20 SHELLS TO
DESTROY IT. Watch out for the acid on the top of the ceiling since it
will damage you. Find a good spot to unload at Plant (be sure to see
blood coming out) and get the aiming right as you can miss. Check your
condition during the fight and heal if your condition lowers down to
DANGER. Once Plant is defeated, get the Helmet Key at the Chimney and
exit out of the Plant Room using the Double Doors. Mission 2 Completed.
For the original mode, any progress elapsment of 60 minutes would be
professional class.
------------------------------------------------------------------------
The Arranged Game Schedule for the Guardhouse
------------------------------------------------------------------------
This part will ONLY apply to the Arranged Mode Games.
You will need the following items:
* Shotgun and Shells
Right after you switch items at the Safe Room, go inside the bar and
look for a Red Book. Quickly get it and WATCH OUT FOR THOSE SPIDERS.
If you want extra ammo, then go inside the room where there used to be
a Control Room Key and a Red Book at the Bed in the Original Game.
There should be a Small Key inside the Cup. Take the Small Key and
use the Small Key to open the drawer. You should be able to get 7
Shotgun Shells. Get out of the room.
Now head rightwards to the corridor leading to the rest of the
Guardhouse. Don't worry about Plant choking you because he does lousy
damage (probably none at all).
Walk through the corridor and take the first door that you see. Head
leftwards to the Bee Hive that has a table with the Key to Dormitory
Room 2. Once you grab the key, the bees will attack you! Walk away
from the door that you have entered (don't enter the chemical door
as you need to use the Keypad, and you came from the Left Door of the
Angled Cam) and quickly press action so that you don't get stings in
your body.
Work your way to Dormitory Room 2 and use and discard the Key to
Dormitory Room 2. Now let's take a peek inside Dormitory Room 2.
You can get some healing at the statue blocking the Herbs near the
locked Dorm Room 2, but only take it if you are hurting.
Time to get inside Dormitory Room 2. Enter the Bathroom (careful of
the zombies) and then drain the sink and grab the Dorm Room Key 3.
Leave the Bathroom and return to the corridor. Return back to the
corridor where you got the Dorm Room Key 2 at. Use and Discard Dorm
Key 3 at the door of Dorm Key 3. Get inside Dorm Room 3.
Forget entering the Bathroom that has a clip on the floor, as we don't
need the Beretta anymore. All we need to do in this room is to get the
White book in the row of Red Books and replace the missing book with the
Red Book that we had earlier on. You should now be able to enter the door
concealed underneath the cabinet. Go inside and you will face Plant, one
of the tougher bosses in the game.
If you have a Small Key, open up the drawer and get the Ink Ribbon. Like
I said, you only need 3 Ink Ribbons (6 saves).
Chris will be choked by Plant and this will happen:
* If you were fast enough to give Richard the Serum before he died, then
you will play another Rebecca Mini-Quest (assuming that you have first
met Rebecca at where Richard was at early in the game).
* If you were too slow to rescue Richard from the poisons, then you will
have to fight the Plant yourself. However, this is a total waste of
Shotgun Ammo since you have no V-Jolt help from the Beckster!
Either way, Plant is HARD TO KILL!
Rebecca Mini-Quest: Math-Time!
------------------------------
Go to the door left of the door Chris entered from the corridor right
after he got choked by the Plant with minimal damage. Use the Keypad and
punch in 215 and open the door. Enter the door and we've got a Chemical
Puzzle to solve!
Note: If the 215 code has been entered, then the code may not work in
subsequent games.
Grab the Empty bottle at Beckie's right and fill it with Umb Number 2.
Now grab the Empty bottle near the sink and fill it with Water. Combine
Umb 2 and Water to get NP-003. Fill the Empty bottle with Umb 2 once
again and grab the empty bottle on the opposite side of the door. Fill
it with Umb 4. Mix Umb 4 and 2 to get Yellow-6. Fill the Empty bottle
with Umb 4 and mix it with NP-003 to get Umb 7. Mix Yellow 6 and Umb 7
to get Umb 13. Fill one empty bottle with Umb 2 and the other with Water.
Combine the Water and Umb 2 to get NP-003. Mix the NP-003 with Umb 13 to
complete the V-Jolt Puzzle. Get out of the Chemical room and go back to
the Corridor, and then all the way back to Dorm Room 2. Go to the
area where a ladder is blocked by two cabinets. Push the left cabinet
all the way back and push the right one at the extreme right of you to
reveal a Ladder. Descend through the ladder.
The music can become annoying here. Another puzzle is waiting (Boy, I
hate puzzles!). :P Head straight and turn left. You should see a box
right as a camera angle is changing. Push the box towards the wall at
the right of the ladder until you are able to push it against the right
side of the corridor. Keep on pushing the box towards until you see two
to three boxes near the bottom of the cam angle. Don't push it near the
boxes or you may have to climb up the ladder to reset the puzzle, which
wastes time. Push the box near the pool blocking your path towards the
water first. Now push the box near the left side of the straight
corridor into the water next. Finally, push the box near the ladder
against the left side of the water blockage and push the box all the
way into the pool. You should be able to make a bridge.
Cross the Box Bridge, and get Beckster's lower part of the body inside
the water and enter the door. Once you open the double doorset, move to
Beckie's right and proceed onto the next door at Beck's right. Go to
the Plant Roots and use the V-Jolt near the plant and get out of the
room. Now we return to Chris.
Rescued from Rebecca's V-Jolt insertion to the Roots or not, you will
have to face the Plant. The preferred weapon is the Shotgun. It will
take about 8 hits to destroy it. If you were not fast enough to give
Richard the Serum, then this WILL BE A TOUGH FIGHT SINCE YOU WILL NEED
TO USE A TOTAL OF 20 SHELLS TO DESTROY IT. Watch out for the acid on
the top of the ceiling since it will damage you. Find a good spot to
unload at Plant (be sure to see blood coming out) and get the aiming
right as you can miss. Check your condition during the fight and heal
if your condition lowers down to DANGER. Once Plant is defeated, get
the Control Room Key at the Chimney. Exit through the double doorcase
and you will meet up with Beckie (assuming that you were fast enough
to give Richard the serum) and you will be given the Radio. Now it's
time to grab the Helmet Key.
Go back to the corridor that you came from when the Plant choked you and
back to Dorm Room 2 and back to the ladder you go when you were Rebecca.
Proceed forward and get Chris's chest in the water. Head right and then
head left. Head another left and take the leftmost door and quickly use
the Control Room Key and discard it. Now flip the switch on the control
switches where the red is flashing at and then near the door, flick the
switch and you should have access to the "right door" room containing
the Helmet Key. Now that the Water is drained out, go to the Right Door
Room and grab the Shotgun Shells and the Helmet Key. Get out of the
basement and return back to the Dorm Room 2 and finally back to the
corridor where Albert Wesker will now be practicing his shooting
at. Congrats. You have completed a tough Mission 2.
========================================================================
THE FIRST HUNTER SHOWDOWN
Mission: Using caution to encounter Hunters, find the Battery needed to
run an inoperable elevator at the Courtyard and gain access to the
Caves.
------------------------------------------------------------------------
Getting back into the Mansion
------------------------------------------------------------------------
* If you played the Rebecca Mini-Quest, then you will be given a Radio,
which is useless throughout the game. You will go through some crap
chit-chat before Beckie goes inside the Chemical Room once again.
After chit-chatting with Beckie, go to the door left of the Chemical
Room and meet up with Wesker.
* If you didn't play the Rebecca Mini-Quest, then you won't chit-chat
with the Beckster. Just go back to the door left of the Chemical Room
and chit-chat with Wesker.
Now we run into Albert Wesker, who's finished up with some shooting
practice. Chris wonders where is Jill, but Wesker told Chris that Jill
has disappeared. Wesker orders Chris to use the Helmet Key to unlock doors
that were locked just because of the Helmet Key. Chris goes back to the
Mansion proud with the Helmet Key. Now let's go back to the mansion and
open up those doors.
Go forward right into the door after the Wesker chit-chat and take a
left. Take another left again and board the door. Just head to the gate
and ignore all the radio beeps (You have no time to talk to Brad anyway).
Let's ignore all the dogs as we don't have any time to mess with them.
Walk forward and board the elevator that we have previously taken on our
way to the Guardhouse. Skillful dodging of the dogs will enable you to
get away from the sewers without damage. Now let's cross the pool again
and back in the garden we go. Go back in the Garden House, right back
inside the door that leads to the White Vined Corridor, and back inside
the dark corridor, now proud that we have the Helmet Key.
NOTE: If you have not chit-chatted with the Beckster, you will find a
radio on the floor on your way back to the Mansion.
Back in the Dark Corridor, we want to take a left and unlock the first
door with the Helmet Key, but we have a Hunter coming after us! Just
skip the Hunter FMV by pressing the Start Button. Quickly unlock the
first left door we see (which was locked earlier in the game because
of the Helmet Carving) and enter inside the study room before the Hunter
injures you.
Now we are inside a Study Room. Flip the Switch on so that we can get
a clear view of the room. On the table are Magnum Rounds. At the left
cabinet, there should be Doom Book 1. Now let's get out of the room and
take the white door to our left, while ignoring the Hunter (Remember
Vincent Merken's definition of IGNORE) QUICKLY AND VALIANTLY.
NOTE: On the Arranged Mode, this room is optional. It contains the first
MO Disc and some Magnum Bullets. Although you don't need to go inside
this room, it's worth going inside because you need those Magnum Bullets.
Later on, when you become better in the game, you can proceed with less
Magnum Bullets and even with less ammo in your expenditure.
Let's make our way back inside the Chemical Safe Room (You probably know
where it is by now, there's no need for me to repeat this over and over
again)...BUT WE'VE GOT ANOTHER HUNTER COMING DEAD TOWARDS US! You can
ignore the hunter by running circles around him, but it's difficult to
escape unscathed because the corridor is pretty narrow. If you think it's
too difficult to ignore the Hunter (because the corridor's painfully
narrow), then just use about 3-6 Shells on him. ARGH!
We should be inside the Chemical Room where Wesker has left out 15
Beretta Bullets, 7 Shotgun Shells, and a First Aid Spray. Pick them
all up and let's go upstairs. Go to the Item Box and definitely make
sure that you have the Helmet Key, Shotgun, Shells, and AT LEAST ONE
SET OF MIXED HERBS (RED AND GREEN) OR A FIRST AID SPRAY since the Snake
is NOT NICE.
If you are a beginner, then I would definitely save since the game
becomes insanely hard from this point.
Regarding about Rebecca, this is definitely the MOST CONFUSING scenario
in the game since I have read Josh Harring's Chris Guide regarding about
this. There are several rants that you need to know:
* If you have said YES when you were asked to have Rebecca to help you
at times when you are in trouble, then you are guaranteed an OK Ending
since this action will force Rebecca out of the Serum Room.
* If you have said NO when you were asked to have Rebecca to help you at
times when you are in trouble, then right after you kill the first
Hunter and/or enter a next room, Chris will be concerned about Rebecca's
safety. I felt some chills into my spine because I also feared for
Rebecca's safety since I did not want to let her help me in times of
trouble since I became better in the game. You may need to read Josh
Harring's Chris Guide for more details regarding about this confusing
issue. Here's my advice: Just follow along like you would when you
relied on Vincent Merken's Jill Walkthrough. If you are fast enough
then the game will try to keep at least Rebecca. I'm not sure about
this but just follow along like you would when you relied on Vincent
Merken's Jill Walkthrough to improve your speed. When I went through
the Serum Room when Chris's concern occurred, I found out that there
was no such scene in which Rebecca screamed. To avoid such confusion,
read Mark Stephenson's FAQ first, and then read Josh Harring's Chris
Guide. This issue really needs some more confirmation so please help
me out on this. BTW I'm also planning to rent Resident Evil Director's
Cut so I can verify if there is such scene that Mark Stephenson
mentioned in his FAQ or not.
* If you were fast enough to give Richard the Serum back in the beginning
of the game, then you will be guaranteed one of the better endings since
this is the same thing as to say YES to her when you leave the Serum
Room for the first time.
* If you were too slow to give Richard the Serum, then Rebecca won't
help you. This peculiar scene is much like blowing Rebecca off. In
the arranged mode, you should be fast enough to give Richard the Serum
so it's more likely that you will be playing the Rebecca Mini-Quests.
Anyway, whether Rebecca will be in danger or not, just follow along by
just going into the Chemical Safe Room and following along at "Snake:
The Revenge". Again, this is the most confusing situation in the
game.
------------------------------------------------------------------------
Snake: The Revenge
------------------------------------------------------------------------
Ready? Take the staircase and head leftwards. Kill the hunter (You should
be far away to jack him up without being scratched) using about 6-8 shots
of your Shotgun and proceed to the Leftmost Door. Take the Green Herb
left of the Chimney and unlock the door at the right wall using the Helmet
Key.
Optional Area: If you are lost in the Second Floor
--------------------------------------------------
Use the lighter DIRECTLY AGAINST THE CHIMNEY. The Paper should turn into
a map and you can take the map with you.
------------------------------------------------------------------------
Let's try to play the Piano at the top-right portion of the room. UH-OH,
IT'S SNAKE-TIME ONCE AGAIN!!! He's pretty pissed that he didn't have his
daily lunch the first time you met him in the attic. Good news: He's not
poisonous. Bad News: You must defeat him if you want to proceed. This is
a hard fight because you are using your Shotgun. Try to hit Snake on his
head (his weak point) while trying to avoid getting bitten by running
around circles as he's following you. Probably about 8-12 shells should
do the trick. During the fight, BE SURE TO CHECK YOUR CONDITION as the
same gory death scene will apply if he is to kill you (YUCK!). Once the
Snake is silenced, go inside the Hole. As opposed to Jill, there will be
no rope, which saddens me. :(
------------------------------------------------------------------------
Getting the Battery (for the Original Mode)
------------------------------------------------------------------------
After descending in the Hole, go forward and move the Grave to reveal a
staircase. Go down the ladder. Go straight (Careful, there's a Zombie,
be sure that you are in the farthest possible sideways to avoid getting
bitten) until you see the door that leads to yet another corridor.
Optional Area: For Seven more Shotgun Shells
--------------------------------------------
Right after you descend through the ladder, there should be an intersection
leading to a dead end with seven Shotgun Shells. Be careful of the Zombie
blocking the Shells. Grab the Shells ONLY IF YOU CAN IGNORE THE ZOMBIE
WITHOUT TAKING DAMAGE. If you think you may get bitten, then you'd better
off the Zombie before taking the shells. Now turn around, go straight,
left, straight, and finally right via another door that comes towards us.
Watch out for that damn Zombie as you make your way towards the door
in front of us.
------------------------------------------------------------------------
Head straight and turn left. Now head right until you see a door at your
right side. Don't head left and kill the zombies for two herbs as it's
really just a trap (You should have plenty of Mixed Herbs by now). Take
the door at the right.
There should be a Small Key on the range somewhere. Take it and let's
head to the Elevator, leading to the highest floor on the Mansion. You
will take a hit from the zombie guarding the Elevator, so just decap
his head by crushing his head. Onto the elevator we go!
After we arrive on the Second Floor of the Mansion, there will be a
Zombie at your right. Off him. Go straight and onto the first door that
you see. There should be a battery. Grab the Battery. Now grab the 14
Shotgun Shells that are there (Remember, one pack of Shells are worth 7
Shotgun Shells) and leave. Before you board the elevator, there should
be an herb at the right side of the Elevator. Eat the Herb to restore
your health.
Optional Area: EVEN MORE HERBS
------------------------------
One thing to know: You don't need too many herbs. Chris's energy and
defense is a lot higher than Jill's. But if you want more Herbs, then
take a right, and take a left throught the door that leads to a gray
corridor. There should be a Zombie, two green herbs, and a Blue Herb
at your left. Off the Zombie and take the two green herbs and mix them
so that you will get a stronger herb. Forget the Blue Herb and let's
either Get the MO Disc or (if you don't want to see Jill again, something
that I don't want to do), head back to the elevator back into the
kitchen.
------------------------------------------------------------------------
Optional Area: Getting the first MO Disc in the Original Mode
-------------------------------------------------------------
You can board the elevator right away after getting the Battery, but
since a beginner would benefit from the best ending, we would have to
take the blue double doorcase at the right of the elevator. Once we
enter the doors, there will be a Zombie coming at the right side of us.
Let's off this guy with the Shotgun. Now open the locked drawer to
reveal some AHHH, Magnum Bullets. Turn around, head straight, and
head right. You should see a door that's not concealed by a closet.
Enter the door, turn right, and take the second corridor that you see.
Flip the switch on and push the Statue towards the light. Once you push
the statue fully against the shelves, push it against the light and there
should be a secret passage. Go inside the Secret Passage and get the MO
DISC. Leave the dark library and head back to the Elevator (You know what
I'm talking about anyway).
Optional Area: Two more saves
-----------------------------
Walk leftwards right after you grab the Magnum Bullets. Push the Cabinet
hugging the pillar that is hugging the wall. You should get a secret
passageway. Go inside. There should be an Ink Ribbon at the table. Get
it. Forget the Clip at the cabinet as you don't need the Beretta anymore.
Leave and provided that you have gotten the First MO DISC, go back to the
Kitchen. Definitely I would NEVER WANT ANY MORE THAN SIX SAVES IN THIS
GAME.
------------------------------------------------------------------------
Back inside the Kitchen, you head rightwards, and another right and once
you reach the same line as the door that you used to enter the Kitchen,
head another right and as you take the door, A ZOMBIE COMES IN THROUGH
THE BELFRY! Off the zombie and take the rightmost door of the Kitchen.
Climb up the stairs and unlock the double doorcase.
Note: You can omit the Python if you want, but I want you to spend time
to get the Python because life's easier with it.
We are still inside the Mansion, but we are back in the Living Hall, but
we are NOW TRAPPED BY TWO SMART HUNTERS! Dodge the Hunters with Caution
and take the door leading to the Green Hall. Make your way back to the
Serum Room but DON'T GO INSIDE THE SERUM ROOM JUST YET (Unless you need
to dump any herbs that you don't need). Instead, climb up the stairs,
head left, and unlock the first door that you see using and discarding
the Helmet Key (Careful, there is a Hunter, so dodge him with wit and
courage).
Note: If you said "NO" when you are asked to have Rebecca to help you,
then I would definitely go back inside, not because of that scene
Mark Stephenson mentioned, but because you might need to adjust your
inventory a bit. If you are playing a game for speed, then hopefully
Rebecca *should* be unscathed after having to explore Mission 3 like
you would with Vincent Merken's Jill Walkthrough. I have yet to
confirm whether doing Stage 3 like you would with Vincent Merken's
Jill Walkthrough would trigger a scene Mark Stephenson mentioned in
his FAQ or not but hopefully, if you are quick, then the game *should*
keep Rebecca for the OK Ending.
Puzzle-Time again! Push the Staircase until you can climb up and reach
the Deer Carving at the same line. Turn off the switch, climb up the
staircase and pull its eye out to get the Red Jewel. Leave the room and
get back inside the staircase (Remember, there is a Hunter sneaking
through the hallway) and descend through the Staircase.
No time to go inside the Serum Room, let's head back to the Tiger Room
(You know how to get there anyway) and let's place the Red Jewel on the
left eye to reveal the COLT PYTHON AT LAST!!! Grab the Python and leave.
Remember, when you are inside the Green Hall, Hunters will be there so
if you are going to be using Vincent Merken's art of Ignore, then YOU
MUST BE EXTREMELY CAREFUL AS IT'S NEARLY HARD TO DODGE A HUNTER WITHOUT
TAKING DAMAGE.
------------------------------------------------------------------------
Getting the Battery in the Arranged Mode
------------------------------------------------------------------------
After descending in the Hole, go forward and move the Grave to reveal a
staircase. Go down the ladder. Go straight (Careful, there's a Zombie,
be sure that you are in the farthest possible sideways to avoid getting
bitten) until you see the door that leads to yet another corridor.
Optional Area: For Seven more Shotgun Shells
--------------------------------------------
Right after you descend through the ladder, there should be an intersection
leading to a dead end with seven Shotgun Shells. Be careful of the Zombie
blocking the Shells. Grab the Shells ONLY IF YOU CAN IGNORE THE ZOMBIE
WITHOUT TAKING DAMAGE. If you think you may get bitten, then you'd better
off the Zombie before taking the shells. Now turn around, go straight,
left, straight, and finally right via another door that comes towards us.
Watch out for that damn Zombie as you make your way towards the door
in front of us.
------------------------------------------------------------------------
Head straight and turn left. Now head right until you see a door at your
right side. Don't head left and kill the zombies for two herbs as it's
really just a trap (You should have plenty of Mixed Herbs by now). Take
the door at the right.
There should be a Small Key on the range somewhere. Take it and let's
head to the Elevator, leading to the highest floor on the Mansion. You
will take a hit from the zombie guarding the Elevator, so just decap
his head by crushing his head. Onto the elevator we go!
After we arrive on the Second Floor of the Mansion, there will be a
Zombie at your right. Off him.
Optional Area: 14 more Shotgun Shells
-------------------------------------
Go straight and onto the first door that you see. Grab the 14 Shotgun
Shells that are there (Remember, one pack of Shells are worth 7 Shotgun
Shells) and leave. Before you board the elevator, there should be an
herb at the right side of the Elevator. Eat the Herb to restore your
health.
Optional Area: EVEN MORE HERBS
------------------------------
One thing to know: You don't need too many herbs. Chris's energy and
defense is a lot higher than Jill's. But if you want more Herbs, then
take a right, and take a left throught the door that leads to a gray
corridor. There should be a Zombie, two green herbs, and a Blue Herb
at your left. Off the Zombie and take the two green herbs and mix them
so that you will get a stronger herb. Forget the Blue Herb and let's
either Get the MO Disc or (if you don't want to see Jill again, something
that I don't want to do), head back to the elevator back into the
kitchen.
------------------------------------------------------------------------
Take the blue double doorcase at the right of the elevator. Once we
enter the doors, there will be a Zombie coming at the right side of us.
Let's off this guy with the Shotgun. Now open the locked drawer to
reveal some AHHH, Magnum Bullets. Turn around, head straight, and
head right. You should see a door that's not concealed by a closet.
Enter the door, turn right, and take the second corridor that you see.
Flip the switch on and push the Statue towards the light. Once you push
the statue fully against the shelves, push it against the light and there
should be a secret passage. Go inside the Secret Passage and get the
Doom Book 1. Leave the dark library, but walk leftwards right after
you grab the Magnum Bullets. Push the Cabinet hugging the pillar that
is hugging the wall. You should get a secret passageway. Go inside.
There should be a battery somewhere in this room. Get it. Forget the
Clip at the cabinet as you don't need the Beretta anymore. Leave and
provided that you have gotten both the Doom Book 1 and the Battery,
immediately go back to the Kitchen.
Back inside the Kitchen, you head rightwards, and another right and once
you reach the same line as the door that you used to enter the Kitchen,
head another right and as you take the door, A ZOMBIE COMES IN THROUGH
THE BELFRY! Off the zombie and take the rightmost door of the Kitchen.
Climb up the stairs and unlock the double doorcase.
We are still inside the Mansion, but we are back in the Living Hall, but
we are NOW TRAPPED BY TWO SMART HUNTERS! Dodge the Hunters with Caution
and take the door leading to the Green Hall. Make your way back to the
Serum Room and go inside the Serum Room because your inventory might be
full from this point on. Right in the Serum Room, drop everything but
the following:
* The Battery
* Colt Python and Python Rounds
* Some form of healing (just in case)
Leave the Serum Room after adjusting your inventory and board the stairs,
head left, and unlock the first door that you see using and discarding
the Helmet Key (Careful, there is a Hunter, so dodge him with wit and
courage).
Note: If you said "NO" when you are asked to have Rebecca to help you
OR if you were too slow to give Richard Aiken the Serum, then I would
definitely go back inside, not because of that scene Mark Stephenson
mentioned, but because you might need to adjust your inventory a bit.
If you are playing a game for speed, then hopefully Rebecca *should*
be unscathed after having to explore Mission 3 like you would with
Vincent Merken's Jill Walkthrough. I have yet to confirm whether
doing Stage 3 like you would with Vincent Merken's Jill Walkthrough
would trigger a scene Mark Stephenson mentioned in his FAQ or not but
hopefully, if you are quick, then the game *should* keep Rebecca for
the OK Ending.
Puzzle-Time again! Push the Staircase until you can climb up and reach
the Deer Carving at the same line. Turn off the switch, climb up the
staircase and pull its eye out to get the Red Jewel. Leave the room and
get back inside the staircase (Remember, there is a Hunter sneaking
through the hallway) and descend through the Staircase.
No time to go inside the Serum Room, let's head back to the Tiger Room
(You know how to get there anyway) and let's place the Red Jewel on the
left eye to grab 4 Magnum Magazines, WHOO-HOO!!! This may look like
an unnecessary pick-up but hey, life's easier with the Colt Python
as Josh Harring outlined in his Chris Guide. For beginners, I would
take all 4 nuts, but Advanced Players can take less or you may want to
be discretive based upon your experience. I'll leave this one up to
you but just make sure that you have sufficient amount of Python Ammo
for the challenges that lie ahead. Now leave.
Remember, when you are inside the Green Hall, Hunters will be there so
if you are going to be using Vincent Merken's art of Ignore, then YOU
MUST BE EXTREMELY CAREFUL AS IT'S NEARLY HARD TO DODGE A HUNTER WITHOUT
TAKING DAMAGE.
------------------------------------------------------------------------
Getting out of the Mansion
------------------------------------------------------------------------
OK, let's get out of the Mansion now. We want to make our way back to
the Main Hall in the First Floor. Through the Double Doors at the right
side, and on the right door on the Blue Room.
Note: You can now grab the Ink Ribbon hidden behind the cabinet blocking
the left door without being bitten by the Zombie guarding the cabinet with
the Ink Ribbon, but there will be an Ink Ribbon at the Caves and in the
Underground Lab so there is no need to grab the Ink Ribbon at the Left
Room if you are playing the game for speed.
We are going to use Vincent's art of ignore on the long run right now
since we don't have time to mess with these lowlives blocking our way.
The spiders on the Collection Corridor are easily laughed at (since we
can dodge them without damage). However, the Hunter at the twisting
corridor is something to worry about because the corridors are narrow
and he can REALLY JACK YOU if you are not careful. Either way, let's
head towards the double doors through the end of the twisting corridor.
Head to the White Door and back inside the Chemical Safe Room. You only
need the Magnum Rounds, the Square Crank, the Python, and the Battery with
you (Take an herb with you if you are seriously hurt). Get out and let's
head to the same corridor we took to solve the Crest Puzzle.
From the Garden House and through the Garden, we are going to ignore the
dogs that we've ignored since Mission 1 in this Walkthrough. Take the
gates and cross the Pool. Take the elevator that leads to the Bottommost
Courtyard and head straight until you see a Battery Hole (Be sure to use
Vincent Merken's Art of Ignore while dealing with those pesky dogs). Place
the battery on the hole and board the Elevator. Dodge the dogs and return
to the Pool. Head to the same area you've used the Square Crank back from
Mission 1 in this Walkthrough. Use the Crank and leave the Pool by coming
back where you came from.
Ignore the dogs (Run skillfully in circles) and board the same elevator
that wasn't operable without the battery (There's a Garden Map, but I
personally wouldn't take it unless you are just a newbie). Board the
Elevator and Walk Forward. Board the ladder and now you are inside the
Caves! Boy, we are now out of the Mansion for good! Mission 3 Completed.
For the Original Mode, if you are playing a game of speed, then I would
say that a time elapsment in just about 70 minutes would be great,
although my experimentation is quite limited. To tell you the truth,
I have completed an original Jill Valentine game in 1:30:49 with no
saves, and no bonus stuff. More on the Speed Issue in a later rant.
========================================================================
THE CAVES
Mission: Gain Access to the Underground Labratory
------------------------------------------------------------------------
Meeting up with Enrico
------------------------------------------------------------------------
Your first task would be to meet up with Enrico. When you descend right
into the ladder, there is a door to the right. Take the door to the right
and when you go inside the corridor, take the left door at the left wing.
There is a Flamethrower next to the door that you took just now, but leave
the Flamethrower alone as there is no need to use it now.
When you board the Left Door, notice that you will have to go forward
and all the way right. This can get really confusing because the cave
itself can be a blind area to describe in words.
Note: The right door is probably the nearest door, but I personally would
take the Left Door instead.
Optional Area: Not Enough Shotgun Shells? Well...
--------------------------------------------------
Go up directly after the square rail and you should be able to find
some power tralala housing a First Aid Spray and 7 Shells. Both of them
are on top of the Power Rail, for the least TAKE THE FIRST AID SPRAY.
Now turn around, go back, and take a left through the corridor. Now we
are ready to follow along...
------------------------------------------------------------------------
Now from the Square Rail, you want to head rightwards until you can see
the door to your left. Enter that door. Go forward until you see Enrico.
Enrico is severely wounded and he tells Chris not to come forward because
he realizes that someone is a double-crosser. The STARS are now doomed:
There is a traitor and it was all plotted from the start by Umbrella.
------------------------------------------------------------------------
Getting the Hex Crank
------------------------------------------------------------------------
Original Mode
-------------
Enrico gets shot down and Chris wants to know who the traitor is. Go
back to where you came from (Careful, there are two hunters after you)
and QUICKLY GET THE HEX CRANK BEFORE YOU GET SEVERLY JACKED BY THE HUNTERS!
Take the Door immediately before the Hunters cause massive trouble.
Arranged Mode
-------------
Enrico gets shot down and Chris wants to know who the traitor is.
Investigate Enrico's body and you will see that one of his arms is holding
the Hex Crank. Grab the Hex Crank and take the door immediately whilst
you are trying your best to avoid these damn hunters with care. The
game becomes insanely hard as of this point because the Hunters now
appear in multiple groups, which means that this could be a disaster
to some of the beginners who are reading this FAQ.
Now we want to head leftwards towards the Right Door on the Right Wing.
Ignore the Hunter that is trying to annoy you in this seemingly blind
corridor. The corridor should be long enough to exert the Art of Ignore
(Copyright Vincent Merken) on the Hunter. Proceed to the door that you
see by just coming forward.
Head right and head back to the door that has the Flamethrower at the
wall. Forget the Flamethrower (You don't need it). Dodge the Hunter
with your skill and wit (Save your Magnum for the Spider and Tyrant) and
you are back to the entrance corridor of the area. Turn right and keep
on going until you see a Hex Hole. Use the Hex Crank and board the Door
that was blocked through the Hex Puzzle.
Entering the next room, take the Flamethrower and head rightwards until
you are close to the boulder. Turn around and keep on running (The
Boulder should move to kill now) and be sure to run to the door that you
used to enter this Boulder Room to save yourself from the Boulder.
DEATH SEQUENCE: I HATE TO TYPE THIS IN ALL CAPS, BUT IF YOU FAIL TO DODGE
THE BOULDER, YOU WILL GET SPLOOGED BY THE BOULDER! EEEWWWWW!!!!!
Hopefully, you were able to return to the Doorway by the time the Boulder
was passing you by. Go right and at the Dead End there should be some
Magnum Rounds aloft. I personally would take the Magnum Rounds. However,
A HUNTER HARASSES YOU AS YOU TRY TO ENTER THE AREA THAT THE BOULDER HAS
CUT A PATH UPON! Dodge the Hunter and keep on going forward. Near the
now-defunct Boulder, head right onto the double doorcase.
------------------------------------------------------------------------
Largest Spider in the Planet
------------------------------------------------------------------------
NOW LOOK AT THE SIZE OF THE SPIDER, I'M GOING TO DIE RIGHT NOW!!! What
a monster. The acid vomits will poison you so be careful that you don't
get attacked. Load up the Magnum and hit the Spider with about 3-6 Mag.
Bullets. Once you defeat the Spider, backtrack so that no small spiders
will attack you for killing its mother.
Turn around and return to the same room that you first saw the Giant
Spider *SCREAM*. Since the next double doorcase is blocked by Webs,
equip your Flamethrower and burn the webs until the path is cleared.
Take your left, and take the door that you see at your left.
------------------------------------------------------------------------
Getting out of the caves (Original Mode)
------------------------------------------------------------------------
Whoa, now we are inside a crucial Save Room. At the table there should
be an Ink Ribbon and a First Aid Spray. Right of the Magic Box, there
should be a Blue Herb, eat the Blue Herb just in case you are poisoned.
At the Magic Box, you only need the Shotgun, Shells, the Hex Crank, and
(YES) Doom Book 1.
If you are a beginner, then you may want to save. Usually six saves
should suffice.
Exit out of the Safe Room and face right. Ignore the Snakes and when
you see the yellow display next to the door requiring that a Flamethrower
gets placed in, place the used Flamethrower in the Yellow Display Tray.
The Door should now open.
Head rightwards and now head leftwards. Walk near the boulder and turn
around. Run (The Boulder should now be rolling to kill) to your extreme
right and head right on the Intersection. The Boulder should miss.
Optional for Original Mode: For MO Disc 2
-----------------------------------------
Right after the Boulder passes you by, turn around and go all the way
back to where you saw triggered the Boulder. There should be an MO DISC
at the left side of the wall. Turn around and there should be a Hex
Hole at your right. Use the Hex Crank two times to open the path to
get the Blue Doom Book. Take left and enter the right door.
Puzzle-time again *picks and eats his boogers in dismay*. Go forward
until you see a statue. Line the statue up at the same line as with
the switch that will open the door to the Doom Book when pressed.
There should be a Hex hole that will push the statue. Use the Hex
Crank twice to push the statue. Now the statue should be pressed
towards the switch without trouble. Have the statue press the switch
and grab Doom Book 2 from the mini-drawer. Leave.
Head left and right. Walk all the way back to where you first
entered this corridor, but THIS TIME AROUND, DON'T TAKE THE DOOR.
Walk all the way right until you see an elevator lift. Take the
Elevator Lift.
------------------------------------------------------------------------
Getting out of the caves (Arranged Mode)
------------------------------------------------------------------------
Whoa, now we are inside a crucial Save Room. At the table there should
be an Ink Ribbon and a First Aid Spray. Right of the Magic Box, there
should be a Blue Herb, eat the Blue Herb just in case you are poisoned.
At the Magic Box, you only need the Shotgun, Shells, the Hex Crank, and
(YES) Doom Book 1.
If you are a beginner, then you may want to save. Usually six saves
should suffice.
Exit out of the Safe Room and face right. Ignore the Snakes and when
you see the yellow display next to the door requiring that a Flamethrower
gets placed in, place the used Flamethrower in the Yellow Display Tray.
The Door should now open.
Head rightwards and now head leftwards. Walk near the boulder and turn
around. Run (The Boulder should now be rolling to kill) to your extreme
right and head right on the Intersection. The Boulder should miss.
Right after the Boulder passes you by, turn around and go all the way
back to where you saw triggered the Boulder. There should be the
Doom Book 2 at the left side of the wall. Turn around and there should
be a Hex Hole at your right. Use the Hex Crank two times to open the
path to get the Labratory Key. Take left and enter the right door.
Puzzle-time again *picks and eats his boogers in dismay*. Go forward
until you see a statue. Line the statue up at the same line as with
the switch that will open the door to the Doom Book when pressed.
There should be a Hex hole that will push the statue. Use the Hex
Crank twice to push the statue. Now the statue should be pressed
towards the switch without trouble. Have the statue press the switch
and grab the Labratory Key from the mini-drawer. Leave.
Head left and right. Walk all the way back to where you first
entered this corridor, but THIS TIME AROUND, DON'T TAKE THE DOOR.
Walk all the way right until you see an elevator lift. Take the
Elevator Lift.
------------------------------------------------------------------------
Accessing the Labratory Entrance
------------------------------------------------------------------------
Head rightwards until you can see a fountain requiring the use of an
Eagle and Wolf Medal. At the carving of the Wolf, check Doom Book 2
by turning to the pages of the book and press X to view the contents
of the book. You should get the Wolf Medal now. Place the Wolf Medal
on the Wolf Carving.
Go to the Eagle Carving and go to the Item Screen. Examine Doom Book 1
by checking the item and pressing X when you can see the pages to release
the Eagle Medal. Use the Eagle Medal at the Eagle Carving.
Now we have access to the Secret Lab.
Optional Area: For more herbs
-----------------------------
Just before you see the fountain requiring the use of the Wolf and Eagle
Medals, you will see two green and two blue herbs at your left. You don't
need the Blue Herbs (since we are not facing any more poisonous creatures
from this point on. I personally would mix up the two herbs so that if
I am in Caution, then I can use the Double Herb right away and heal myself.
------------------------------------------------------------------------
Take the door that just opened and board the Stairs. Now enter the
elevator and YOU ARE NOW IN THE FINAL STRETCH IN THE GAME. Mission 4
completed.
If you are playing the game in Original Mode and if you are playing a
game of speed, then the target should be in between 80-90 minutes. I'm
approximate in these figures and this FAQ was intended as a blueprint
for your plans only.
========================================================================
THE UNDERGROUND LABRATORY
Mission: Solve the case!
As expected, Capcom has saved the higher technical stuff for the last.
It seems that Capcom has done a good job with the suspense part so far.
Now let's solve the case!
------------------------------------------------------------------------
Unlocking the Electronically Locked Doors
------------------------------------------------------------------------
Go through the ladder at your left. Now as you board the ladder, there
is a Magic Box. Take only the Shotgun, Shells and the Two MO Discs that
you took from the Cave and the Mansion Second Heat (If you don't have
Two MO Discs in your item box, then provided that you can still respect
Beckie, you'll get an acceptable ending, but not as hot as opposed to
having Jill and Beckie with you). Leave the Magic Box Room using the
door.
Turn to your right and we've got Zombies. Off them or ignore by
skillfully dodging them. As you turn right, there are two green herbs
at your right as well. IF YOU NEED THE HERBS RIGHT NOW, BE SURE THAT
YOU MIX THE HERBS SO THAT YOU HAVE ONE FREE SPACE FOR THE THIRD MO DISC.
I personally wouldn't grab the Herbs right now so that I would have some
healing with me near the end of the game.
Descend down the stairs whether you've ignored or off the zombies. Now
the music is beginning to give me lots of stress. Head leftwards and
keep going left until you see a door that doesn't require the use of
the Lab Key.
Now go straight and there should be a computer. Turn the Computer On.
When the system asks you for your username and password, enter JOHN as
the Login and ADA as your password. Try to unlock the doors at B2 first.
You should get a "Permission Denied" message. Now enter MOLE as your
password and the doors at B2 should unlock (Chris sticks his middle
finger in front of the computer!). Now unlock the doors at B3. After
unlocking the doors on both floors, power off the system and leave the
room. Don't bother with the slides that are in front of the system
that you used to unlock the electronic locks as it's useless in this
walkthrough.
Note: In the Arranged Mode, there should be an MO Disc somewhere in the
shelves of this room where you are trying to access the electronically
locked doors. You don't have to get the MO Disc but if you want the
best ending, then this is an important item to get.
------------------------------------------------------------------------
Getting the Labratory Key (Original Mode)
------------------------------------------------------------------------
Head to your right and board the stairs once again. Off the Zombie that
is guarding the doors leading to the Presentation Room.
Optional: If you want to get the best ending in the game, then you should
grab the MO Disc that is at the right of the double doorcase before you
enter the Presentation Room. I know this sucks but hopefully this should
be the last MO Disc!
Inside the Presentation Room, head to the left side of the Table. Flip
the lever open and press the switch. Go to the right side of the table
(The pillar is no longer blocking access to the Lab Key) and grab the
Lab Key. Now get out of the Presentation Room and board the Stairs once
again.
Now we are ready to get inside the lab. Prepare yourself for the worst
as these foes are now incredibly strong!
------------------------------------------------------------------------
The final MO Disc (Arranged Mode)
------------------------------------------------------------------------
Note: For Arranged Mode Players, this entire section of this FAQ can be
skipped.
Head to your right and board the stairs once again. Off the Zombie that
is guarding the doors leading to the Presentation Room.
Inside the Presentation Room, head to the left side of the Table. Flip
the lever open and press the switch. Go to the right side of the table
(The pillar is no longer blocking access to the MO Disc) and grab the
Lab Key. Now get out of the Presentation Room and board the Stairs once
again. Hopefully, this should be the last MO Disc that we will get in
the game!
Now we are ready to get inside the lab. Prepare yourself for the worst
as these foes are now incredibly strong!
------------------------------------------------------------------------
Accessing the Central Labratory and Turning on the Power
------------------------------------------------------------------------
Once you finished descending through the stairs, head straight and head
left. You can ignore the Naked Zombies if you want but if the corridor
is too narrow, you may need to off them. Remember: RUNNING IS GOOD. You
have Vincent Merken to thank for this evasion skill.
I hate the Naked Zombies because they are INDEED the strongest of all
zombies in the game. Now keep on going left until you see the Lab Door
that is locked. Unlock the door using the Lab Key (and discard the Lab
Key) and let's go inside the Labratory!
Head straight and off the three zombies using the Shotgun up close. If
you don't have any time to waste with the Zombies, then for the least
off the Zombie blocking your way as you make your way towards the
Intersection. You want to head right into the Power Room, which IMHO
is a lot more intricate than the Caves.
Optional Area: Need some healing while ignoring the Lab Monsters?
-----------------------------------------------------------------
I hate the Lab Monsters, not because they hang up the ceiling and damage
you with a punch, but they are ANNOYING AND ARE TRULY A PAIN IN THE ASS!
I highly would recommend coming inside the safe room as you come into the
Intersection because you can then fill one empty slot with some sort of
healing food. At the bed, there is a Blue Herb at the left and a Green
Herb at the right. At the Closet, there should be an Ink Ribbon and 6
more Magnum Rounds. Keep only the Three MO Discs, the Magnum, and the
Magnum Rounds. Be sure to take AT LEAST ONE full-strength healing item
before leaving the room. I personally would save my game even though
this mission is relatively short.
------------------------------------------------------------------------
Ready for the Power Room? Let's go! Head rightwards and keep on walking
through the Right Rails until you see a computer. Flip the switch on to
access the power of the lab. Turn around and go straight, head right, and
another right and board the single doorset to proceed onto the next room.
Be very careful that you don't get head-jacked by the Lab Monsters. They
are the most annoying foes in the game (Only the Hunters are worse), but
the best way to deal with these jokers is to Ignore them all the way (since
you can't kill them that easy anyway).
Now we are in the second part of the Power Room. Here's the lowdown on
how to deal with this room filled with nothing but annoying Lab Monsters:
IF YOU DO HAVE THE THREE MO DISCS WITH YOU, head to your left until you
see a Pass Code Panel. Use one MO DISC and retrieve Pass Code Number 3.
Turn around and head leftwards and head left. Head left and keep turning
left until you see a double doorset that leads to the Power Generator
Device Room. Be careful of the Lab Monsters that will try to Reaper Lock
you.
Note: If you didn't collect any MO Discs ever since Mission 3 of this
document, then just forget the Pass Code Panel. You won't get the best
ending if you didn't take time to obtain the MO Discs. If you have
said YES to Rebecca or if you were fast enough to give Richard the
Serum earlier on the game, then you can get one of the better endings.
Again, regarding about Rebecca, some questions are still unanswered
such as Chris being concerned about Rebecca's safety and the scene
which Mark Stephenson mentioned.
Now that we are inside the Power Generator Room, Head left and head right.
There should be a computer at your right. Connect the power of the
Elevator. Now the Elevator should be operable. Leave the Generator Room
now.
Arranged Mode: There will be Lab Monsters in this room so be on your
guard. Somewhere in this room there should be a Battery that leads
to the Heliport. Search for the Battery and take it. I personally
would take the Battery right after I provide the power to the Tyrant
Research Room. Make sure that you look around this room for the
Battery as you can't waste any time trying to wander around as long
as you can.
Get out of the Power Room using the same path you've used to enter the
Generator Room back into the Central Lab Corridor. USE SKILL TO IGNORE
THOSE NASTY LAB MONSTERS AT ALL COSTS!
Head back towards the Labratory Corridor and right into the Elevator and
flicker on the switch. Now let's see what's behind that once-defunct
elevator.
Note: Go to the Safe Room and go to the Magic Box right away. I would
definitely save for the final time before I can fight Tyrant because
this chunk of area is pretty the hardest of all. At the Magic Box,
keep ONLY the Magnum Bullets and the Python. Now get out of the
room and proceed along to the Elevator and turn on the switch. Now
board the elevator and continue along. Remember if you are playing
a game for speed, then saves won't matter.
If you have said YES to Rebecca, quickly gave Rich Aiken the Serum,
or if you caught up with Rebecca at the serum room before the scene
Mark Stephenson mentioned, then she will come with you. If you don't
have Rebecca with you, then oh well, you will get the BAD ending as the
Triggering System won't be set. Rebecca or not, let's get inside the
lab.
------------------------------------------------------------------------
Albert Wesker and the Tyrant
------------------------------------------------------------------------
Note: This applies in both modes.
Assuming that you *do* have Rebecca with you, you will run into Albert
Wesker, who is now the traitor. He reveals his true self, and even hits
Beckster (THAT'S NO WAY TO TREAT A WOMAN!) with his gun!!! Now that
Albert Wesker is responsible for murdering Enrico of the Bravo Team,
just listen to all that worthless speech that you hate to hear and go
inside Tyrant's Research Room with Albert.
Now Albert Wesker will be using the computer to release Tyrant and he
will tell you to "Go to Hell to join Jill!" as Tyrant breaks loose from
his capsule. Tyrant will kill Wesker and you will have to fight him.
NOW IT'S TYRANT-TIME!
Get out of the Tyrant's way (You may have to take a hit since he's so
close to you) and try to run to safety. Arm your Magnum. When you can
get a clean shot with Tyrant, jack him twice with the Magnum and sway
around. Repeat until Tyrant goes down. DO NOT GET TOO CLOSE WITH TYRANT
AS HIS PUNCHES ARE POWERFUL!!!
After defeating Tyrant, go in front of Albert's dead body and fiddle with
the lock to unlock the door. Exit out of Tyrant's Research Room.
From this point on, the rest of this FAQ will ONLY apply if Rebecca is
still alive.
------------------------------------------------------------------------
Is Rebecca OK?
------------------------------------------------------------------------
Note: This section will only apply if Rebecca is still alive since
Mission 3.
OK OK so let's see if Rebecca is dead or not. However, when you see
Rebecca once again, you will realize that Beckie didn't suffer a fatal
wound because of her bullet-proof plating! That's good for the
Beckster because I don't even want to see a woman die in front of my
face! =) Again, for the remainder of this FAQ, from "Is Rebecca OK?"
to the end of this document will ONLY apply if Rebecca is still alive
ever since Mission 3 of this document.
Note: The scene Mark Stephenson mentioned on his FAQ is the most
confusing piece of information of all time. If you see such scene,
then follow the directions mentioned on Josh Harring's FAQ because
if you follow along Josh Harring's FAQ, then it would save some
time even though Rebecca will have to die through the hands of the
Serum Room Hunter. In other words, according to Vincent Merken, if
you are playing a game of speed in the Original Mode, then your
speed will try its best to keep Rebecca for the least. Either way,
this Rebecca Alive or Dead issue still needs some confirmation as
I will have to re-rent Resident Evil Director's Cut at Family Video.
The bad ending may be the crappiest ending of all time but if you
were behind both Josh Harring and Vincent Merken regarding about this
confusion 100%, then you can still get a good time even though you
won't be able to rescue anyone. Let me know about this. Follow
along Stage 3 like you would with Vincent Merken's Jill Walkthrough.
Let me know if by following along Merken's Jill Guide will trigger
a scene (Rebecca Screaming, Hunter after Rebecca) Mark Stephenson
mentioned on his FAQ. YOUR HELP IS NEEDED TO CONFIRM THIS!!!
Back in the Main Lab Cooridor, Beckie tells you that she will set off
the triggering system. If you have already met with Jill before you
fought Tyrant, then get out of the lab. If not, then follow along.
If you are playing a game of speed, then just get out of the Lab and
then head back to the area that you have entered via the Fountain. Make
sure that you do the following:
What to do at the Safe Box
--------------------------
* At the Safe Box near the "entering ladder", have ONLY 5 full-strength
healing items. Save one space for the Battery and the flare, though.
* For Arranged Games, have 5 full-strength healing items PLUS the battery
that you have obtained earlier on.
========================================================================
THE BECKIE MANIFESTO
Mission: Solve the case!
NOTE: This only applies if you have accepted Beckie's offer of help
and/or you saved her from the Hunter at the Serum Room in Mission 3 of
this document.
------------------------------------------------------------------------
Rescuing Jill Valentine
------------------------------------------------------------------------
Note: This is optional. If you want the special key, then you will need
to read on.
If you have gotten Pass Code 3 earlier on, and if you have 2 MO DISCS
left, then go to the Magic Box and take the 2 MO DISCS out (with some
healing as well if necessary) because we are now going to rescue Jill.
Head straight and turn left. Take the door at your right and you'll
get YET ANOTHER PUZZLE (CAPCOM, I HATE PUZZLES!) TO SOLVE!!!!!
This is probably the most intricate puzzle to solve in the game. This
is so because you're going for the best ending in the game. Here's how
to deal with this:
At the room that you've entered, there should be 7 more shotgun shells
at the examination table. Move the upmost Umb Box so that it will cover
the Poison Vent right of the switch. Now move the bottommost Umb Box
upwards until you're sure that you can push it without any disruption.
Push the stairs *just right* and make sure that it doesn't touch the
switch yet (Make sure you line up the Stairs at the same line as with
the switch). Once you've got the stairs just right, push it up until
you can't move it anymore. Now push the bottommost box leftwards. Make
sure that you are able to push the box downwards now because you will
be using the Bottom Box to overlap the left vent. Push the box downwards
and move it to the left vent (Be sure to line up the Bottom Most Box at
the same line as with the left vent). Now move the Stairs to the Switch.
There should be no Poison Gas coming out. Climb up the stairs and board
the Ventilator Switch.
On the next room, there should be Magnum Rounds on the Cabinet. Turn
around and walk forward. There should be a Pass Code Panel. Use one
MO Disc and retrieve Pass Code 2. Turn around, head forward, and head
right and get out of the room.
As you get out of the Pass Code 2 Generator Room, Rebecca has finished
turning on the Triggering System. The Mansion Lab feels like blowing
up, so we'd better get out of here, FAST!!!
Turn right (Now that the Triggering System has been tripped, nothing
but Lab Monsters will try to reaper lock you. =P) and head another right
and head towards the left door near the stairs. Walk forward and head
towards the right door.
Off the Naked Zombies with a close-contact shot from the Shotgun. Once
you killed all zombies with the Shotgun, there should be a Pass Code
Panel at the Dead End. Use the MO Disc and retrieve Pass Code 1. Now
you should have all three Pass Codes!
Optional Area: John's Room
--------------------------
At the door to your left is John's Room. Flip the switch on and at
the left of the drawing, there is a Green Herb. If you are hurt by
those pesky Lab Monsters during your quest to turn on the power, then
I would highly recommend this room.
------------------------------------------------------------------------
Exit out of the room, head a right and face towards the Pass Code
Authenticator. Once you've inserted all the Pass Codes inside the
Authenticator Box, the door opens. Go inside the corridor and at the
dead end, you should be able to board inside the cell and bail Jill out
of the cell.
Let's get out of Jill's cell, and it's time to get out of the lab right
now! When the staircase is at Jill's left, BOARD THE STAIRS TO AVOID
CONTACT WITH THAT ANNOYING LAB MONSTER.
It's time to go back to the area we boarded when we took the lift to the
lab back in Mission 4.
If you have any Magnum Rounds left, then just blow up the Zombie's heads
with a shot of the Magnum. Head leftwards, and another leftwards, and
board the door at your left.
Meeting with Jill at the ladder, ALL YOU ONLY NEED IS 5 FULL-STRENGTH
HEALING ITEMS. You should leave one empty space for the Battery and
the Flare. Now let's go to the ladder. Now take the door at your left.
Note: If you are playing Arranged Mode, then you should already have the
battery. You should have nothing but the Battery, and the rest
full-strength Healing Items.
------------------------------------------------------------------------
Getting out of the lab
------------------------------------------------------------------------
At the twisting corridor, just walk forward (You will have to listen
up to a Brad Message) and when you reach a Battery, grab it, and plug
the Battery inside the empty Battery Hole. Now the Three-Minute Warning
is triggered.
WARNING: YOU ONLY HAVE THREE MINUTES FROM THIS POINT ON IN ORDER TO BEAT
THE GAME.
Now Rebecca will join in and Tyrant will growl in the corridors.
VARIATIONS
----------
* If you have resuced Jill, then Beckie will tell you to "look at those
monsters". Jill tells Chris to meet up with Brad at the Heliport.
Looks like Jill's trying to hold Tyrant up. How weird.
* If you only have rescued Rebecca, then Chris will tell Beckie to "look
at those monsters". Beckie tells Chris to meet up with Brad at the
heliport and let Beckie hold off Tyrant. Chris trusts Beckie on this
and Beckie feels a lot happier than ever since Chris is now treating
her as a respective ally.
------------------------------------------------------------------------
The Tyrant Returns
------------------------------------------------------------------------
Take the flare at the right side of you as you exit the elevator. Walk
a bit forward and use the Flare to trigger Brad to land his helicopter
down. However, TYRANT COMES THROUGH AND WILL ATTACK YOU WITH CHEAP
ATTACKS!!!
Tyrant Again! He's a lot tougher than in the Tyrant Research Room. He
attacks you with a Running Uppercut and a very blistering push attack
that will send you flying! Keep on running at least 90 degrees when he's
doing his running uppercuts and he should miss. Be careful of his push
attacks as it's harder to dodge than his Running Uppercuts. Be sure to
check your health pretty often and heal when seriously hurt. With only
around 30 seconds left before detonation, Brad drops down a Rocket
Launcher.
QUICKLY GRAB THE ROCKET LAUNCHER AND AIM AND FIRE AT TYRANT AND MAKE SURE
THE ROCKET WILL HIT THE TYRANT AS YOU CAN MISS. If you run out of rockets,
then I don't know how you will be able to cope with the Tyrant.
Note: If you are playing Resident Evil Director's Cut Dual-Shock, make
sure that Auto-Aiming is turned on before play.
Provided that you've got a good aim at Tyrant, he will blow up, and now
you can sit back and enjoy the ending.
------------------------------------------------------------------------
The End
------------------------------------------------------------------------
Endings:
* If you beat the game alone, or with Jill, and if Rebecca is dead, then
you will get a Bad Ending, known as the "Unrewarding Tyrant Ending."
If you were playing for speed, then this *should* be rare, but it's
kind of confusing to say because I've read both Mark Stephenson's
and Josh Harring's Resident Evil Files and still cannot come up with
an exact answer. Hopefully, if you have managed to re-enter the
Mansion in less than 65-70 minutes, then you should have plenty of
time to rescue Rebecca before it's too late. Still, this is the most
confusing part. I'm still mislead as I still need to experiment on
this a bit more.
* If you beat the game without Jill, but if you have respected and/or
saved Rebecca, then you will get an OK Ending. You get to see the
Mansion Explode, but you don't get the Special Key. Remember that
kidnapped Jill or Chris isn't necessary if you're going for a game
of speed. If you are a beginner, then this should NOT be an ending
for you.
* If you beat the game rescuing Jill, and if you have respected and/or
saved Rebecca, then you will get the BEST Ending. You might go
a bit over 2 hours with this one but if you have skipped all
unwanted pick-ups, then you should *still* beat the game in under 3
hours. You will also see an explosion and you will get a Special Key
that you can use. Now just find the Closet.
* If you can beat the game in under 3 hours, then you should get the
Infinite Ammo Rocket Launcher. Now you can beat the game in under 2
hours with this weapon, but now the game is boring because about 90%
of the enemies can be defeated in one shot. =( Note: I have read
GameFan's Code Book and read the trick about the Rocket Launcher.
It said "Beat the game in under 3 hours without rescuing anyone."
Well, this is full of bull. I have done a test run and with a
time of just a little over 2 hours, Rebecca and Jill saved, I
STILL obtained the Rocket Launcher because I was fast enough.
Some notes courtesy of Vincent Merken
-------------------------------------
Failure to respect Rebecca doesn't disqualify you from getting the
Infinite Ammo Rocket Launcher, so don't get pissed if you finished the
game in under 3 hours. You will still be able to get the Rocket Launcher
provided that your total playing time was under the 3 hour mark. At
first, I thought that Rebecca's survival depends on your attitude towards
her at certain points of the game. Receiving a message from Vincent,
I've received verification that the game itself tries really hard to
make sure that Barry and/or Rebecca remain alive, even though you want
the Bad Ending. Only kidnapped Chris or Jill are dependant on whether
you grabbed all three MO Discs or not.
MY OWN NOTES
------------
I've read a trick book published by GameFan and there's a trick regarding
about grabbing the Rocket Launcher in Resident Evil. They say "Beat the
game without rescuing anyone". Well, this is full of bull because I've
rescued both Rebecca and Jill and my time STILL went under 3 hours, meaning
that I've got the Rocket Launcher. The same thing even though you only
rescued Rebecca, or rescued no one at all. I'm saying this to prove
GameFan Mag wrong about the Rocket Launcher Trick. You only need to
prove that you can beat the game in under 3 hours for the Rocket Launcher.
That's all. It doesn't have anything to do whether you rescued anyone
or not.
In conclusion, I'm hoping that this walkthrough enabled you to finish the
game in 2:30 or less. If not, omit parts of the walkthrough until you
can go under 3 hours.
On a side note, if this FAQ didn't enable you to beat this game in
either under 2 or 3 hours (usually under 2 hours would be world-class),
then you can just skip any unnecessary steps mentioned in this FAQ since
every drop of time counts. Remember this FAQ is for blueprint purposes
only as your style of playing might be different from mine's.
Now here's the most frequently asked question:
Q: How come you offer PDF's on certain puzzles for Resident Evil and
Resident Evil 2? Where can I get these PDF's at?
A: There are bound to be some puzzles that can either be a pain-in-the-
ass to solve or they might take a lot of tricky timing to perfect, or
for a beginner, it might become a major time waster in the game, thus
adding unnecessary ticks on the clock to your overall performance.
As much as you want to be fast, I want to help as well. From time to
time, I reserve every right to offer PDF versions of some of the
puzzles in Resident Evil and Resident Evil 2. Keep in mind that
when I consider creating a PDF for a Resident Evil Puzzle or so-so,
only the toughest puzzles will be covered. I've started this PDF
mania when I realized that an optional puzzle in the original Resident
Evil took a lot of tricky timing and became a total time waster that
it added too much unnecessary time to my performance. The same thing
occurred with the harsh entrance towards the Umbrella Secret Lab in
the second Resident Evil. To my belief, words sometimes can't cover
an entire complex puzzle, something that most FAQ authors are aware
of. By releasing a PDF-style FAQ on certain puzzles that are billed
as either major time-wasters or tricky-timing events, a beginner
may benefit from the graphics displayed in the PDF rather than have
to struggle wasting several seconds just to get the timing right.
And PDFs can only be found at Verasnaship Interactive's Resident Evil
Frequently Asked Questions Stable at this following location:
http://www.verasnaship.net/text/biohazard.html.
Q: Will you create an FAQ or a speed guide for Resident Evil 3 Nemesis
or Biohazard 3 Last Escape?
A: HELL NO!!! This is just a side-story to Resident Evil 2. Upholding
my beliefs that Resident Evil is basically the Redfields' story, I
would stay away from this game, but I would rent it just to learn some
devious secrets regarding about the bastard Umbrella Company that is
causing trouble with their dangerous experiments. Henry LaPierre has
a totally kick-ass FAQ available at
http://www.gamefaqs.com for
Biohazard 3 Last Escape/Resident Evil 3 Nememsis. However, the real
sequel is the all-Redfield Resident Evil Code Veronica for the Sega
Dreamcast.
Q: How about those Game Shark Codes?
A: Duh...You can find them by pointing
http://www.cmgsccc.com on your
favorite browser.
Well, that's all. Happy Zombie hunting!
========================================================================
THE DO'S AND DONT'S
Again, this FAQ can only appear in the following sites:
* Verasnaship Interactive (
http://www.verasnaship.net)
* GameFAQs (
http://www.gamefaqs.com)
* Cheat Code Central (
http://www.cheatcc.com)
* Secrets of the Game Sages (
http://www.gamesages.com)
* Game Shark Code Creators Club (
http://www.cmgsccc.com)
Why? Because these sites are the only ones that keep all original work
updated and up-to-date.
Technically speaking, Verasnaship Interactive is the location that you
can ALWAYS find the newest versions of my FAQ fresh from the garden.
GameFAQs does a good job mirroring ONLY 100% work and keeps FAQs updated
and up-to-date. Cheat Code Central, Secrets of the GameSages, and
the Game Shark Code Creator's Club does a good job in keeping all of
their mirrored FAQs and their _yucky_ cheats up-to-date. However, if
PDFs based upon Resident Evil is what you need, then only Verasnaship
Interactive has it.
* DO NOT place this file in your web site directly. Only the five
aforementioned sites have an exclusive right to mirror this file.
* You can make a link to my Resident Evil FAQ Page. The only rules that
I would like to enforce is that you link ONLY to an HTML or an
Interactive Web Page. The link to this page is:
-
http://www.verasnaship.net/text/biohazard.html
* Also, please be aware that linking to GameFAQs is TIGHTLY GOVERNED
BY THE FINE PRINT underwritten in the legal notice in the website.
Part of the reason why I'm doing this is because if you don't view an
HTML Site, then you may not be able to run the ads that appear on top
of the HTML Document, which IS NO FAIR TO THE WEBMASTER.
Also, I'm doing this because all FAQ writers are just getting sick and
tired of seeing outdated versions of their files!!!
For details about linking rules, visit
http://www.templetons.com/brad/linkright.html which is Brad Templeton's
Linking Rights Essay.
========================================================================
DOCUMENT RESOURCES
* Vincent Merken
* Mark Stephenson
* Tu Dang
* Joshua Harring
You can find their work at
http://www.gamefaqs.com. Be sure to use the
Search Engine found at the Index.HTML Page.
========================================================================
ACKNOWLEDGEMENTS
- Capcom for starting the Survival Horror Craze with Resident Evil
(known as Biohazard in Japan).
- Vincent Merken, Josh Harring, Tu Dang, and Mark Stephenson for
motivating me to become a speed player with their own FAQs. You can
read their FAQs at
http://www.gamefaqs.com (Use the Search Engine).
- Henry LaPierre for providing a high-quality FAQ for Biohazard Last
Escape and Resident Evil Nemesis. Although I'm more into the
"All-Redfield" Resident Evil Code Veronica for Dreamcast, I should
give Henry the Vesther Respect for such a kick-ass walkthrough for
a game that "reveals the dirtiest secrets from Umbrella".
- Vincent Merken for being the strongest warrior in the World of
Survival Horror
- Both Jim Irwin and Brandon W. Dennis for motivating me to become a
speed-minded Resident Evil 2 player with their FAQs. Their FAQs are
also stored at
http://www.gamefaqs.com (Use the Search Engine). Reason
why I credit Jim and Brandon is because the interface from my Claire
Speed Guide on Resident Evil 2 is ported over into this insanely heavy
document.
- GameFAQs for being the largest stable of Original Work alike
- Imagine Games Network for being the best Video Gaming Community of
the web.
- GameSages for providing codes that do not require use of a Game Shark
- Game Shark Code Creators Club for providing many patched cheats for
the world of Survival Horror.
- Kao Megura for reaching the 5MB Milestone. Let's face it--He's been
doing FAQs since 1995!!!
- Vincent Merken (again) for fixes leading to this update.
This document is dedicated to the loving memory of Princess Diana of Wales
and Fashion Designer Gianni Versace. We need to stop destroying people
for a stupid reason right now.
** END OF DOCUMENT **
Unpublished work (c) 1999-2000 Mark Kim. All Rights Reserved
Resident Evil: Known as Biohazard in Japan. TM and (c) Capcom. All
Rights Reserved.