Welcome to my guide. It's now much easier to read. ^_^ *~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ ##### /## ## ###### / ## # ## /# / / ## ### ## # / / / ## # ## ## / / / ## ## ## ## / /## /### ### ### ### /## ### /### ######## ## ## / / ### / #### ### ######## / ###/ ###/ #### ######## ## ###/ / ### ## ### ## ## ### / ### ## ###/ ## ## ## ### ## ## ### ## ## ## ## ## ## ## ## ## ## ## ######## ### ## ## ## ######## ## ## ## # ## ## ####### ### ## ## ## ####### ## ## ## / ## ## ### ## ## ## ## ## ## ## /##/ ## #### / ### ## ## ## /# #### ## ## ## / #### ## ######/ #### / ###/####/ \ ###### ### ### ## / ## # ##### ###/ ## ### \_##### ### ### ## # ## B I O H A Z A R D | b i o h a z a r d b i o h a z a r d | B I O H A Z A R D G A M E C U B E ##### ## ### ###### /### / # ### /# / / ###/ ### ## / / / ## ## # ## / / ## ## ## ## ## ### ### ## ## ## ## ### ### ## ## ###### ## ### ## ## ## ##### ## ## ## ## ## ## ## ## ## ## # ## ## ## ## ## / ## ## ## ## /##/ / ## / ## ## / ##########/ ######/ ### / ### / / ###### ##### ##/ ##/ # ## u l t i m a t e o n l i n e g u i d e b o o k *~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ ************************************************************************ Resident Evil (BioHazard) Exclusively for the Nintendo GameCube A FAQ/Walkthrough by CVXFREAK Copyright 2002 by CVXFREAK Version 3.0 May 28, 2003 ************************************************************************ (Best viewed on Internet Explorer, "Smaller" text size.) This FAQ covers Resident Evil for the Nintendo GameCube. It covers the US version, and the Japanese version (BioHazard). In the future, it will cover the European version, which is due out on the Friday the 13th, September 2002. This FAQ is officially copyright 2002 by CVXFREAK. This FAQ is maintained by CVXFREAK, thus e-mail should always be directed to him. BioHazard is copyright 2002 by Capcom Entertainment. This is an unofficial FAQ, and should not be confused between actual publications associated with Capcom (such as Prima/BradyGames strategy guides). ======================================================================== ------------------------------------------------------------------------ ***I N T R O D U C T I O N*** ------------------------------------------------------------------------ ======================================================================== "From now on, games aren't limited to graphics only -- a balance must be reached between fun gameplay and graphic enjoyment," he continued. "I feel if it isn't like this, the media itself will be endangered. Among game systems focused on graphics, we're aiming to show Nintendo's philosophy of 'fun games.'" - Shinji Mikami (Courtesy of IGNCube.com) Resident Evil was created back in 1996 for the Sony PlayStation. That game virtually created the genre of survival horror, and put it mainstream. In 1996, everyone knew about BioHazard, or Resident Evil in the west (America, Europe). Future installments continued the innovation that was Resident Evil, as well as the foundation for what a survival horror game should be like. Resident Evil 2, Resident Evil 3: Nemesis and Resident Evil CODE: Veronica X were all sequels to the original, and improved upon the formula. Now, in 2002, Shinji Mikami plans to remake the first Resident Evil with new storyline additions, a MUCH better graphical engine and to feed the nostalgic Resident Evil fans. This FAQ was designed to be the best FAQ style for any Resident Evil game. It will feature room-by-room walkthroughs to ensure the easiest and best way to play the game. Each room will feature its own walkthrough, with item lists, and important information for beating Resident Evil. Also included are walkthroughs for the various modes throughout the game, including Hard Mode and Invisible Mode. However, if you just want specific guides for those modes, go to a separate document found wherever this guide can be found. This FAQ may be found at: ------------------------------------------------------------------------ www.biohazardexe.com <--- Especially this site. ALWAYS visit BioHazardEXE for the latest versions of my guides. Also, visit BioHazardEXE for various Resident Evil information! It's run by John and I, so you can count on quick and accurate news about RE! ------------------------------------------------------------------------ www.gamefaqs.com faqs.ign.com www.neoseeker.com www.gamespot.com cubed.biohazardextreme.com www.cheats.de www.residentevilfan.com www.meristation.com I feel that those 6 sites are extremely responsible enough to host my sites. Updates usually go to www.gamefaqs.com first, but NeoSeeker.com posts them on the same day. BioHazard Extreme and GameSpot need to be notified... which I will start doing. If you find this anywhere else, please let me know. If I let you use the FAQ and forgot to mention you (there are at least 2 or 3), then email me again to add you to this list. And please, don't ask to host this FAQ anymore. Unless you want to translate it, no more sites can host this document. End of story. Get ready. Get set. RESIDENT EVIL! [DISCLAIMER: Please read.] [I would like to address that this walkthrough covers ONLY the GameCube version of Resident Evil. It does not cover the PlayStation, PC or Saturn version of Resident Evil at all. Contrary to what most XBOX or PS2 fan boys would believe, the games are really different, and the only remainders are the basic flow of the game and the storyline. If you want help, go to these links: http://www.gamefaqs.com/console/psx/game/20291.html (Original PlayStation version) http://www.gamefaqs.com/console/psx/game/20290.html (Director's Cut PlayStation version) http://www.gamefaqs.com/console/psx/game/23472.html (Director's Cut Dual Shock PlayStation version) http://www.gamefaqs.com/console/saturn/game/21908.html (Saturn version) http://www.gamefaqs.com/computer/doswin/game/11819.html (PC version) I have FAQS for each of those games mentioned above, and they are all separate from this PC version. So stop e-mailing me asking about a PSX feature in the GameCube version, because they aren't there! And for note, Resident Evil 2, Resident Evil 3: Nemesis and Resident Evil CODE: Veronica X are direct ports! RE2 is ported over from the PSX Dual Shock Version, and RE3 is ported from PSX, and CVX is ported over from DC. OK?! Stop e-mailing me about them!] ======================================================================== ------------------------------------------------------------------------ ***T A B L E O F C O N T E N T S*** ------------------------------------------------------------------------ ======================================================================== 1. VERSION INFORMATION-------------------------------COMPLETED 1/25/03 2. GAME BASICS---------------------------------------COMPLETED 1/25/03 A. CONTROLS---------------------------------------COMPLETED 1/25/03 B. FIGHTING TACTICS-------------------------------COMPLETED 1/25/03 C. DIFFICULTY LEVEL-------------------------------COMPLETED 1/25/03 D. HEALTH_ ---------------------------------------COMPLETED 1/25/03 E. MOVEMENT---------------------------------------COMPLETED 1/25/03 F. DIFFERENCES BETWEEN CHRIS AND JILL-------------COMPLETED 1/25/03 G. ITEM SCREEN------------------------------------COMPLETED 1/25/03 3. CHARACTERS----------------------------------------COMPLETED 1/25/03 4. WALKTHROUGH- JILL VALENTINE-----------------------COMPLETED 1/25/03 A. MANSION AREA-----------------------------------COMPLETED 1/25/03 B. GUARDHOUSE AREA--------------------------------COMPLETED 1/25/03 C. RETURN TO MANSION------------------------------COMPLETED 1/25/03 D. TUNNELS AREA-----------------------------------COMPLETED 1/25/03 E. LABORATORY AREA--------------------------------COMPLETED 1/25/03 F. JILL VALENTINE SPEED GUIDE (BY ORCA782)--------COMPLETED 1/25/03 G. JILL VALENTINE HARD MODE WALKTHROUGH-----------COMPLETED 1/25/03 5. WALKTHROUGH- CHRIS REDFIELD-----------------------COMPLETED 1/25/03 A. MANSION AREA-----------------------------------COMPLETED 1/25/03 B. GUARDHOUSE AREA--------------------------------COMPLETED 1/25/03 C. RETURN TO MANSION------------------------------COMPLETED 1/25/03 D. TUNNELS AREA-----------------------------------COMPLETED 1/25/03 F. LABORATORY AREA--------------------------------COMPLETED 1/25/03 5.1 INVISIBLE MODE WALKTHROUGHS-----------------------COMPLETED 1/25/03 A. JILL VALENTINE---------------------------------COMPLETED 1/25/03 B. CHRIS REDFIELD---------------------------------COMPLETED 1/25/03 6. WESKER'S REPORT-----------------------------------COMPLETED 1/25/03 7. WESKER'S REPORT II--------------------------------COMPLETED 1/25/03 8. RESIDENT EVIL STORY SYNOPSIS----------------------COMPLETED 1/25/03 9. PUZZLES-------------------------------------------COMPLETED 1/25/03 10. CODES---------------------------------------------COMPLETED 1/25/03 11. MONSTERS AND BOSSES-------------------------------COMPLETED 1/25/03 12. FILES---------------------------------------------COMPLETED 1/25/03 13. PATHWAYS THROUGHOUT THE GAME----------------------COMPLETED 1/25/03 14. CRITERIA FOR ENDINGS------------------------------COMPLETED 1/25/03 15. RESIDENT EVIL/BIOHAZARD GAMES---------------------COMPLETED 1/25/03 16. MY REVIEW-----------------------------------------COMPLETED 1/25/03 17. VOICE ACTORS--------------------------------------COMPLETED 1/25/03 18. CREDITS AND CONCLUSION----------------------------COMPLETED 1/25/03 Search codes: ------------- Because of the overwhelming size of this guide, I makde these Search Codes. Enter them in CTRL F to get to a desired section (just the codes themselves). VERSION INFORMATION: imnabc GAME BASICS: pshgf CHARACTERS: 7hrja WALKTHROUGH- JILL VALENTINE: pswij WALKTHROUGH- CHRIS REDFIELD: 564nf INVISIBLE MODE WALKTHROUGHS: 7777s WESKER'S REPORT: wrcvx WESKER'S REPORT II: wr2re0 RESIDENT EVIL STORY SYNOPSIS: bhspa PUZZLES:909ht CODES: newbl MONSTERS AND BOSSES: m$nyu FILES: #$#$5 PATHWAYS THROUGHOUT THE GAME: smhkc CRITERIA FOR ENDINGS: capc5 RESIDENT EVIL/BIOHAZARD GAMES: **65^ MY REVIEW: rervi VOICE ACTORS: rm.exe CREDITS AND CONCLUSION: c&csec ======================================================================== ------------------------------------------------------------------------ 1. V E R S I O N I N F O R M A T I O N ------------------------------------------------------------------------ ======================================================================== imnabc ------------------------------------------------------------------------ JANUARY 25, 2003 ------------------------------------------------------------------------ UPDATE: A lot of work was done on this walkthrrough over the last couple of months, and the size grew to something very big. It's filler vs. content. Hopefully this guide is the completest source for content on the GameCube Resident Evil at the moment. I also added a nifty trick called "Search Codes." They're numbers the appear in the beginning of a section that you should use in the CTRL+F feature to get to that section quickly. ------------------------------------------------------------------------ DECEMBER 4, 2002 ------------------------------------------------------------------------ UPDATE: Over the last several days, I fixed up the format to make the guide look much cleaner and organized. I added a lot more information where it needs to be done. I won't be quite done for awhile, but I hope the guide improves over time. ------------------------------------------------------------------------ NOVEMBER 30, 2002 ------------------------------------------------------------------------ UPDATE: I am beginning to redo many parts of this guide. I feel they aren't up to the level of my Resident Evil Zero guide, and I feel that the guide should look better and have more information in areas it lacks in. I won't detail them, but everything in the guide will be much deeper and more specific, and I'm organizing everything to be cleaner and more covered. A synopsis of Resident Evil Zero is also in the guide now. NOTE: Update not included within copyright update. ------------------------------------------------------------------------ SEPTEMBER 22, 2002 ------------------------------------------------------------------------ UPDATE: I forgot to add New Blood to the places hosting this document. Thanks to the Alter Reader Larcen Tyler for letting me know that I forgot to include them. ------------------------------------------------------------------------ AUGUST 18, 2002 ------------------------------------------------------------------------ UPDATE: I just had a change of e-mail. It is now FireEmblemPride@hotmail.com. ------------------------------------------------------------------------ AUGUST 5, 2002 ------------------------------------------------------------------------ UPDATE: I added an item list, and added some more to the walkthrough to make things a little more detailed. I'm trying to pull more out of the system, folks, to better you. ^_^ Enjoy the update. ------------------------------------------------------------------------ JUNE 28, 2002 ------------------------------------------------------------------------ UPDATE: Made some minor updates throughout the entire FAQ. ------------------------------------------------------------------------ JUNE 19, 2002 ------------------------------------------------------------------------ UPDATE: I added a "COMPLETED" area to the TABLE OF CONTENTS. It benefits you because you know when things are done. The dates are there for my personal record purposes, making my life much easier. Overall, the FAQ is complete and very little needs to be added. This MAY be the final update, but I do realize that there are still sections to be cleaned up a little bit, but other than that, the walkthrough is complete ------------------------------------------------------------------------ JUNE 18, 2002 ------------------------------------------------------------------------ UPDATE: Courtesy of my good friend, Nathan Norris (Minesweeper), I have now gotten a transcript of all files up. I have also given the Story section a good trimming down, but I've added elements that I failed to add the first time around. And for the record, please, please, please, PLEASE use a VIRUS SCANNER to get that asshole virus Klez out of my inbox, pronto! I've been forced to block several people because people's email accounts have been either hacked or they're part of the plan! PLEASE, PLEASE! ------------------------------------------------------------------------ MAY 23, 2002 ------------------------------------------------------------------------ UPDATE: Thanks to ORCA782, a Jill Speed FAQ has been added. I added a Jill Hard Mode FAQ, too. ------------------------------------------------------------------------ MAY 19, 2002 ------------------------------------------------------------------------ UPDATE: Finally completed Chris' walkthrough, and added many things to Chris' sections throughout the walkthrough, like bosses, weapons, etc. The only thing left to do is to transcript all the files in the game. Work on that begins soon. ------------------------------------------------------------------------ MAY 16, 2002 ------------------------------------------------------------------------ UPDATE: Fixed up the walkthrough to make it much more readable. Now you will be able to find where you have left off in the FAQ, thanks to mini sections. Thanks to Adrenaline SL for the suggestion. ------------------------------------------------------------------------ MAY 15, 2002 ------------------------------------------------------------------------ UPDATE: Added codes to the game. ------------------------------------------------------------------------ MAY 13, 2002 ------------------------------------------------------------------------ UPDATE: Added many items for Chris' game. I also added an e-mail disclaimer, below. You should also notice a change in the name of SECTION 18. ------------------------------------------------------------------------ MAY 12, 2002 ------------------------------------------------------------------------ UPDATE: Worked on Chris' walkthrough some more. I also added the puzzles for Chris' game, and fixed many errors in line breaks, especially in the stories sections. ------------------------------------------------------------------------ MAY 8, 2002 ------------------------------------------------------------------------ UPDATE: Finally started working on Chris' guide. Sorry for the delay. ------------------------------------------------------------------------ MAY 4, 2002 ------------------------------------------------------------------------ UPDATE: BIG update! The format of the FAQ is now much better. I also added the missing part in Jill's walkthrough, and begun Chris' walkthrough. I also added a strategy for Plant 42, and a strategy for Neptune. ------------------------------------------------------------------------ APRIL 29, 2002 ------------------------------------------------------------------------ UPDATE: Change of email. ------------------------------------------------------------------------ APRIL 24, 2002 ------------------------------------------------------------------------ UPDATE: Added another strategy in the Lisa section of Jill's guide. ------------------------------------------------------------------------ APRIL 22, 2002 ------------------------------------------------------------------------ UPDATE: I worked some more on the bosses of the game, to make it a lot easier. I also made some tweaks to the walkthrough, but Jill's return mission to the mansion is still incomplete. I also added the other 2 control schemes. Many modifications were made to the FAQ as well, but there are way too many to mention. ------------------------------------------------------------------------ APRIL 15, 2002 ------------------------------------------------------------------------ UPDATE: 95% done with Jill's walkthrough. Unfortunately I forgot to write the walkthrough for Jill's return to the mansion, thus that area is not finished, but the rest of her walkthrough is. ------------------------------------------------------------------------ APRIL 4, 2002 ------------------------------------------------------------------------ UPDATE: I added more to the FAQ in Jill's Walkthrough. ------------------------------------------------------------------------ MARCH 30, 2002 ------------------------------------------------------------------------ UPDATE: After getting off my lazy behind, I updated the walkthrough. ------------------------------------------------------------------------ MARCH 26, 2002 ------------------------------------------------------------------------ UPDATE: Added more walkthrough for Jill. Added more Wesker's Report II. ------------------------------------------------------------------------ MARCH 22, 2002 ------------------------------------------------------------------------ UPDATE: I added more to the walkthrough of Jill. ------------------------------------------------------------------------ MARCH 21, 2002 ------------------------------------------------------------------------ UPDATE: I finally got the game, and wrote a portion of the first walkthrough. I added controls, item screen, and even begun some of the other stuff. ------------------------------------------------------------------------ MARCH 18, 2002 ------------------------------------------------------------------------ UPDATE: Added Wesker's Report I, Resident Evil Story Synopsis, and other stuff. Game officially released. ------------------------------------------------------------------------ MARCH 17, 2002 ------------------------------------------------------------------------ UPDATE: Added Wesker's Report II. ------------------------------------------------------------------------ MARCH 1, 2001 ------------------------------------------------------------------------ UPDATE: FAQ begun. ======================================================================== ------------------------------------------------------------------------ 2. G A M E B A S I C S ------------------------------------------------------------------------ ======================================================================== pshgf ------------------------------------------------------------------------ A. CONTROLS ------------------------------------------------------------------------ TYPE A CONTROLS A: Action/Climb B: Run (When moving D-Pad/Analog Stick) Y: Access Item Screen X: Access Item Screen R: Ready Weapon L: Change targets C-Stick: Move it just once to do a 180* turn Start Button: Access Options Z Button: Access map -------------------------------------------- TYPE B CONTROLS A: Walk forward B: Walk backward/Cancel Y: Action/Climb R: Ready Weapon L: Change Targets C-Stick: Move it just once to do a 180* turn Start Button: Access Item Screen Z Button: Access Options Screen -------------------------------------------- TYPE C CONTROLS A: Action/Climb B: Cancel Y: Access Map X: Access Item Screen R: Run L: Ready weapon C-Stick: Move it just once to do a 180** turn Z Button: Change targets -------------------------------------------- ------------------------------------------------------------------------ B. FIGHTING TACTICS ------------------------------------------------------------------------ EVADE ZOMBIES! ************** Yes, the zombies are insanely hard. The Handgun takes 6-8 shots to kill them. And no, the Knife isn't as powerful as it was in CODE: Veronica X. You can evade by using the ingeniously placed auto-turn using the C- Stick. The zombies have a great sense of direction. Wherever you go, they'll definitely be fast to go after you (especially the Crimson Heads). The REmake's animation is a little on the soft side, so try being as quiet as possible around zombies who are in a little daydream. If you can get around them frequently through the games, then you can conserve ammo and avoid many trips to the item box. Unlike Resident Evil Zero, items can only be swapped and accessed in the item box. CONSERVE AMMO! ************** Resident Evil is hard. It is easy to use up a lot of ammo. The Tyrant, and Hunters require a lot of ammo. To conserve ammo throughout the game, strictly use your Handgun and use the Knife (if you're experienced enough, but I haven't seen many players who have used the Knife). Also, try using the Fuel Canteen as Chris pretty often (Jill should use it, too, but her items might be harmed by the Lighter). It'll save both of them ammo since he gets less weapons than Jill (Chris' Flamethrower doesn't really count since it's possessed for such a short period of time). FIRE FROM A DISTANCE! ********************* Hunters and Chimeras are extremely versatile when close up to Chris and Jill. You will want to get to a distance and fire guns like the Shotgun, Grenade Launcher and Handgun. When it comes to zombies, try to shoot them at close range because shooting them pretty close is pretty effective. TRY TO DECAPITATE ZOMBIES! ************************** When playing, the SHOTGUN and sometimes the HANDGUN can blow a zombie's head off. As Chris, he'll blow a zombie head off with the HANDGUN more often than Jill can. For a SHOTGUN SHELL to decapitate a zombie, get close and aim it up, and then fire. (If you do that, you can get a Dagger Knife if you stabbed them with it before using the SHOTGUN). KEEP 1 GREEN HERB AND 1 FIRST AID SPRAY WITH YOU! ************************************************* Sometimes you can drop health because some monsters are stronger than others. Avoid this by carrying a Green Herb and First Aid Spray. The Green Herb can cover small damage (such as falls to the Yellow Caution level), while the First Aid Spray can cover sudden health drops from Hunters or Chimeras. Hunters and Chimeras can easily drop the character's health (especially Jill) from Fine to Orange Caution. Having a First Aid Spray and/or a Mixed Herb that can fully heal is benefitial. MAKE MULTIPLE SAVES! ******************** If this is your first time, I emphasize on this. Make at least 3 saves. Make one for the mansion, and progress on the game, but save onto another spot (preferably the post-Plant 42 fight). Those are definite save areas. If you keep multiple saves, you can then start from and older save if you mess up (EX: Use up too much ammo, get your partner character killed). If you make multiple saves, you won't have to go through the trouble of playing again to gget a slightly different ending. USE THE BATTERY PACKS, FLASH GRENADES AND DAGGER KNIFES WISELY! *************************************************************** Defense Items are life-savers that should have been in Resident Evil 2. If you have one of these on board (they take no item space), a zombie will get distracted enough for you to start shooting it (sometimes, if you've shot it before using a Defense Item, the enemy will die automatically). In some cases, especially when BATTERY PACKS are used, they kill the monsters almost instantly. When using a FLASH GRENADE, don't shoot the monster until you're far enough from it, or you will get hurt from the explosion that results from a bullet. You can hold as many as you want, and you can also change which ones you want to use in the item screen. It's preferred that you use Dagger Knives first, because they're least powerful. LISA CANNOT DIE! **************** No, she can't die, so stop trying to kill her. The only time you can battle her is in the altar section, in which you either push the 4 stones off the chasm or shoot her down the chasm. Even if you had the Rocket Launcher extra weapon, she'll at most fall down and get up to torture you even further. She cannot be killed until the final battle with her. Avoiding her is the best possible solution ever. She can hit Chris and Jill with such hard force and nearly kill them in just a few hits, everytime you see her. Lisa is fairly intelligent, and she can jump a lot like the Nemesis from Resident Evil 3: Nemesis. USE THE FUEL CANTEEN! ********************* Yes, to kill a zombie completely, you must burn it or blow its head off. You can also burn zombies with Jill's Grenade Launcher inconjunction with the Napalm Grenades. ------------------------------------------------------------------------ C. DIFFICULTY LEVEL ------------------------------------------------------------------------ Which best describes your opinion about games? I. MOUNTAIN CLIMBING- beyond hardships lies accomplishment. [This is "NORMAL MODE."] This is very obvious that the game will not be very easy at all on this mode. Zombies will be persistent, health will drop faster and ammo and supplies will be scarce. If you've played another Resident Evil game, this is definitely the mode for you. You'll accomplish a lot in this mode, so take it if you dare. II. HIKING- the destination can be reached quite comfortably. [This is "EASY MODE."] You'll be able to go through the game at a very, very easy pace. You won't accomplish much in a true sense, but you'll have beaten the game, achieved an ending and you'll have a good idea of how things will go the second time around. ------------------------------------------------------- After clearing one game on any difficulty with any character, you can access a new title screen, with modified difficulty modes. To access this screen after turning the GameCube off, load a CLEAR SAVE. You can overide a save and keep the CLEAR settings (such as the CLOSET KEY you can earn) once you beat the game again. HARD MODE ********* This mode is much harder than Normal Mode. The zombies are extremely difficult to kill, and Hunters have a higher decapitation rate. Guns are also weaker in this game, and characters have less stamina. You have to be extremely careful in this mode. Try to use the FUEL CANTEEN on nearly every zombie you see, which means frequent trips to locations with oil. This is a challenge for those who managed to beat the RE2 TOFU mini game, the RE3 Nicholai survivor mode, and the RECVX Wesker battle game. NORMAL MODE *********** Zombies are very hard to kill, but not as extremely difficult as Hard Mode. You'll want to do a lot of dodging as you play this game. Try to save ammo, as it will be valuable in the tunnels and lab area. Try using the FUEL CANTEEN only when absolutely needed, though. This is good for veteren players of the Resident Evil series. EASY MODE ********* Zombies are fairly easy to kill in this game, and they don't damage you too much. Ammo is a lot more powerful, and zombies are also sometimes a lot dumber. Crimson Heads are still really difficult, so don't take them lightly. This is the mode good for those who haven't played any of the other 3 Resident Evil games. INVISIBLE ENEMY MODE ******************** Monsters are invisible in this mode, so you'll have to use hearing to guide you. You can't auto-aim any enemies, either. Listen for the footsteps of a zombie, but that isn't very useful. 1: LOOK "CLOSELY" ----------------- If you notice, zombies aren't "invisible." They're really just clear, transparent polygon models running around. And with every polygon model comes a "jaggy." Yes, the jaggies that the PlayStation 2 loves so much makes GREAT use in Resident Evil: Rebirth. When they run, look for something "moving" in the air. This should be obvious. The jaggies in the clear polygon models show up , and you should be able to see passed a zombie. 2: REMEMBER WHERE THEY WERE IN THE MAIN GAME! ---------------------------------------------- They are in the same place as the main game. And since you need to beat the game a few times before you get this mode (unless you imported/borrowed/bought/stole a save from your friend), you should remember where all the respective zombies are. 3: FOOTSTEPS AREN'T THAT USEFUL ------------------------------- I thought this would be the deciding factor, but it isn't. The footsteps of the zombies sound the same regardless of location, so they aren't helpful at all. 4: MIRRORS! ----------- Yes, the zombies are invisible, but they have reflections, too. (HINT, HINT). 5: TAKE YOUR TIME! ------------------ Time isn't money here (unless you wanna Vincent Merken your way through the game). Take your sweet ass time studying where a zombie could be. 6: TAKE EVERY WEAPON/HEALING ITEM YOU SEE! ------------------------------------------ Since you will more than likely get bitten/slashed/eaten, healing items are a must. And so is weaponry. REAL-SURVIVAL MODE ****************** The only difference is that item box items don't transfer to other item boxes. So if you leave something in one box, you will have to go back to that same item box you claim it again. You can view items in the boxes from the map. Only veteran Resident Evil players should take this mode on, as it is very difficult, even for a vet like me. ONE TOUGH ZOMBIE **************** Forest Speyer, the zombie of one of the members of the Bravo Team, will follow you throughout the game. He is strapped onto explosives, so if you shoot him, you'll get blown up, ending the game. Try to avoid shooting him. ------------------------------------------------------------------------ D. HEALTH ------------------------------------------------------------------------ Throughout the game are healing items that will help you recover from injuries induced by the monsters and object in the game. They are limited, and the different medicines have different effects. Use them wisely. Along with weapons, these are your best friends. **************** HEALTH STANDARDS **************** FINE (GREEN) = 100% HEALTH Little to no damage suffered. CAUTION (YELLOW) = 75% HEALTH Some damage suffered. CAUTION (ORANGE) = 50% HEALTH A lot of damage suffered. DANGER (RED) = 25% HEALTH Extreme amount of damage suffered. Near death. POISON (RED/YELLOW/ORANGE/RED) = 100%-25% HEALTH Poisoned by a monster, gradually loses health. [NOTE: The color depends on what health you're on.] ------------------------------ |1. RED + GREEN = FULL HEALTH| +--------------------------------------------------------------------+ | This herb looks like a small red and green dot on a piece of paper.| +--------------------------------------------------------------------+ ---------------------------------------- |2. GREEN + GREEN + GREEN = FULL HEALTH| +-----------------------------------------------------------+ |This herb looks like one big green dot on a piece of paper.| +-----------------------------------------------------------+ ------------------------------- |3. GREEN + GREEN = 50% HEALTH| +------------------------------------------------------------+ |This herb looks like 2 small green dots on a piece of paper.| +------------------------------------------------------------+ ---------------------------------------------- |4. GREEN + BLUE = 25% HEALTH AND POISON HEAL| +--------------------------------------------------------------------+ |This herb looks like a small blue and green dot on a piece of paper.| +--------------------------------------------------------------------+ ----------------------- |5. BLUE = POISON HEAL| +------------------------------+ |This is a blue leaf-like herb.| +------------------------------+ ----------------------- |6. GREEN = 25% HEALTH| +-------------------------------+ |This is a green leaf-like herb.| +-------------------------------+ ------------------------------------------------------ |7. GREEN + GREEN + BLUE = 50% HEALTH AND POISON HEAL| +----------------------------------------------------------------------+ |This looks like 2 small green dots and a blue dot on a piece of paper.| +----------------------------------------------------------------------+ ----------------------------------------------------- |8. GREEN + RED + BLUE = FULL HEALTH AND POISON HEAL| +-----------------------------------------------------------+ |This herb looks like one big brown dot on a piece of paper.| +-----------------------------------------------------------+ ----------------------------------- |10. FIRST AID SPRAY = FULL HEALTH| +-----------------------------------------------+ |This is a silver can with a spray nozzle on it.| +-----------------------------------------------+ ------------------------------------------------------------------------ E. MOVEMENT ------------------------------------------------------------------------ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ************** JILL VALENTINE ************** Jill is a much slower runner than she is in Resident Evil 3: Nemesis, and it shows. Gone are her uncanny abilities to dodge enemies. She also runs a little slower than Chris. Avoiding enemies in this game actually isn't very hard; you just have to learn how to use the Auto Turn whenever a zombie has you. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ************** CHRIS REDFIELD ************** He runs faster than Jill, but the same as her applies. Avoiding enemies in this game actually isn't very hard; you just have to learn how to use the Auto Turn whenever a zombie has you. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ------------------------------------------------------------------------ F. DIFFERENCES BETWEEN CHRIS AND JILL ------------------------------------------------------------------------ Their adventures both change in certain areas, and Chris has no lockpick. He only has 6 slots, as opposed to Jill's 8. Jill hangs out with Barry Burton, while Chris hangs out with Rebecca Chambers. Chris Redfield also has the Lighter from the start, and the Flame Thrower, while Jill has the Lockpick, and Grenade Launcher. Chris must use Old Keys instead of the Lockpick, and Jill must find the Lighter herself. For the walkthrough purposes, Chris will be using the FUEL CANTEEN more often than Jill because Chris can't afford to carry health items with his limited spots. Crimson Head zombies tend to do a lot of damage with their Hunter-like slashes, and such, should be avoided like the plague. It will be less of a problem with Jill with the Grenade Launcher (on the easier modes), since her Incendiary Rounds can kill zombies and keep them from becoming Crimson Heads. ------------------------------------------------------------------------ G. ITEM SCREEN ------------------------------------------------------------------------ Believe it or not, I have gotten mail on how the item screen is used. This is primarily for Resident Evil newbies who can't use the item screen. It's quite self-explanatory, actually. All you really need to do is select what you want and go there by highlighting and then confirming with the A Button. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- JILL VALENTINE'S ITEM SCREEN _________ __ __ __ | ______ / \---------/ \---------/ \--------- | | | | EXIT | | FILE | | MAP | | \__/---------\__/---------\__/ |______| ---------------------------------------------------------------- | | ----------------- | | | | /\ /\ | | DEFENSE ITEMS | | | | | /\/ \___/ \| ----------------- | | | | /\/ | | _|_ | | | | |/ | || || | | | |-----------------| ----------||___|| |----------|----------| | | FINE | EQUIP |_____| | | | | ---------- | | | | | | | | | | | | |----------|----------| | | | | | | | | | | | | | | | | | | | | | |----------|----------| | | | | | | | | | | | | | | | | | | | | ---------------------------------------------------------------- | | | | | ----------------- | | | WEAPON | | | ----------------- | | | | | | | | | =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- CHRIS REDFIELD'S ITEM SCREEN _________ __ __ __ | ______ / \---------/ \---------/ \--------- | | | | EXIT | | FILE | | MAP | | \__/---------\__/---------\__/ |______| ---------------------------------------------------------------- | | ----------------- | | | | /\ /\ | | DEFENSE ITEMS | | | | | /\/ \___/ \| ----------------- | | | | /\/ | | _|_ | | | | |/ | || || | | | |-----------------| ----------||___|| |----------|----------| | | FINE | EQUIP |_____| | | | | ---------- | | | | | | | | | | | | |----------|----------| | | | | | | | | | | | | | | | | | | | | | |----------|----------| | | ITEM LIST | | | | ---------------------------------------------------------------- | | | | | ----------------- | | | WEAPON | | | ----------------- | | | | | | | | | ---------------------------------------------------------------- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- DIFFERENCE: Chris has 6 item slots, and an "ITEM LIST" under those 6 slots, while Jill has 8 slots and no "ITEM LIST" header underneath those 8 slots. ======================================================================== 3. C H A R A C T E R S ======================================================================== 7hrja =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- CHRIS REDFIELD AGE: 25 Chris Redfield is a tough guy. He has a sister named Claire, whom you see in Resident Evil 2: Dual Shock/Value Plus/Platinum (in Extreme Battle Mode), and Resident Evil CODE: Veronica X. He is very protective, and is willing to go out of his way to save others he cares about. He also used to be in the Air Force, and can pilot any sort of air craft. If you are a veteran of Resident Evil, I suggest you start with him. If not, then you're better off starting with Jill. STARTING ITEMS: SURVIVAL KNIFE LIGHTER EXCLUSIVE ITEMS: OLD KEY FLASH GRENADE FLAME THROWER PARTNER: Rebecca Chambers, Albert Wesker =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- JILL "JIRU" VALENTINE AGE: 23 Jill is the smart type in the STARS Alpha Team. She is very good with the piano and knows how to mix chemicals. She's not as tough as Chris, in terms of stamina, but a lot smarter. She works pretty well with guns and knives, but not as good as Chris though. She also runs a lot slower. Jill can be arrogant at times, as evidence by her attitude in Resident Evil 3: Nemesis. If you are not a veteran of Resident Evil, I suggest you start with her. If not, then you're better off starting with Chris. USELESS FACT ABOUT JILL *********************** So where'd "Jiru" come from? That's her name in Japanese... Those Katakana lessons sure come in handy! Her name is Jiru because the Japanese language doesn't use the "L" sound. And if you're wondering what Claire is called... she is called "Kurea." STARTING ITEMS: HANDGUN SURVIVAL KNIFE EXCLUSIVE ITEMS: GRENADE LAUNCHER ACID ROUNDS INCENDIARY SHELLS GRENADE SHELLS LOCKPICK PARTNER: Barry Burton =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- BARRY BURTON AGE: 38 Barry loves his family so much. He'll do ANYTHING to keep his family safe. During the game, he becomes very helpful to Jill. But he seems to be hiding a secret and Jill eventually finds out. Will he make it? You control that... =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- REBECCA CHAMBERS AGE: 18 Rebecca is the young medic of STARS Bravo Team. She is well trained and pretty smart for her age. She is a rookie at her work, but she can be well trusted. Her gun ability is amazingly good for her age. But she can get hurt a lot easier than Chris and Jill. Besides Chris and Jill, she's the only other character you control. Apparently, Rebecca Chambers went through hell before this game even started, in BioHazard/Resident Evil Zero. Apparently, she doesn't like to show it. STARTING ITEMS: HANDGUN FIRST AID SPRAY LIGHTER EXCLUSIVE ITEMS: None PARTNER: Chris Redfield =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ALBERT WESKER AGE: 38 Wesker is the cool type guy. He wears shades and never seems to take them off. When he gets to the mansion, he gets a little... shady. He vanishes every now and then and refuses to talk in detail to Chris and Jill. Is there something up his sleeve? =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- RICHARD AIKEN AGE: 23 Richard Aiken is found near a corridor where a giant snake has bitten him. After you cure him with serum, he might be of some help. He is a really annoying guy, personally. His voice acting is mediocre, and he can be stupid at times, especially in Chris' game. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- BRAD VICKERS AGE: 35 Brad Vickers is the pilot of the S.T.A.R.S. Alpha Team. As evidenced by the introduction FMV, he is a wimp, and runs away after the other team members are attacked by zombie dogs. A decent shooter at best, Brad Vickers faces an unhappy death 3 months later, by an evil Tyrant, called "Nemesis." After that, he was murdered again by Leon Kennedy, only Leon shot him as a zombie. After the Raccoon City nuke, he is no more. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ENRICO MARINI Age: 41 Enrico Marini is the leader of Bravo Team. He is a great leader, and is unfortunately murdered after discovering a secret about the entire affair of the game. He lead Bravo Team greatly. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ======================================================================== ------------------------------------------------------------------------ 4. W A L K T H R O U G H - J I L L V A L E N T I N E ------------------------------------------------------------------------ ======================================================================== pswij ------------------------------------------------------------------------ A. MANSION AREA ------------------------------------------------------------------------ ******** SECTIONS ******** ENTER THE MANSION ================= ITEMS: SHIELD DAGGER KNIFE INK RIBBON BLUE GEMSTONE BOOK OF CURSE MANSION MAP OIL CANTEEN LOOKING AROUND ============== ITEMS: SWORD KEY SHOTGUN ACID ROUNDS HANDGUN MAGAZINE DOG COLLAR DOG WHISTLE FAKE KEY ARMOR KEY LIGHTER ACID ROUNDS MASK W/OUT ALL BATTERY PACKS DEATH MASK HUNT =============== ITEMS: DEATH MASK I SHOTGUN II SHEILD KEY DEATH MASK II DEATH MASK III WIND CREST HERBICIDE LURE OF A BEE GOLD BEE SPECIMAN JEWELRY BOX WOODEN EMBLEM GETTING OUT =========== ITEMS: MUSICAL SCORE MUSICAL SCORE (2) MOONLIGHT SONATA GOLD EMBLEM ARMOR KEY STONE AND METAL OBJECT ************************************************************************ ENTER THE MANSION ************************************************************************ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= DINING ROOM Learn the controls, and grab the INK RIBBON on the table. Then go to where Barry is. After the cut-scene, head through the nearby door. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= KENNETH ROOM Turn to Jill's left and then you'll see the very first zombie. Run back to the DINING ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= DINING ROOM After the cut-scene, head back to the MAIN HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= MAIN HALL Search behind the staircase, and upstairs. Then go back and talk to Barry. After he leaves, go to the door to the right, opposite the door leading to the DINING ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= STATUE ROOM There is an opening to the left covered by a dresser, which you should push to the right. Head into the opening. On the shelf, grab the shining item. It is the DAGGER KNIFE, and it comes in handy. On your way back, a zombie will attack you, but if you almost get bitten, Jill will automatically use the DAGGER KNIFE so you can evade the zombie. EVADE THE THING, or KILL IT. You can kill it by pushing the dresser in front of the opening, trapping it. Then use the KNIFE and KNIFE away at it. To get the MANSION MAP, push the dresser back in front of the opening. Using A, climb on top of the dresser, and jump down on the opposite side. Then push the dresser towards the statue, until it stops. Climb on it, and then head to the shining item on the statue. Grab it, and its the MANSION MAP. Return to the MAIN HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= MAIN HALL Head up the stairs, and to the door directly on top of the staircase. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GRAVEYARD Is this the GRAVEYARD that was cut from the PSX BioHazard? Who knows. Wander the graveyard until you see a casket. Inspect it, and there's an indentation of an arrowhead. Inspect a gate you see, and its locked. There is an item behind it. Return to the MAIN HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= MAIN HALL Take the stairs to JILL'S left. Take the double doors into the UPPER DINING ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= UPPER DINING ROOM You might want to kill that zombie on the left. The KNIFE is somewhat effective. The CODE: Veronica X method of slashing at the legs is really difficult, so just try to dodge. See the statue? Push it forward and then push it over the gap in the railing. It'll fall down. Circle the UPPER DINING ROOM and grab the DAGGER KNIFE. Do not waste it. Head back to the MAIN HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= MAIN HALL Return to the DINING ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= DINING ROOM Head to where the statue fell? Run there and pick up the BLUE GEMSTONE Return to the KENNETH ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= KENNETH ROOM Head left and watch for the zombie on the other side of the hall. Head to the door left of where Kenneth was killed. Search him for an item called "KENNETH'S TAPE." =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= FAR LEFT STAIRS Circle the hall, until you reach the stairs. Near the birdcage is a HANDGUN MAGAZINE. Grab the 2 GREEN HERBS. Head yourself if you must. Up the stairs is a door you should go through. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Z HALL If you check the map, the place looks like a Z. Head down the hall, and kill any zombies you may see. Down the hall, you should see a shiny item. Grab the GOLDEN ARROW. Examine it so it becomes an ARROWHEAD." Under the big mirror near where you found the SPEAR are HANDGUN MAGAZINES. Go to the door on the map that leads to the UPPER DINING HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= UPPER DINING HALL Head back to the MAIN HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= MAIN HALL Return to the graveyard. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GRAVEYARD Head to where you saw the Spear indentation. Use the ARROWHEAD on the casket. Stairs will be revealed. Go down them. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= MACHINERY ROOM Wander through this room until you see a BOOK OF CURSE. Grab it. Examine the BOOK in your item list. You'll notice by the entrance 4 faces above 4 tombs. Remember that for later. Return to the GRAVEYARD. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GRAVEYARD Return to the MAIN HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= MAIN HALL Head to the STATUE ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= STATUE ROOM Examine the BOOK, and turn it around. You'll see the SWORD KEY. Take it, and read the book. Take the SWORD KEY and use it on the door. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= L HALL Head through, and you'll hear a window crack. Run through, and push the far cabinet back to get HANDGUN MAGAZINE. Head to the M HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= M HALL Run to the nearest door and use your SWORD KEY. Enter. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= DOG AREA Run down and grab the GREEN HERBS. Grab the HERBICIDE from the wheelbarrow, too. Return to the M Hall. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= M HALL Use the SWORD KEY on the next door. Enter the BATHROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= BATHROOM Look around, and drain the tub. Grab the DAGGER KNIFE from the tub. Return to the M HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= M HALL Run toward the next door. Enter the CEILING ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= CEILING ROOM Run across to the other door leading to the SHOTGUN RACK ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SHOTGUN RACK ROOM Take the INK RIBBON. The take the SHOTGUN. After you take it, leave. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= CEILING ROOM The ceiling begins to drop. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= M HALL You are back in the M HALL. Head through the double doors nearest you. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= DOOR HALL Head to the door to Jill's right. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= RIGHT STAIRS Kill the zombie, and enter the LEFT STAIRS SAVE ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= RIGHT STAIRS SAVE ROOM Grab the OIL CANTEEN you find, along with some GRENADE. Deposit both into the ITEM BOX. Near the TYPEWRITER is an oil container. Fill your OIL CANTEEN with OIL so you can burn any zombies you kill. Save the game, and head out. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ************************************************************************ LOOKING AROUND ************************************************************************ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= RIGHT STAIRS Climb the stairs. Kill the zombies, or dodge them, and head right. Turn left at the corner, and enter into the U HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= U HALL Dodge all the zombies, and turn right into the door. This is the STUDY. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= STUDY Grab the DOG WHISTLE and the LIGHTER. Exit the way you came. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= U HALL Run all the way to the end, passing all doors until you get to the very last one. Dodge all zombies, and head into the MAIN HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= MAIN HALL Barry will give you ACID ROUNDS. Run across the room into the UPPER DINING ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= UPPER DINING ROOM Run to the right of Jill, to the second door on the end. She is in the LEFT STAIRS HALLWAY. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LEFT STAIRS HALLWAY Head to the nearest door, without entering the stair area. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= STAIN GLASS BALCONY In front of that Stain Glass, equip the SHOTGUN and use the Dog Whistle. Dogs will attack you, so kill them quickly. Grab the shining item on the floor. It is a DOG COLLAR. Inspect it, and you pull out some sort of JEWEL. Inspect the JEWEL in all areas and you get an IMITATION KEY. Return to the LEFT STAIRS HALLWAY. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LEFT STAIRS HALLWAY Return to the UPPER DINING ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= UPPER DINING ROOM Head to the Z HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Z HALL Run to the door you first entered this room from, and turn right. Enter the door you see. It is the BLADE ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= BLADE ROOM Run to the ARMOR KEY you eventually see. Grab it. Now the first puzzle occurs. --------------------------------------------------------------------- | !!! BLADE PUZZLE !!! | | | |Take the FAKE KEY and USE it in the opening where you took the | |ARMOR KEY. The blade that's going after you should stop. | --------------------------------------------------------------------- Take the ARMOR KEY. Leave for the Z HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Z HALL Run toward the UPPER DINING HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= UPPER DINING HALL Take the door next to the one you just came through, into the LEFT STAIRS. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LEFT STAIRS Head down the stairs you see after dispatching the zombies. A super- zombie might go after you, so be very careful. At the bottom, head into the door nearest you. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LEFT STAIRS SAVE ROOM Prepare any of your items if necessary. Then leave. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LEFT STAIRS HALLWAY Run across the hallway, and head back up the staircase. Return to the UPPER DINING HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= UPPER DINING HALL Head over to the MAIN HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= MAIN HALL Head down the stairs, and to the DINING HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= DINING HALL Head to the KENNETH ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= KENNETH ROOM From this hall, head all the way right, and turn left at the corner. Head down the stairs, and unlock the door. Head back up the staircase, and to the door you just passed. Unlock it with the ARMOR KEY. But do not go through yet. Head to the DINING ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= DINING ROOM From here, head to the MAIN HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= MAIN HALL Head upstairs to the UPPER DINING HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= UPPER DINING HALL From here, go to the LEFT STAIRS. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LEFT STAIRS From here, take the stairs down, and run down passed the LEFT STAIRS SAVE ROOM. Head to the door nearby, using the SWORD KEY. When the options YES and NO come up, select YES so you can discard the SWORD KEY. Head inside. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= STORAGE ROOM Do not grab the BROKEN SHOTGUN. Just grab the BATTERY PACK. Leave. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LEFT STAIRS HALLWAY Head to the door to the right of Jill, unlocking it with the ARMOR KEY. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= F HALL Notice on the map that this hall looks like an F? OK, run down a bit and grab the BATTERY PACK. Then head further down, turn the corner and enter the VINE ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= VINE ROOM Run over to the machine pumping the water and use the HERBICIDE. Once it is submerged into the water, examine the machine again and select YES. Then select the first option you see. The vines will then die from the HERBICIDE. Grab the MASK W/OUT ALL you see on the wall. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ************************************************************************ DEATH MASK HUNT ************************************************************************ NOTE: There are many GREEN HERBS here. Due to the overwhelming difficulty of this game, it is suggested you only take them when you run out of healing supplies. They will still be here when you return from the GUARDHOUSE, and by then, this place will be a Hunter festival. Pick these GREEN HERBS up when you return from the GUARDHOUSE, or when you really, really need them. Head back to the F HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= F HALL Run back to the door you used to get to this hall for the first time, and turn left. Run down, and zombies will bust in from the windows! IGNORE THEM and run. Turn the next left you see, and head through the nearest door. Grab the DAGGER KNIFE, and head to the TIGER STATUE ROOM nearby. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= TIGER STATUE ROOM Head to the TIGER STATUE and use the BLUE GEMSTONE. You will get SHOTGUN SHELLS. Head back to the F HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= F HALL The zombies that popped through the window are on the left. Let them bite you, and use DAGGER KNIFE or BATTERY PACK against one of them to save ammo. Head into the door nearby. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= BEDROOM Head to the desk across the room, passed the bed. On the bed is a HANDGUN MAGAZINE. On the desk is a diary. After reading it, a zombie attacks you. Kill it (you will probably need a DAGGER KNIFE). Exit. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= F HALL Head to the door to the right, and kill the zombies you haven't killed. Head through the door on the right. It leads to the KENNETH ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= KENNETH ROOM Head to the DINING HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= DINING HALL Head to the MAIN HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= MAIN HALL Head upstairs. Head to the door to the right of the one leading to the U HALL. Unlock it with the ARMOR KEY, but do not go through yet. Head to the U HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= U HALL Unlock the single door nearby using the ARMOR KEY. Before entering it, unlock the double doors you see nearby with the ARMOR KEY. Head to the RIGHT STAIRS. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= RIGHT STAIRS Here, go to the door passed the staircase leading down and unlock it with the door. Do not enter it yet. Head down into the DOOR HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= DOOR HALL Unlock the door down the hall, near the open space, using the ARMOR KEY. When the YES or NO option comes up, select YES so you can discard the ARMOR KEY. Do not go through, yet. Return to the RIGHT STAIRS. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= RIGHT STAIRS Return to the U HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= U HALL Return to the single door you unlocked a few minutes ago. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= RICHARD ROOM You'll see Richard Aiken here. You'll have to get him SERUM. Head outside to the U HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= U HALL Head to the MAIN HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= MAIN HALL Head into the door you just unlocked. It leads to the FOREST BALCONY. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= FOREST BALCONY Run across. Grab the HANDGUN MAGAZINE you see. Run down and you'll see a familiar person: Forest Speyer. (Barry will be here if you used the BROKEN SHOTGUN in the SHOTGUN RACK ROOM, and give you the GRENADE LAUNCHER). Grab the GRENADE LAUNCHER from him if you didn't see Barry here, and run down. Grab the GREEN HERBS. Forest will then attack you, so use the SHOTGUN or the GRENADE LAUNCHER to kill this tough zombie. Exit back into the MAIN HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= MAIN HALL Head into the first floor, and into the DINING ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= DINING ROOM Head into the KENNETH ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= KENNETH ROOM Head into the F HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= F HALL Head into the LEFT STAIRS HALLWAY. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LEFT STAIRS HALLWAY Head into the LEFT STAIRS SAVE ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LEFT STAIRS SAVE ROOM Grab the SERUM from the shelf and rearrange your items. Make sure you have the HANDGUN, SHOTGUN, GRENADE LAUNCHER, LIGHTER, GREEN HERB, SERUM, MASK and the ARMOR KEY. Return to the LEFT STAIRS HALLWAY. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LEFT STAIRS HALLWAY Return to the F HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= F HALL Head to the KENNETH ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= KENNETH ROOM Return to the DINING ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= DINING ROOM Return to the MAIN HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= MAIN HALL Return to the U HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= U HALL Head into the RICHARD ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= RICHARD ROOM Heal Richard. After you heal him (he doesn't die from poison this time, like in the original version), head to the door to the left of Richard. Grab the 2 GREEN HERBS, too. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SMALL L HALL This is a smaller L HALL. Kill the zombie you see, and run to the door passed it (to the left of the door you used to enter this hall). =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SMALL DINING ROOM This is a SMALL DINING ROOM. Grab the HANDGUN MAGAZINE on the table. Then go to the candles you see on the table and light them with the LIGHTER (I told you to go get the LIGHTER back in the LEFT STAIRS SAVE ROOM). See the display shelf? Push it to the right to reveal a secret annex room. There is a zombie, so kill it! Examine the display shelf in this annex for a MUSICAL SCORE. Return to the SMALL L HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SMALL L HALL Return to the RICHARD ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= RICHARD ROOM Return to the U HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= U HALL Head into the double doors into the KNIGHT ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= KNIGHT ROOM The knight statues move, but do not worry. Nothing in this room can kill you. --------------------------------------------------------------------- | !!! KNIGHT PUZZLE !!! | | Your objective is to push all the statues back into their normal | | position. | | | | -Have Jill push the FAR LEFT first. | | -Have Jill push the CLOSER RIGHT STATUE next. | | -Have Jill push the FAR RIGHT STATUE next. | | -Have Jill push the FAR LEFT STATUE again. | | -Have Jill push the CLOSER LEFT STATUE. | | -Have Jill push the FAR RIGHT statue again. | | -Have Jill push the CLOSER RIGHT STATUE next. | | -Have Jill push the CLOSER LEFT STATUE again. | | -Have Jill push the CLOSER RIGHT STATUE next. | | | | Voila! Examine the center podium, and press the button. | | A painting slides. | | | | Grab it, and it is a JEWELLRY BOX. | | | --------------------------------------------------------------------| We will solve it later. For now, insert it in the ITEM BOX. To do that, head to the RIGHT STAIRS SAVE ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= U HALL Head to the RIGHT STAIRS. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= RIGHT STAIRS Return to the RIGHT STAIRS SAVE ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= RIGHT STAIRS SAVE ROOM Save, and deposit the GRENADE GUN and JEWELRY BOX. Barry has also left some items here for you, like FIRST AID SPRAY, HANDGUN MAGAZINE and INCENDIARY SHELLS. Deposit them. Head back out. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= RIGHT STAIRS Apparently, we can't get back into the DOOR HALL anymore, so head up the stairs, and to the you had unlocked earlier. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= DEER HEAD ROOM Head to the door to the right first. Grab the RED HERB and GREEN HERB. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= BEDROOM 2 Another bedroom, another nightmare. Grab the FIRST AID BOX. CHECK it to find FIRST AID SPRAY. Return to the DEER HEAD ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= DEER HEAD ROOM Take the door to the right. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= WASP ROOM Grab the file on the desk, and read it (if you can). Near the desk is a display of bugs. Grab the FISHHOOK. Run to the display to the right of the door and grab the LURE OF A BEE. Combine it with the FISHHOOK you found. Head to the display to the left of the door and grab the BEE SPECIMAN. After grabbing it, use the GOLD BEE SPECIMAN and attach it to the bug display. Head back to the bug display on the right of the door and use the BEE SPECIMAN. Then press the button. ..suddenly, the BEE SPECIMAN comes to life! Kill it! Grab the WIND CREST you see. Return to the RIGHT STAIRS. NOTE: Barry might be here destroying part of a book. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= RIGHT STAIRS Head to the U HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= U HALL Head to the MAIN HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= MAIN HALL Head to the GRAVEYARD. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GRAVEYARD Head down the stairs to the MACHINERY ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= MACHINERY ROOM Remember the 4 tombstones I told you to remember? Well, use the MASK W/OUT ALL from the VINE ROOM on the first tombstone. You'll see a really, really disturbing cut-scene. Afterwards, return to the GRAVEYARD. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GRAVEYARD Head to the MAIN HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= MAIN HALL Head into the DINING ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= DINING ROOM Head for the fireplace and grab the WOODEN EMBLEM. If you have 2 spaces available in your inventory, then grab it (make sure one of your 6 or less items is the MUSICAL SCORE). Head into the KENNETH ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ************************************************************************ GETTING OUT ************************************************************************ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= KENNETH ROOM Head into the single door you unlocked (NOT the one you unlocked at the bottom of the stairs). =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= PIANO ROOM Head to the area passed the piano. There is a shelf. Push it to the left to reveal MUSICAL SCORE (2). Combine that with the MUSICAL SCORE to make MOONLIGHT SONATA. Use the MOONLIGHT SONATA on the piano. After a wall rises, head into the annex and grab the GOLD EMBLEM. Replace it with the WOODEN EMBLEM. If you didn't get the WOODEN EMBLEM, replace the GOLD EMBLEM and go get it. Return to the KENNETH HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= KENNETH HALL Head to the DINING ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= DINING ROOM Place the GOLD EMBLEM above the fireplace where the WOODEN EMBLEM used to be. --------------------------------------------------------------------- | !!! CLOCK PUZZLE !!! | | The clock's internal parts will be revealed. Head to them. When | | examining the clock, opt to move the HOUR HAND twice. When the | | clock is at 6:00, press B and you will get a SHIELD KEY. | --------------------------------------------------------------------- Return to the MAIN HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= MAIN HALL Head to the STATUE ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= STATUE ROOM Head to the DOG HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= DOG HALL Head to the M HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= M HALL Head to the DOOR HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= DOOR HALL Head to the single door you unlocked. It is the CROW HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= CROW HALL There is a puzzle abound. --------------------------------------------------------------------- | !!! PICTURE PUZZLE !!! | | The painting with the sword must be colored orange/red on both | | sides (because the paintings appear on both sides). The middle | | painting must be colored purple. The last painting must be colored| | GREEN. Adjust the painting from both sides to make the above | | colors correspond. Then press the woman painting. | --------------------------------------------------------------------- The wall rises, leading to the area behind the locked gate in the GRAVEYARD. Grab the DEATH MASK I. Unlock the door leading to the GRAVEYARD. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GRAVEYARD Head down the stairs into the MACHINERY ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= MACHINERY ROOM Attach DEATH MASK I into the 4th tomb. Again, another disturbing cut- scene. Head back to the CROW HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= CROW HALL Head to the DOOR HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= DOOR HALL Head to the RIGHT STAIRS. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= RIGHT STAIRS Kill the CRIMSON HEAD. Head to the RIGHT STAIRS SAVE ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= RIGHT STAIRS SAVE ROOM Make sure you have the GRENADE LAUNCHER. Leave. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= RIGHT STAIRS Head upstairs into the U HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= U HALL Head into the RICHARD ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= RICHARD ROOM Head into the SMALL L HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SMALL L HALL Climb the small stairs and use the SHIELD KEY to unlock the door. Dispose of the SHIELD KEY. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ATTIC A boss awaits... ======================================== BOSS # 1: YAWN DIFFICULTY: HARD Use the Acid Rounds you got from Barry, and start shooting it with the GRENADE LAUNCHER. Half way through the battle, Richard will interfere. Shoot the Snake some more, and Richard will leave the battle. When you run out of ammo, grab the SHOTGUN that is on the floor, and keep shooting it. Eventually, the YAWN should run away. During the fight, the Yawn attacks with its mouth, so keep moving. If you get hit by the Yawn, you will get POISONED. ALTERNATE STRATEGY: To avoid having to battle Yawn, run over to the back of the room where the DEATH MASK II is. Grab it, and get the hell out as fast as you can. ======================================== [NOTE: With Yawn gone, there will be a wave of "Crimson Head" zombies around the mansion. They are resurrected zombies of ones you've killed. Watch out, and keep the Shotgun equipped. They are as fast as Hunters, and even slash you like Hunters.] Do not forget to grab the DEATH MASK II in the small hole in the corner. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= RICHARD ROOM Head over to the RIGHT STAIRS. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= RIGHT STAIRS Head to the RIGHT STAIRS SAVE ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= RIGHT STAIRS SAVE ROOM Withdraw the JEWELRY BOX. Go to the item screen and the CHECK option. --------------------------------------------------------------------- | !!! JEWELRY BOX PUZZLE !!! | | | | Press both buttons which resemble half of a heart shape. The box | | will open. Inside is the DEATH MASK III. | --------------------------------------------------------------------- With MASK IV, our next destination is that MACHINERY ROOM. Head to the RIGHT STAIRS. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= RIGHT STAIRS Head to the U HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= U HALL Head to the MAIN HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= MAIN HALL Head to the GRAVEYARD. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GRAVEYARD Head to the MACHINERY ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= MACHINERY ROOM Insert DEATH MASK II into tomb 3 and DEATH MASK III into tomb 2. The big casket above will fall, and a SUPER CRIMSON HEAD will fight you. Use the GRENADE LAUNCHER to quickly kill it, because this is a tough zombie. At least 6 INCENDIARY SHELLS are needed to put this guy down. Check the casket for a STONE AND METAL OBJECT. There are also SHOTGUN SHELLS. Return to the GRAVEYARD. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GRAVEYARD Head through the gate to the CROW HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= CROW HALL Head to the DOOR HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= DOOR HALL Head to the small hall across from the door you are at. Head through the door you see, into the EXIT HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= EXIT HALL Run down this outside hallway until you see a door. A zombie dog will also show up, so kill it. Near the door is an engraving. Put the STONE AND METAL OBJECT in it. Head through the door. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ----------------------------------- Well, we've finished PART 1 of Jill's mission in this evil mansion. The guardhouse is coming up, with a vengeance, and it will definitely be harder than the first part of the mission. Make sure you've gotten many supplies from the Mansion before leaving, as immortals, sharks, plants and green bastards are going to show up. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ------------------------------------------------------------------------ B. GUARDHOUSE AREA ------------------------------------------------------------------------ LISA TREVOR =========== ITEMS: BATTERY PACK FIRST AID SPRAY SUN CREST STAR CREST MOON CREST MAGNUM GUARDHOUSE ========== ITEMS: KEY FOR ROOM 001 RED BOOK CONTROL ROOM KEY KEY FOR ROOM 003 INSECTICIDE SPRAY SELF DEFENSE GUN MAGNUM BULLETS SHOTGUN SHELLS GALLERY KEY ************************************************************************ LISA TREVOR ************************************************************************ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SHED Head down to the shining items, and grab both the BATTERY PACK and the FIRST AID SPRAY. You will need both. Head through the door down the small stairs. It is the OUTSIDE PATHWAY. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= OUTSIDE PATHWAY Run down this pathway until you see spinning arrows. Brad or Barry will contact you through the radio. On the red arrow, move it to the WEST POSITION. When you get to the blue arrow, turn it NORTH. The gate will unlock. Keep your weapons handy. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= CROW GRAVEYARD Another graveyard? And it has crows! Equip something like the HANDGUN or SHOTGUN, and start shooting them all from your position. They'll attack you... but it is worth it to kill them. Once they are all dead, run down and turn right when there is a space between the tombstones. You'll run into 2 large tombstones. Insert the WIND CREST into the right tombstone. 3 new CRESTS are revealed. Grab them. If you cannot grab all 3, grab as many as you can and take them to the left tombstone. Check the back of each crest before inserting them into the left tombstone. Your reward is the MAGNUM! This is needed for PART 3. Return to the main part of the graveyard and turn right through the gate. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= OUTSIDE PATHWAY 2 Run down this pathway after a weird cut-scene. You'll see a COTTAGE. Go through. Use the map to guide you if you cannot find the COTTAGE. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= COTTAGE [WARNING: An unbeatable monster is about to arrive.] Enter, and run up the stairs. Grab the COURTYARD MAP and run passed the bed. There is an ITEM BOX nearby. SAVE at the TYPEWRITER!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Grab the SQUARE CRANK. Now attempt to leave and you will see a cut-scene. After the cut-scene, a boss fight hits. ======================================== BOSS # 2: LISA TREVOR DIFFICULTY: IMPOSSIBLE Your goal: Get the hell out of there. 3 hits from this immortal boss will kill you, and it will not be good at all. Head out, and be quick. Don't even try to shoot this thing, because she just won't die!!! ..I THOUGHT I TOLD YOU TO RUN AWAY! RUN! RUN! RUN! RUN! RUN! [NOTE: The girl in Wesker's Report II is Lisa Trevor. And she is now after us. Not good at all.] ======================================== =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= OUTSIDE PATHWAY 2 Run back to the CROW GRAVEYARD. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= CROW GRAVEYARD Run back to the OUTSIDE PATHWAY. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= OUTSIDE PATHWAY Run back to the SHED. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SHED Head through the DOUBLE DOORS. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GARDEN Brad will try to contact you. Afterwards, kill all the zombie dogs you see. Grab all the GREEN HERBS and head through the gate. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= POND ROOM Turn left until you see a SQUARE ENGRAVING. Use the SQUARE CRANK there. The pond will drain. Head down the ladder, across the pond, and up to the lift. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GUARDHOUSE GARDEN There are crows here. Shoot them with your HANDGUN or SHOTGUN. You'll notice that since you drained the pond, the water is flowing in front of a secret passage. Looks like we have to find a way to get there without having to drain the pond. (Why couldn't Jill just go swimming?) There is a non-functioning lift that will take you back to the GARDEN, so our goal for the rest of this and next mission is to find a battery which will work that elevator. ~_~ Head into the gate. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ************************************************************************ GUARDHOUSE ************************************************************************ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GUARDHOUSE ENTRANCE Snakes will pour in on Jill, so watch out. Grab any HERBS you see. Head through the door at the end. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GUARDHOUSE HALLWAY Eerie... Turn right and enter the first door to the right. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GUARDHOUSE SAVE ROOM Grab the INK RIBBON, battery pack and FIRST AID SPRAY. You will want to rearrange your items so you have the SHOTGUN/SHELLS, GRENADE LAUNCHER/ AMMO, and a couple of HERBS. The HANDGUN might be useful, but it won't provide SHOTGUN power. Deposit the SQUARE CRANK, too. Refill your OIL CANTEEN, too. Now that we are set, head outside. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GUARDHOUSE HALLWAY Head to the double doors to the very right of the hall. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SPIDER POOL ROOM Ahhh! Spiders!!! Kill the thing with the INCENDIARY SHELLS before it is too late. If they poison you, use one of the BLUE HERBS that can be found back in the GUARDHOUSE GARDEN, or the GUARDHOUSE HALLWAY. Head up the stairs to the pool table and shoot down the next spider. EXAMINE THE POOL! Remember the COLORS of the corresponding POOL BALLS. 2: BLUE 3: RED 4: PURPLE 5: ORANGE 6: GREEN If you remember that solution, then a door code will be insanely easy to remember. Head down the stairs to the table area and grab the RED BOOK, and other misc. items such as a FIRST AID BOX. Inside the FIRST AID BOX is a BLUE- GREEN HERB. There are also SHOTGUN SHELLS. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GUARDHOUSE HALLWAY Return to the GUARDHOUSE SAVE ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GUARDHOUSE SAVE ROOM Deposit everything you found in the other room except for the RED BOOK. Leave. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GUARDHOUSE HALLWAY Push the crate near the higher crate. This will create a stairway that can be used to avoid those evil vines in that hole. Once on the other side of the tall barrel stack, head through the next door. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GUARDHOUSE HALLWAY 2 Run down and head into the 002 ROOM. You should here a mysterious cut- scene involving Barry. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 002 ROOM After the Barry cut-scene, grab the file on the desk. Go to the bookshelves you see and push the left one forward. Push the right bookshelf to the right to reveal a ladder. Go down. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SECRET WATER TUNNEL Run until you see all the crates. Push them into the small water storage you see. When a bridge forms, head down and soak Jill's feet into the water and go through the double doors. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SHARK TANK In here is a shark called NEPTUNE. Run back out through the way you came. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SECRET WATER TUNNEL Return to the 002 ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 002 ROOM Head into the 002 BATHROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 002 BATHROOM On the shelf is an KEY FOR ROOM 001. Grab it and leave. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 002 ROOM Head out into the GUARDHOUSE HALLWAY 2. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GUARDHOUSE HALLWAY 2 Head to the GUARDHOUSE HALLWAY. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GUARDHOUSE HALLWAY Head into the only door you haven't gone through yet. Unlock it with the KEY FOR ROOM 001. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 001 ROOM Inside here is some weird little DEFENSE GUN. There are also HANDGUN MAGAZINES here. Head into the bathroom. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 001 BATHROOM Drain the tub and grab the CONTROL ROOM KEY. Head out. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 001 ROOM Head out. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GUARDHOUSE HALLWAY Return to the GUARDHOUSE HALLWAY 2. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GUARDHOUSE HALLWAY 2 Return to the 002 ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 002 ROOM Head down the ladder to the SECRET WATER TUNNEL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SECRET WATER TUNNEL Head to the SHARK TANK. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SHARK TANK Run to the door that is red on the map of this room. Unlock it with the CONTROL ROOM KEY. Head inside. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= CONTROL ROOM In here, there will be a difficult puzzle. --------------------------------------------------------------------- | !!!CONTROL ROOM PUZZLE!!! | | | | Go down the ladder. Then go to the white board on the table and | | find the number on it, either being 1, 2 or 3. Now go to the giant| | window. Once the shark breaks it and the countdown starts. Press | | the computer switch that is near the window. Then turn around | | (using the C-Stick) and make a diagonal run ( \ this direction) | | and press the computer switch there. From that console, you'll | | then want to head directly left to where a lever is and hit that | | one. Then head into the adjacent hallway and turn left so you see | | some sort of a tank that has the colors red and green | | (which are really lights). When it asks you to press either | | BUTTONS 1, 2 or 3, press the number which was on the board. | | Return to the second computer console you pressed and press it | | again. Then return to the lever and then switch it again. Then go | | back to where the shark is banging and press that switch. The | | SHARK TANK will be drained. | --------------------------------------------------------------------- Go back to the adjacent hallway and take the door directly to the right. Then run to the previously water-blocked door. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= WATER ROOM Here, run through and head through the gate to the SHARK TANK. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SHARK TANK With the water drained, run over to the platform and then attempt to grab the GALLERY KEY. But then the shark comes to life. ======================================== BOSS # 3: NEPTUNE SHARK DIFFICULTY: Easy Your goal: Shoot it until it dies. You should have enough ammo. ALTERNATE STRATEGY: See that green box in front of Jill? Push it into the Aqua Ring. See the lever to the left? Switch it and then the Neptune shark gets electrocuted. Thanks to the billions of people who sent it in. ======================================== Run over and grab where the GALLERY KEY fell to. Then run to the door you previously went to. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= WATER ROOM Run through here. Head for the next door you didn't go through. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= WATER HALLWAY 2 Grab the Magnum Rounds. Head for the door at the end up the ladder. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SECRET WATER TUNNEL We end up back here, thankfully. Run back up the ladder to the 002 ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 002 ROOM Run to the GUARDHOUSE HALLWAY 2. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GUARDHOUSE HALLWAY 2 Head to the GALLERY through the next door, via the GALLERY KEY. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GALLERY AKA WASP ROOM. Head and turn the first corner you see to a door. Luckily, Jill need not explore that (though Chris was not as lucky). Turn the next left corner to the corpse, and grab the INSECTICIDE SPRAY. Run back out to GUARDHOUSE HALLWAY 2. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GUARDHOUSE HALLWAY 2 Here, turn right and grab the GUARDHOUSE MAP. Then you'll see a hole. Use the INSECTICIDE SPRAY through the hole to kill those bastards. Return to the GALLERY. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GALLERY Run to where the wasps where and grab the KEY FOR ROOM 003 from the desk. Then head to the 003 in the same room and open it up. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 003 ROOM Inside, go to the bookshelf with the red books. Grab the UMB BOOK and then place the RED BOOK inside. --------------------------------------------------------------------- | !!!RED BOOK PUZZLE!!! | | | | The goal of this perverted puzzle is to align all the books for | | form a nude woman. To do this, select a book and when you do, | | select the book to swap places with it. Eventually you will form | | a nude woman. | --------------------------------------------------------------------- Once the puzzle is solved, head through the door to your next boss fight. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= PLANT 42 ROOM You're next boss fight awaits... ======================================== BOSS # 4: PLANT 42 DIFFICULTY: Easy Your goal: Head up the stairs and shoot the thing with INCENDIARY SHELLS. Continuously shoot it until it shrivels up and dies. Hurrah! It can poison you and constrict you in its vines... so be careful. Other than that, this boss shouldn't pose much difficulty. 10-12 INCENDIARY SHELLS should put the thing down. ALTERNATE WAY: In Jill Valentine's game, to avoid having to fight Plant 42 at all, simply follow these steps. 1. Once you're ready to enter the mean green's domain, instead pickup the lighter and clear up three item spaces. 2. Enter the Employee Lounge were the two spiders previously resided and locate a red lamp in a corner to the left of the entrance. Light the lamp and note the lamp's color and the symbol presented. Since the symbols are random, it is impossible to dictate here exactly which one it will be. Repeat this process with the green lamp on the left table by the bar, and the orange lamp by the pool table. Study the pool balls and note their colors and numbers. Red is 3, Orange is 5, and Green is 6. 3. Travel to the Gallery where the hive (hopefully) previously stalked. Examine the key pad next to the first door on the left, it's on the same side as the entrance. Punch in your code and enter. 4. Follow this closely because a misstep could produce a very toxic gas! First, grab three of the empty bottles lying around and fill one with water at the sink. Fill the second bottle with UMB No. 3, located in the yellow jar and mix the two to obtain NP-004. Collect some Yellow-6 and mix the two again for UMB No. 10. Now, collect more water and more Yellow-6 and mix those for UMB No. 7, when UMB No. 7 and UMB. No. 10 combined you'll have VP-017. Lastly, pickup on last batch of UMB No. 3 and mix for the coveted V-Jolt chemical. 5. Travel down the basement with the V-Jolt and make your way to the control room where the shark tried to break into (remember, you don't have boxes to jump across anymore). [CVXFREAK adds: Use the Water Rooms to get to the Control Room]. Up the ladder and out the door eliminate the beach shark with one handgun shot if you wish, he'll pretty much only bother you if you TRY to get him to eat you. Enter the Guard Room by the shark and walk into the vile plant's roots. Don't worry about being damaged, the roots won't hurt you. Now, give the not so Jolly Green Giant a shot of the herbicide and discard the bottles. 6. Now, when you enter Plant 42's domain, Barry will show up and finish off the plant without you having to pull a trigger. This detour saves you even more ammo and health and despite how it may sound, it should take only five to ten minutes. Good luck. ======================================== After that boss is dead, head down the stairs and grab the HELMET KEY from the fire place. Return to the GALLERY via the double doors. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GALLERY Run to the GUARDHOUSE HALLWAY 2. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GUARDHOUSE HALLWAY 2 Run back toward the GUARDHOUSE HALLWAY and you'll see Wesker. After he leaves, return to the GUARDHOUSE HALLWAY. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GUARDHOUSE HALLWAY Here, run back to the GUARDHOUSE SAVE ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GUARDHOUSE SAVE ROOM Restock on GRENADE LAUNCHER ammo. The next section is tough. Make sure you have your HELMET KEY. Save, too. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GUARDHOUSE HALLWAY Exit to the outside. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GUARDHOUSE ENTRANCE Run back down to the GUARDHOUSE GARDEN. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GUARDHOUSE GARDEN Run to the lift and ride it the POND ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= POND ROOM Run across the pond and dodge the snakes. Head back to the GARDEN. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GARDEN Head to the SHED. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SHED There are many items here thanks to Barry. Grab them all, especially the ACID ROUNDS, because a new monster is going to show up. Head into the EXIT HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ----------------------------------- Well, with Lisa running around, Plants to kill, and sharks to feed, I'm amazed we've made it so far! We are back in the mansion of hell and we must explore the remainder of the mansion for more clues, perhaps clues that can get us behind the waterfall in front of the GUARDHOUSE. The return to the mansion isn't too long, and can range from 5 minutes to 15 minutes, depending on what ending you want to get. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ------------------------------------------------------------------------ C. RETURN TO MANSION ------------------------------------------------------------------------ RETURN TO MANSION ================= ITEMS: RED GEMSTONE YELLOW GEMSTONE JEWELRY BOX MO DISK FIRST AID SPRAY LAST BOOK, VOL. 1 LAST BOOK, VOL. 2 SEARCHING AROUND ================ ITEMS: MEDAL OF WOLF MEDAL OF EAGLE GREEN HERB RED HERB BLUE HERB BATTERY EMBLEM KEY BROACH ************************************************************************ RETURN TO MANSION ************************************************************************ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= EXIT HALL Run down the hall and head into the DOOR ROOM. Note that if Richard died, the RADIO will be found here. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= DOOR ROOM There is a Hunter here. Kill it. Head into the RIGHT STAIRS. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= RIGHT STAIRS There is a Hunter here. Kill it. Head into the RIGHT STAIRS SAVE ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= RIGHT STAIRS SAVE ROOM Recharge and save if you were hurt by the Hunters. Exit. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= RIGHT STAIRS Run up the stairs and turn left. Run to the very end, into the door. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= RESTING ROOM Grab all the HERBS here and then unlock the door in this room using the HELMET KEY. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= WALL HALL There is no snake here this time. There is a puzzle, though. --------------------------------------------------------------------- | !!!WALL PUZZLE!!! | | | | OK. See the statue? Push it in through the opening into the main | | part of the room. Push it all the way. When the walls stop moving,| | head back to the door and head behind the right wall. Run all the | | way and flip the switch. Run back the way you came and to where | | you pushed the statue. Push it left before the walls consume you. | | A secret passage will open. | --------------------------------------------------------------------- Jump down the hole. To the left is a BATTERY PACK. To the right is a LAST BOOK, VOL. 1. Check the pages for a MEDAL OF EAGLE. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GRAVE Head in, and you'll see a grave. Press the button. Grab the diaries while you are at it. Head down. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= UNDERGROUND HALLWAY Run down this hallway to the door at the end. Watch out for the Spiders. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= UNDERGROUND HALLWAY 2 Run through a gate down the hall until you run into a lever. Pull it. Then take the only other door in this room. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= KITCHEN We are in a kitchen. You have 2 options: -Head to the door directly across from Jill. It leads to the KENNETH ROOM. -Head to the elevator. This next optional part (though the RED GEMSTONE isn't optional) is required for players who want to save Chris Redfield and get a better ending. Skip the optional section if you want to get Chris Redfield killed. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= =============OPTIONAL============== =============OPTIONAL============== =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= KENNETH F HALL Climb up the stairs to be back in the KENNETH ROOM. You'll discover that there is a Sweeper here. Sweepers, as you'll remember from Resident Evil CODE: Veronica X, are Hunters with poison abilities. Kill it with Acid Rounds, or your Magnum. The door to the F HALL will also be torn down, so the room will now be called the KENNETH F HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Head into the F HALL section of the KENNETH F HALL. Head to the LEFT STAIRS. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LEFT STAIRS Run to the LEFT STAIRS SAVE ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LEFT STAIRS SAVE ROOM We have to unload here. You will also want to save the game. Exit. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LEFT STAIRS Climb the stairs. Unlock the door nearest to the left of the stairs. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= YELLOW GEM ROOM This room is tricky. And it has a puzzle. But first grab the GRENADE SHELLS near the right deer head. --------------------------------------------------------------------- | !!! YELLOW GEM PUZZLE !!! | | | | See those drawer cabinets near the center table? Push them toward | | the deer heads nearby. Then turn the lights off with the switch | | next to the door. Now attempt to pull the YELLOW GEMSTONE from | | the deer head. It won't. Now QUICKLY RUN TO THE OTHER DEER HEAD | | and grab the RED GEMSTONE. [If you run out of item space, return | | to the save room and unload.] Then QUICKLY RUN TO THE YELLOW GEM- | | -STONE AND GRAB IT! Puzzle solved! | --------------------------------------------------------------------- With the RED GEMSTONE and YELLOW GEMSTONE in hand, return to the LEFT STAIRS. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LEFT STAIRS Run down to the LEFT STAIRS SAVE ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LEFT STAIRS SAVE ROOM Unload if you have too many item spaces. Then exit. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LEFT STAIRS On your way, 2 Hunters will pop in and surprise you. Kill them with the GRENADE SHELLS you just found, the MAGNUM, or with RICHARD'S SHOTGUN. The GRENADE SHELLS or MAGNUM are recommended, though. Run to the KENNETH F HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= KENNETH F HALL Run to the door that leads to the TIGER STATUE ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= TIGER STATUE ROOM Use the YELLOW GEMSTONE on the Tiger Statue. You will get an MO DISK. Exit. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= KENNETH F HALL Return to the LEFT STAIRS. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LEFT STAIRS Run to the LEFT STAIRS SAVE ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LEFT STAIRS SAVE ROOM Deposit the MO DISK into the item box. Exit. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LEFT STAIRS Head for the KENNETH F HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= KENNETH F HALL Return to the KENNETH ROOM part of the room, and down the stairs back to the KITCHEN. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= =============END-OPTIONAL============== =============END-OPTIONAL============== =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= KITCHEN Now that we are all back together, we can now explore the elevator. Ride the elevator down. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= TORCH LIT TUNNEL Kill the zombie from the first branch of this room. There are 2 GREEN HERBS here. Head back passed the elevator and kill the zombie nearby. Down from where you killed the zombie, there is a door for you to head through. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= STORAGE ROOM In here are ACID ROUNDS, BATTERY PACK and the BATTERY! You can now power up the lift in the GUARDHOUSE GARDEN! But before we leave, we need to do two more tasks. Exit. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= TORCH LIT TUNNEL Head to Jill's left, through a door. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Z HALL Remember this hall? Head for the BLADE ROOM. The BLADE ROOM is three rights down the hall. There might be a CRIMSON HEAD here. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= BLADE ROOM Head up passed where you left the FAKE KEY. Passed it is a door. Unlock it with the HELMET KEY. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LIBRARY Run across the hall until another boss fight happens. ======================================== BOSS # 5: YAWN II DIFFICULTY: Medium This boss is much harder now that Richard is dead. Your goal: Shoot the thing with GRENADE SHELLS. Watch out for its bite and poisonous attacks. Once you run out of GRENADE SHELLS, shoot it with the HANDGUN or SHOTGUN. Avoid its attacks, too, because it can bring you down to CAUTION in one blow. Eventually, Yawn will die for good. ======================================== Head behind the bookcase Yawn smashed into. Grab the purple book called LAST BOOK VOL. 2. Now head up the ladder. And travel back to the BLADE ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ************************************************************************ SEARCHING AROUND ************************************************************************ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= BLADE ROOM Head to the Z HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Z HALL Head for the UPPER DINING ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= UPPER DINING ROOM Head for the MAIN HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= MAIN HALL Head down the stairs and to the door left of the double doors. Unlock it with your HELMET KEY. Discard the HELMET KEY. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= REST ROOM In here, grab the diary you see to your left and then head for the other door in this room. Before going there, there is a desk with INK RIBBONS inside. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= MIRROR ROOM Grab the DAGGER KNIFE and the GREEN HERB. Then grab the JEWELRY BOX on the cabinet. Another puzzle awaits. --------------------------------------------------------------------- | !!! JEWELRY BOX PUZZLE 2 !!! | | Combine the RED GEMSTONE with the JEWELRY BOX 2. Now to solve the | | puzzle, refer to Daniel Engel's Jewelry Box Solution FAQ. | | | | | http://db.gamefaqs.com/console/gamecube/file/resident_evil_jewel_box.gif | | | Thanks to Daniel Engel for the solution!! | --------------------------------------------------------------------- Once you solve the puzzle, you will have a BROACH, which will turn into the EMBLEM KEY. Exit. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= REST ROOM Exit to the MAIN HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= MAIN HALL Head for the GRAVEYARD. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GRAVEYARD Head to the gate leading to the CROW HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= CROW HALL Head for the other door in this hallway. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= DOOR HALL Head for the only door you haven't tried yet. Unlock it with the EMBLEM KEY. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= BEDROOM See the lamp on the desk? Flip it on. Grab the METAL OBJECT you see. Grab the BATTERY PACK, too. Exit. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= DOOR HALL Head for the EXIT HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= EXIT HALL Head out to the SHED. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SHED Head to the GARDEN. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GARDEN Head to the POND ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= POND ROOM Head across the pond and down the lift to the GUARDHOUSE GARDEN. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GUARDHOUSE GARDEN Head over to the broken lift and attach the BATTERY to the slot nearby. Then ride the lift up. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GARDEN We are in the GARDEN again. Head to the SHED. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SHED Head to the EXIT HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= EXIT HALL Head to the DOOR HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= DOOR HALL Head for the RIGHT STAIRS. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= RIGHT STAIRS Head for the RIGHT STAIRS SAVE ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= RIGHT STAIRS SAVE ROOM Deposit the METAL OBJECT. Then withdraw the SQUARE CRANK. Save the game, too. Exit. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= RIGHT STAIRS Travel to the DOOR HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= DOOR HALL Head for the EXIT HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= EXIT HALL Head to the SHED. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SHED Head to the GARDEN. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GARDEN Head for the POND ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= POND ROOM Run to where you used the SQUARE CRANK back in MISSION 2. The pond will fill with water, effectively opening up that passageway behind the waterfall. Return to the GARDEN. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GARDEN Run to the lift in this room, and ride it down. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GUARDHOUSE GARDEN Head for the not no-more waterfall. Head down the ladder, into the tunnels... =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ----------------------------------- That was quick, now, wasn't it? Well, MISSION 3 wasn't very eventful at all. Those Hunters and Sweepers are also in the Tunnel areas now. The mansion may seem like history now, but we'll be returning to the mansion in a little while to check out the double doors in the main hall underneath the stairs. But for now, we explore the tunnels beneath the Guardhouse in hopes of finding a way out of here. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ------------------------------------------------------------------------ D. TUNNELS AREA ------------------------------------------------------------------------ ENTERING THE TUNNELS ==================== ITEMS: HEX CRANK ACID ROUNDS SHOTGUN SHELLS SURVIVAL KNIFE AVOIDING LISA ============= ITEMS: CYLINDER SHAFT CYLINDER SHAFT BROKEN FLAMETHROWER JEWELRY BOX MANSION ALTAR ============= ITEMS: DAGGER KNIFE STONE RING STONE AND METAL OBJECT STONE AND METAL OBJECT 2 (2) ************************************************************************ ENTERING THE TUNNELS ************************************************************************ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= TUNNEL 1 Head to the first door on the right. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= TUNNEL 2 Find the ACID ROUNDS on the floor of this tunnel. Head to the only door in this tunnel. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= PIT ROOM Head for the door with a HANDGUN MAGAZINE by it. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ENRICO ROOM Run forward. You'll see a cut-scene with Enrico. Search Enrico's body for the HEX CRANK. Run down the hallway to Enrico's left. Head for the door at the end. A Hunter may come in, so run away from it. You may want to equip something powerful right now. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= PIT ROOM We are back in the PIT ROOM. Head back to TUNNEL 2. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= TUNNEL 2 There is a Hunter here for you to kill. Kill it. Head for TUNNEL 1. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= TUNNEL 1 Run across the tunnel and you'll see an ITEM BOX and TYPEWRITER. Take the opportunity to save if you life, but make sure you have plenty of ammo. Head to the gap in the floor. Use the HEX CRANK to fill the gap. Head through to the BOULDER ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= BOULDER ROOM Run to the right and the boulder starts rolling. RUN BACK TO THE DOOR!! After the cut-scene, turn right. There are SHOTGUN SHELLS. Run through the doors at the other side of the hall near the boulder. There is a GREEN HERB to the right of the door. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GIANT SPIDER ROOM Not another boss!! ======================================== BOSS # 6: BLACK WIDOW DIFFICULTY: Easy Your goal: Well... all the trouble from both Yawn and Plant 42 pays off. This boss is so pathetically easy, it isn't even funny. Shoot it with 5 or 6 FLAME ROUNDS to permanently kill it. It has its baby in there too, so dispose of that. You might get poisoned by its attacks... so watch out. ======================================== There is a SURVIVAL KNIFE on the barrels like the one you started out with. If you want to conserve FLAME ROUNDS, then grab it. If you don't care to waste FLAME ROUNDS, do not grab it. There should be a door covered in web. Launch some FLAME ROUNDS at it or hack at it with the SURVIVAL KNIFE you just got. Head through. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= TUNNEL 3 Turn right and head through the door. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= BOULDER ROOM 2 Ugh... use the HEX CRANK _THREE TIMES_. Turn left because the boulder will start rolling down. Head through the door nearest you. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= STATUE ROOM See the statue on the wall? Push it right until it hits the BRONZE part of the wall. Run to the opposite wall and use the HEX CRANK. The statue will be away from the wall. Now push it to the dial in the middle. It will turn. Push it away from the dial and push it in the dial again to turn it a second time. Now push it to the space right of the candles (so it faces the player). You'll get this CYLINDER. Return to the BOULDER ROOM 2. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= BOULDER ROOM 2 Return to TUNNEL 3. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= TUNNEL 3 Head into the GIANT SPIDER ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GIANT SPIDER ROOM Head back to BOULDER ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= BOULDER ROOM Head back to TUNNEL 1. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= TUNNEL 1 In the ITEM BOX, grab the EAGLE MEDAL and WOLF MEDAL. Then head to TUNNEL 2. Save if you like. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= TUNNEL 2 Head for the PIT ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ************************************************************************ AVOIDING LISA ************************************************************************ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= PIT ROOM Here, head over to the control panel you see at the end. Examine it to get some sort of SHAFT. Combine it with the CYLINDER. It makes the CYLINDER SHAFT. Insert it and press the code 4231. The pit in the middle of the room will activate- it's really a lift! Ride it down! =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= BOTTOM SHAFT Run to the nearest door. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LISA TUNNEL That ***** from the cottage beside the mansion is back. ======================================== BOSS # 7: LISA TREVOR II DIFFICULTY: IMPOSSIBLE Your goal: This is the same as last time. Get the hell out of there. 3 hits from this immortal boss will kill you, and it will not be good at all. Head out, and be quick. Don't even try to shoot this thing, because she just won't die!!! ..I THOUGHT I TOLD YOU TO RUN AWAY! RUN! RUN! RUN! RUN! RUN! [NOTE: The girl in Wesker's Report II is Lisa Trevor. And she is now after us. Not good at all.] ======================================== To avoid her, double back and take the branching tunnel. At the branching tunnel, head to the right one of Jill. You'll eventually see a door. Use the map to get to it; remember that locked doors are in red on the map and unlocked ones are in white. Head through the door. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= CRATE ROOM Push the crate onto the lift. Then activate the lift at the controls. Then leave the room through the way you came. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LISA TUNNEL Run back to where Barry is. Avoid Lisa Trevor at all costs. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= BOTTOM SHAFT After Barry leaves, look for the ITEM BOX. Pack AT LEAST 2 OR 3 HEALING ITEMS. Then go down the nearby ladder. The crate you sent away is here now. Go push it to the left and forward. Then press the button so the crate is crushed. Jump down to where the crate is to get a BROKEN FLAMETHROWER. Return to the LISA TUNNEL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LISA TUNNEL Keep avoiding her and head for the locked door. Take the tunnel toward where you headed for the CRATE ROOM. Flip the switch. Head to the locked door in the room using the map. See the little board next to it? Attach the BROKEN FLAMETHROWER there. Head through. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= CANDLE ROOM Run passed this weird candle area to a pool tunnel. Run across it. You'll be in a bedroom. You'll find another JEWELRY BOX, like the one before you left the mansion. Also, there is a DAGGER KNIFE here. Open the JEWELRY BOX (no puzzle) and grab this STONE RING. Combine it with the METAL OBJECT from the mansion and you'll get another STONE AND METAL OBJECT. Climb the bedroom ladder, and turn left when you are up. Climb the ladder. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ************************************************************************ MANSION ALTAR ************************************************************************ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= COTTAGE Remember this area? This is where you first met Lisa. Our goal is now to return to the mansion. Yes, go back there. Don't worry, as Lisa isn't here anymore. Head to the OUTSIDE PATHWAY 2. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= OUTSIDE PATHWAY 2 Run back to the CROW GRAVEYARD. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= CROW GRAVEYARD If you have not acquired the MAGNUM here yet, then do so NOW. The solution is above. Run back to the OUTSIDE PATHWAY. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= OUTSIDE PATHWAY Run back to the SHED. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SHED Head back to the EXIT HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= EXIT HALL Collect the STONE AND METAL OBJECT that is near the door. It is the one you used in the beginning of the game to get to the Guardhouse. Head back to the DOOR ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= DOOR ROOM Aim for the CROW HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= CROW HALL Run down the entire hallway to the GRAVEYARD. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GRAVEYARD Head for the MAIN HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= MAIN HALL Head for the double doors underneath the grand stairs. Insert both STONE AND METAL OBJECTS into the double doors. Head through. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LONG TUNNEL Run down the stairs and across the boards until you reach the door at the end. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SHORT TUNNEL Run through this short tunnel until you get to the ladder. Go down the ladder. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ALTAR ROOM There is a cut-scene with Barry. Jill... Damn you're tough! And... another Lisa boss. ======================================== BOSS # 8: LISA TREVOR III DIFFICULTY: HARD If you notice... it has the eye of the G-Type William Birkin, from Resident Evil 2 and the jump and power of Nemesis from Resident Evil 3: Nemesis. That can only mean one thing: this thing is as powerful as Nemesis and the G-Type combined! Give Barry his gun back (or not if you want a bad ending). Then start shooting the hell out of the thing. When it falls over, keep shooting it. Barry will also help if you gave him his gun back. Once she falls, its all over! Yipeee!!!!!!!!!!!!!!!!! ======================================== ALTERNATE STRATEGY See the stones in the corners of the room? Push them down into the chasm and Lisa will jump down, ending the battle. Thanks for KANE79 for this tip. ======================================== ..anyway. Talk to Barry if he is still there. If not, grab BARRY'S 44 MAGNUM and BARRY'S PHOTOGRAPH on the ground. Push all the stones down the pit. They are in the corners around the casket. The gate rises. Head through. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LAKE COURTYARD We are back in the courtyard. Go to the statues around the lake and insert the MEDAL OF EAGLE and MEDAL OF WOLF. Then go down the stairs in the lake. Ride the lift down. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ======== It is time to switch to Disc 2. (Why couldn't they give a disc for each character?) ======== =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Well, Disc 1 is officially finished. Well, fortunately Lisa is gone, so we don't have to deal with that G-Nemesis Type anymore. But the mystery isn't complete yet. Jill discovers a lab beneath the mansion area, and all the traps Jill has encountered thus far are definitely there to hide this lab, proving its importance. Well, onto Disc 2. NOTE: To switch discs, simply press the OPEN button on the GameCube, take out Disc 1, and put Disc 2 in, then close the lid for the GameCube to load Disc 2. Do _NOT_ turn the GameCube off. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ------------------------------------------------------------------------ E. LABORATORY AREA ------------------------------------------------------------------------ SEARCHING AROUND ================ ITEMS: MO DISK 2 INK RIBBONS GREEN HERBS SLIDE CARTRIDGE MO DISK 3 LABORATORY KEY CAPSULE ESCAPING ======== ITEMS: MASTER KEY FUSE UNIT SIGNAL ROCKETS ************************************************************************ SEARCHING AROUND ************************************************************************ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LABORATORY ENTRANCE Find the locked double doors. Near them are ladders to go down. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LABORATORY SAVE ROOM Save, and pull out the MAGNUM. Head through the double doors. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= STAIRS Kill all the zombies here. Grab all the GREEN HERBS. Turn left at the start of the stairs and grab the second MO Disk. Head down the stairs. Head through the gate. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= O ROOM Head to the door to your right. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LAB HALL 1 Collect the FIRST AID BOX. Then take the door to the left. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= X-RAY ROOM Here, grab the file on the computer for ADA and JOHN. Grab the 2 x-rays and paste them onto the screen. If you do it right, you should get another word, CELL, based on the illnesses. Leave. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LAB HALL 1 Back to the O ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= O ROOM Head to the only open double doors in this room. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= COMPUTER ROOM Go to the operating computer. Sign in using the name "JOHN." The password is ADA (the same Ada in BioHazard 2). When you want to unlock the B2 floor, input the password, CELL. Return to the O ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= O ROOM Head back to the LAB HALL 1. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LAB HALL 1 Head into the first door to the right. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= OFFICE Grab the FAX after taking the Crimson Head down. You'll notice a weird vial. You'll see a SLIDE CARTRIDGE on a desk. Grab them. Use the MO Disk on the desk's GameCube, too. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LAB HALL 1 Head for the O ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= O ROOM Return through the gates to the stairs. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= STAIRS Head to the now unlocked door near where you found MO DISK 2. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= PROJECTON ROOM Use the SLIDE CARTRIDGE on the slide projector. You'll see the numbers 8462. Remember them. Was Wesker in that picture with the scientists? And is the woman there Annette Birkin, and the dark haired guy William Birkin? Hmmm... Grab the MO Disk from the shelf near the door. See that blinking panel near where you got the MO Disk? Enter the code from the slide in there. A new room will be revealed. Grab the LABORATORY KEY. Look at the console to see how Kenneth Sullivan died back in the beginning of the game. Leave. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= STAIRS You might be full on items, so deposit anything un-useful. Return to the O ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= O ROOM Unlock the single door with the LABORATORY KEY. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= T HALL Take the door directly across from the entrance (not the one to the left). =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LABORATORY SAVE ROOM 2 Unload anything you do not need. Leave. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= T HALL Turn left. Head through the double doors. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= CHIMERA HALL 1 Watch out! There are enemies here that are as dangerous as the Hunters from the mansion and the tunnels! Turn a cautious left, and kill the first one you see. These are called Chimeras. Turn around and do not enter the door. Run around until you see a blue button. Press it, and you will get a CAPSULE. Head through the door now. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= CHIMERA HALL 2 Head for the GameCube-looking console and insert an MO Disk inside. Run to the door at the end of this hall. Kill all Chimeras with the Magnum. Now return to CHIMERA HALL 1. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ************************************************************************ ESCAPING ************************************************************************ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= CHIMERA HALL 1 Head for the T HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= T HALL Head for the O ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= O ROOM Use the POWER ROOM KEY to unlock the double nears near the door you just emerged from. Enter. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= STOREROOM Does this place remind me of Silent Hill? Anyway, push the shelf back and climb up the counter. Enter the vent. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= OPERATION ROOM Head through the other vent you see in this room. Kill the Chimeras. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= STOREROOM Find the GameCube-esque reader and insert an MO Disk inside. Then push the shelf away and exit. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= O ROOM Back here, head for the LAB HALL 1. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LAB HALL 1 Head for the first door on the right. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= OFFICE Radiate the CAPSULE in the weird blue thing. Once you get it back, WALK. WALK to the LAB HALL 1. WALK. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LAB HALL 1. WALK to the O ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= O ROOM WALK to the T HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= T HALL WALK to the CHIMERA HALL 1. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= CHIMERA HALL 1 WALK to where you put the CAPSULE. Put it back in. Run to the CHIMERA HALL 2. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= CHIMERA HALL 2 Run through the hall to the POWER ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= POWER ROOM Go to one of the 2 computer consoles you can access and press the YES option. Then leave. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= CHIMERA HALL 2 Run for the CHIMERA HALL 1. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= CHIMERA HALL 1 Run for the T HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= T HALL Run to the other end of the hall into the elevator. Save in the nearby SAVE ROOM if you want. Power up the elevator. If you gave Barry his gun during the Lisa fight, he'll come in. If not, he won't be here. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= TYRANT ENTRANCE ROOM Enter through the door at the end. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= TYRANT ROOM Watch the cut-scene. ======================================== BOSS # 9: TYRANT I DIFFICULTY: HARD After the cut-scene, grab your MAGNUM or ACID ROUNDS. Start shooting the thing and dodging it. One hit can bring you down to Caution. It falls down after 9 or 10 shots from either gun. The Tyrant attacks using its dangerous claw. Keep moving, and keep shooting. The Tyrant is much tougher than Lisa, but not as invincible as Lisa. ======================================== Go to Wesker's unconscious body and grab William Birkin's diary. If he survived, wake Barry up, and head to the desk at the end of the room to unlock the door. If Barry didn't survive, grab the MASTER KEY. Leave. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= TYRANT ENTRANCE ROOM Run to the elevator. If Barry is still alive, the self-destruct system will hit. If Barry didn't survive, then you can now end the game by returning to the LABORATORY ENTRANCE. If you still want to save Chris, then follow the next orders. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= T HALL Run to the O ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= O ROOM Run to the LAB HALL 1. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LAB HALL 1 Head for the 3 green switches and flip them. Head through the door. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= PRISON TUNNEL Run down the stairs to the door at the end. Head through. If the self- destruct system didn't hit, then use the MASTER KEY to unlock the door. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= JAIL CELL Talk to Chris. Then leave. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= PRISON TUNNEL Head back. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LAB HALL 1 Head to the O ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= O ROOM Head to the STAIRS. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= STAIRS Head up the stairs and through the door. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LABORATORY SAVE ROOM SAVE!! Then head up the ladder. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LABORATORY ENTRANCE Head for the double locked doors. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ESCAPE TUNNEL Run through. Grab the FIRST AID BOXES and open them. Grab the FUSE UNIT and ride the elevator. There are only 3 minutes until detonation if Barry is still alive. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= MANSION ROOF Grab the SIGNAL ROCKETS and USE it. ======================================== BOSS # 10: TYRANT II DIFFICULTY: HARD After the cut-scene, grab your MAGNUM or ACID ROUNDS. Start shooting the thing and dodging it. One hit can bring you down to Caution. Barry will be helping you. Once Brad drops the ROCKET LAUNCHER, Barry will get strangled. Shoot a rocket at it and the game ends. [NOTE: For a different ending, you can have Barry killed. Have the Tyrant strangle it, and then have it stab Barry with its claw. You will get a slightly different ending if you get Barry killed.] ======================================== GAME OVER... =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ----------------------------------- Well, Jill has survived a nightmare nearly impossible to survive. Try to achieve a different ending, or grab a higher score. Watch the credits, and enjoy! If you want to know what happens next in the world of Resident Evil, pick up copies of Resident Evil 2 and Resident Evil 3: Nemesis (out on the GameCube now), because Raccoon City is where the next adventures take place. ************************************************************************ ************************************************************************ ************************************************************************ ************************************************************************ ************************************************************************ ------------------------------------------------------------------------ F. JILL VALENTINE SPEED GUIDE (BY ORCA782) ------------------------------------------------------------------------ *************** RESIDENT EVIL: SPEED GUIDE NINTENDO GAMECUBE Version 1.0 By: Orca782 5/11/2002 *************** ++++++++++++ Contents: 1. Footnote/Legal Material 2. Getting Ready 3. Speed Walkthrough 4. Special Bonuses 5. Credits ++++++++++++ Footnote: This guide is written by me, and only me. Don't take parts of the guide, or all of it, and represent it as your work, or anyone else's. Don't sell it on the streets, modify it, etc. Right now, the only site I want hosting this guide is Gamefaqs, so other sites, please don't ask. My email, in case you want to get in contact with me, is vegitassj42@hotmail.com. Secondly, before any newbies come in here, I don't want to bust any cherries, so I will state that this guide, in order to be as fast as possible, is rife with spoilers (that means full of). Don't email or IM me hollering about how your life is ruined because you discovered that Jill died in the middle (she doesn't) etc. With that said, let's get going. ++++++++++++ GETTING READY Okay, here are a few things you need to know. As I said above, there will be a lot of spoilers, not really many about the plot, but lots of answers to puzzles, etc. This is a speed guide, so first off I'm not going to explain how I got the answers. If you take the regular slow route through, you will deduce them yourself. Also, you must play the game in normal or hard mode, as easy mode will give you no bonuses. Here are a few musts in this line of play: 1. Play as Jill. Her inventory is larger than Chris' by a whole 2 spaces (which is a lot, believe me) and she has the lockpick, which bypasses a few doors Chris needs keys for. I also think her game is slightly faster due to Rebecca slowing things up in Chris' game. 2. People will Die. In order to maintain speed, we will not be rescuing Chris from his cell. It is up to you as to whether you rescue Barry or not, it's slightly easier not to, because then you don't have to deal with the second tyrant. 3. Don't expect any free time: In order to get a good time, you must skip all possible CG's (movies) so don't go through hoping to get a story from this. Our goal is the bonuses at the end, not the story itself. If you want story, play it the first time through slowly on easy. Also, don't pause, go to the bathroom while the game is on, etc. I'm not sure if the menu, map, or start screens take up time in the game, but I'm not going to risk it. Load the data, run through the game, save at one of the available saves if need be, but don't stop for a moment. 4. Don't pick up ammo, guns, or typewriter ribbons. I'm pretty sure a lot of time goes into picking up useless stuff. When I beat this the first time, I had maybe 10 more health items then I needed, and an armory in my save box. Basically, in the beginning of the game, up until you get the grenade launcher, pick up health, and maybe 2 clips, totaling 45 handgun ammo, with the ammo in the gun already. That's enough to kill only the necessary monsters. Also, if you get to a large health stash, don't pick up everything. There's a good chance you'll come back here, and need the health more then. When you get the grenade launcher, the game takes a large turn for the easier. Overall, always try to have only 3 slots used by weapons and health, which leaves 5 for puzzle items. 5. Grenade Launcher = Salvation We will be using the grenade launcher glitch, as it makes the game a hundred percent easier. You can try the game without it, but it will be slower, because you will get grabbed more often, and you'll need to pick up other ammo and guns. 6. Shoot only when you see the whites of their eyes. Besides a few necessary kills, you will only need the handgun to incapacitate zombies to run past them. The grenade launcher flame rounds will save you after you get it, because they kill and incinerate zombies, making sure they don't return as red zombies (much harder to kill). 7. Don't go unnecessary places. The guide will give you the bare necessities of where to go, and I have taken this exact route and gotten a time of 2:30:xx, so I have gotten all the bonuses. Don't go into rooms unless they are in the faq, because most of them are unnecessary (weapons, health, etc). 8. Know the route you're going to take. When I did this game quickly, I'd do a part, then reset, after I knew exactly where to go, and do it fast. At the end of what I'd explored firsthand, I'd save. Then I'd slowly examine the next area. Reset, and do that area fast. I had 3 basic areas, the Mansion, the Garden (courtyard) and the Mines/Reactor. You don't have to do this process, as you have this guide. However, I would recommend reading over where you're going before you do it, so you don't have to hit start and read half a page every 4 seconds. It may also be good to trace your route on one of the maps provided by other gamefaqs contributers. (great job DEngel) Good Luck! +++++++++++++ ****************************** SPEED WALKTHROUGH ****************************** ++++++++++++ Mansion (Part 1) ++++++++++++ Skip the opening CG's and you'll end up in the Dinning Room. You'll be in here a lot. Anyway, run up towards Barry (don't touch that ink ribbon.... I said "DON'T") and a short CG will start. Skip it, and go to the door near the fireplace. You are now in an Elongated Hall. Turn left, and run into the opening in the hall. Skip the gruesome CG and run off back the way you came (NO SHOOTING). Run back into the door you came from. Skip the CG. Now go into the Main Hall (the large double doors at the end of the Dinning Room). In the Main Hall, skip the CG, run around behind the stairs, and then up them, and around the small section at the top, back down to the 1st floor. Skip the CG, and put away the LOCKPICK. Back the Dinning Room. Run to the Elongated Hall, take the left, back to the zombie room, past your comrades body, to the door. Enter into the Far Left Stairs. Pick up the HERBs and the CLIP. Enter the door at the top of the stairs. You are in the Yellow Hall. Pick up the herb right in front of you, no, that zombie won't get up YET. There are zombies in here, so just run past the first one (fat guy) and pick up the ARROW out of the statue. Near that statue, either run by or disable the 2nd zombie with a few shots. Pick up the CLIP of you wish. Leave via the door to the north in that square alcove. You are now in the Upper Dinning Room. Run to the Main Hall (same way as in the lower Dinning hall) and to the picture door (the door at the top of the first set of stairs). Go out it, into the Small Garden. Run past the zombie, and to the Angel Plaque. (Basically just run out, and head left after going down the stairs). At the plaque, examine your ARROW, take the head off, and use it on the plaque. Enter the CRYPT. Run all the way down the stairs, pick up the book in the corner, and run back up the stairs. Depending upon your luck, both zombies may now block your path. Either way, just run for the door you started at, and use herbs if you need to. Run to the door across from the door to the Upper Dinning Room, and examine the book you found. On the back is a key. You now have the SWORD KEY. Use the key and ender the Horseshoe Hall. Run past the first door, past the second metal door, past the third door, all the way to the end of the hall. There may be zombies, just dodge them (shoot them to incapacitate if you must). Enter the Office. Pick up the whistle to the left of where you enter, and the lighter on the table. Leave by the door you did not enter by. You are now in the Right Stairs. There are 2 zombies. Incapacitate or dodge the one to the right of where you start, and unlock the door. Don't go in. Run back, and down the stairs. There's another zombie here, just incapacitate him. Enter the room at the bottom of the stairs. This is the Right Save room. Stash your knife and your lighter. Leave, and exit via the door on the first floor that is partly broken. (note: if you deter from this guide, notice that this door can be used I think a maximum of 2 times in this direction, so use it very sparingly). You are now in the Short Hall. Go through the double doors near you. Now you are in the Sickle Hall. Go to the greenish door (looks more gardenlike than the other) at the end of the hall. You will go into the Outer Fence area. Pick up herbs if you need them, and the WEEDKILLER. Go back to the Sickle Hall, and enter the other door right near the Outer Fence door. This is the Checker Hall. Run down it, and enter the door at the end. This is the Statue Room. Just breeze through here also. Skip the CG, and put the GRENADE ROUNDS in your inventory. You are, as you no doubt have figured out, in the Main Hall. Go to the Upper Dinning Room, and to the previously locked door (the leftmost one). Open it, and go into the Left Stairs area. Go into the first door you see (greenish also, with a pattern on it). You are now in the Upper Garden. There are green herbs, but not to pick up. You'll need them shortly. Make sure the pistol is full, and blow the whistle. In a few seconds, 2 dogs will come hurtling around the corner. Take them out as quickly as possible, and pick up the COLLAR. Use the green herbs if you need them. Go back to the Left Stairs area. Run to the door at the end of the 2nd floor part of this area (past the zombies) and go in. You are in the Yellow Hall. Go into the part in the hall in front of you, take a right, and go to the door that was near the dead zombie before. If memory serves me right, he gets up this time, so just run past him. Enter the Third Floor Hall. Run up the stairs, until you get to the stone block. Take the key, and after the short blood curdling CG, examine the COLLAR, press the button, take out the COIN, examine the back of it, and get the FAKE KEY. Place it in the spot of the real key, and the trap shuts itself off. You now have the ARMOR KEY. Run back to the Left Save area. Run down the stairs, down the hallway, and out the door at the end. If you feel the need, you can stop shortly to stash some health or ammo in your chest (save optional). You are now in the Dark Hall. Run to the very end (straight) and go into the door there. (you can pick up the battery on the way if you wish). Use the WEEDKILLER in the water, and turn the switch to red. The plant will die. Pick up herbs if you need them, but leave at least some (3 recommended). Pick up the MASK. Go back to the Dark Hall. Run to the door to your Left Save, but don't go in. Turn left, and run down this hall and go in that door. Zombies will break through the windows, but who cares, it isn't your house. You are now in the Elongated Hall again. Run up, all the way to the end of the hall, and go down the stairs. Use the key to open the door, but don't go in. This will lose that key from your inventory, which frees up space. Run back, and enter the door to the Dinning Room (it's the only one on the right of the hall). Go into the Main Hall. Run up to the Horseshoe Hall. Now, go past the first door, to the metal doors. Go into the Armor Room. Some knights will move away from the wall. Push the far back right one in first, then the close left one, then the close right one. The far left one will push himself in, and then press the switch in the center of the room. Pick up the box. Examine it, and push the buttons on the front, then back to get another MASK. Leave, and go back to the door you just ran past. Go in. This is the Snake Hall 1. Richard runs out (or is thrown out) with quite a bite mark on him. Leave, (skipping cg's of course) and run back to the Main Hall. Run to the Upper Dining room, then to the Left Stairs area, down the stairs to the Left Save. Get the SERUM, stash the MASKs, and pick up your LIGHTER. Run back the way you came. Richard (if you did it fast enough) will be okay. Go through the other door in this hall, and enter into Snake Hall 2. There's a zombie, so incapacitate him. Go into the door that's not locked. This is the Small Dining room. Use the LIGHTER on the candles, and pick up the clip if you really need it. Push the bookcase to the right, and go in the back room. Either incapacitate the zombie, or play ring around the rosie with the table, and go in there to pick up the MUSIC. Run back to the Main Hall. Go into the Dinning Room (lower) and pick up the SHIELD off of the wall by the fireplace. Go into the Elongated Hall. Go right, to the second door. Enter into the Music Room. Go into the back area, and push the bookcase. Get the MUSIC HOLDER and combine it with the MUSIC. Now use the combination at the Piano, and a door will open. Go in and pick up the GOLD SHIELD. Put the SHIELD in it's place, and leave, back to the Dining Room. Put the GOLD SHIELD in the wall where the old one was, and the clock will open. Go to it, and rotate the large gear two times either left or right. The clock will chime 6:00 and move. Get the SHIELD KEY. Go back to the Main Hall. If you are feeling tired, or unsure at this point, use the SAVE RIBBON on the table to save at the typewriter in the Dining Room. Go up to the door next to the Horseshoe Hall (same wall) and open it. Go into the Crow Hall. Go to Forrest and pick up his GRENADE LAUNCHER. If you need them, pick up the herbs past this point. Kill Forrest or don't you're choice. Go to the Horseshoe Hall now, and into the area with Richard (Snake Hall's 1 and 2). Go and unlock the door that was locked before, in Snake Hall 2. The key will be used up. Goody, free space. Go in, skip the two CG's. Make sure to run in, then up the side of the room farthest from the door, crossing over to pick up the MASK. Then run back the side of the room the snake is not on. Exit the room. No fuss, no mess, no poison, ammo loss, etc. Oh, yeah, we lost Richard, but he had it coming. Never go in that room again. Go back to the Horseshoe Hall, go to the door just past the metal doors, which is now unlocked. You are in the Right Stairs area. Run down the stairs and to the Right Save area, and pick up the stuff Barry left for you. Now it is time for the GRENADE LAUNCHER ammo glitch. (note: This was not discovered by me, it is one of the codes here, and is frequently referenced on the message boards. The best I can do is credit Darkest Embers. Awesome job). ------------------------------ Take the grenade launcher and equip it, making sure it is in the upper left slot (you can switch it around with your item box). Now, put everything you have into the item box. Now take out either your fire or acid rounds (fire preferable). Equip the launcher with the opposite type of rounds, so the normal rounds just put in the box and leave there. Now, with those two items in your inventory, open the box. Put the rounds in the box. Then go over to them, and hit A twice, which should equip them to the launcher, with XXX amount. Leave the box, and check your inventory. You now have 240 grenade rounds. Sometimes this doesn't work. My most common error is not equipping the launcher, but sometimes it might be other things. Save before you do this, so as you can reload if you waste a lot of time. ------------------------------- Okay, now that you have an *** load of ammo, put everything except the GRENADE LAUNCHER maybe one health item, and the 3 MASKs in the box. You won't need nearly as much health now, because you can blow away anything in your path. Go out the bottom door. It is now completely broken, and is a 1 way door. Go across the Short Hall, to the door. Go in. You are now in the Stain Glass Hall. Go to the first picture, and flip the switch. The picture should turn Orange. Run past the second two, and the hall will make a U turn. Now, flip the switch on the first two picture switches, making them Green and Purple respectively. Run to the end of the hall and flip the switch under the Woman's picture. Go out into the Small Garden, use the LOCK PICK on the door, pick up the 4th MASK and down into the Crypt. Now, there are 4 MASKs and 4 stones for them. Use the corresponding mask for each spot. The coffin will fall. Go over to it, and watch the terrifying monster emerge (not really that bad...). Kill him and pick up the item in the coffin, as well as flipping the switch in there. The door will open, and you can leave. You now have CREST #1. Go back to the Stained Glass Hall, into the Short Hall, and go straight down the darkened area in front of the door you come out, and out that door into the Curved Hall. Use the CREST on the slot there, and go into the Small Shed. Pick up the health if you need it, and enter the smaller door. +++++++++++++ Courtyard/Garden (Outside) +++++++++++++ You are now in the Compass Garden. Go to the first compass and make it stop on West. Go to the second and make it stop on North. Go to the gate and exit this area. This is the Crow Garden. Run down it and out the gate. This is the Shed Garden. Run all the way down, to the Shed. Go in. Go all the way to the back of the Shed and pick up the CRANK S. Drop off the ARMOR KEY in the item box and never pick it up again. Run back into the fireplace area of the Shed. Oooooooh, the door just opened, what was that. Run to the window (optional) near the bed and watch the retreating form of what seems to be a zombie. Run towards the fireplace, and at the 3 stairs you'll be knocked out. Skip the.... Oh no! You can't skip this CG. Either run around, or knock Lisa out (not hard, 3 grenades). Leave the Shed. Run all the way down the Shed Garden, dodge the zombie, and out into the Crow Garden. Run down that too, and all the way back up to the Small Shed. Now go into the double doors. You are at the Broken Fountain area. Get the herbs if you want them, and go to the double doors up the dual pairs of short stairs. Go into the Pool area. Use the CRANK on the machine to the left, and lower the water. Go down the ladder, across the pool to the elevator. Take it down. You are now in the Waterfall area. Go across the room, all the while staying close to the waterfall, to the door and enter the Servant's Quarters Hall. Run down it, past all the snakes, to the Servant's Quarters. ++++++++++++++ Courtyard/Garden (Servant's Quarters) ++++++++++++++ Pick up a few herbs if you want, and go to the first open room. This is your Save Room from here on out. Put away all the excess herbs, the CRANK, and leave. (save optional). Go to the room at the end of this hall; Hall 1, and go in. This is the Billiards Room. The two spiders are mostly harmless, you can waste the first one if you wish. Get the RED BOOK from the lower area of the room, and that's the only necessary item. Leave everything else, you'll need the space. Leave, and push the box next to the other two stacked up. Climb over the 3, and go into Hall 2. Go down this hall and into Room 002 (2nd door). Skip the 2 CG's and push the left bookcase against the wall, and the right one to the right. A ladder will come into view. Go into the bathroom and pick up the KEY 001. Leave, and go back to Hall 1. Go into Room 001 (only door on the north part of the screen). Go into the Bathroom and pick up the CONTROL KEY from the tub. Leave. Go back to the ladder in Room 002 and go down into the Long Hall. Push the 3 boxes into the water and walk across. Pick up the herb, you'll need it. Enter into the Shark Tank, and run to the right. A few steps in and skip the CG, then the Sharks come for you. Just keep running. I'd say par is 1 hit, that's what I always get. If you're too slow the Great White will come up and swallow you. Go left into the inner area, then travel left again. Go up the stairs, and into the door there. PHEW!!! Payback time. You are now in the Pressure Room. Use the herb to cure yourself, and go down the ladder. There are 3 panels here, in this type of set up: (The left is panel 1, top is panel 2 and right is panel 3). ______ I 2 I I1 3I I I Go in and hit panel 2. Surprise surprise, the Great White acts up. Go to panel 3 and press that switch, then to panel 1 and hit that one. The shutter will only lower halfway. Go back to the hall of this area, and to the Oil Pressure Machine. Hit switch #1 (It's usually 1 for me, but once it was 3. In any case, push all 3 if need be). The shutter will rise. Go back, hit panel 3, then panel 1, and you're safe. Then hit panel 2 and give the Sharks a taste of what it's like to be a land dweller. Exit via the door with the porthole in it, into Tank 1. Go to the door to the far right, into area Tank 2. Go all the way to the end, and go up onto the platform near the Great White. Don't worry, he doesn't bite....yet. Try to pick up the shining object. He'll come alive and knock it into the water. My preferred method here is to push the box near where you came up into the water, then hit the switch near you and electrocute the sucker. Then go into the water and get the GALLERY KEY. Go back to Tank 1, and in the double doors there. In this area, Tank 3, there is a ladder. Go up and out into the Long Hall. Go back up to Room 002. Go unlock the Gallery. In here, there is an insect problem. Go to the hall on the left, to the body, and get the INSECTICIDE. Run out, and over to the end of Hall 2. There is a MAP. Pick it up, and use the INSECTICIDE. Then run back to the Gallery. Go to the end of the hall with the guy in it, and get KEY 003. Open Room 003, and go in. Go to the bookcase, take out the white book and put in the RED BOOK. Make the picture into the woman laying down, and the bookcase will move. Go into the door. Plant 42 Room. A giant flower, wonderful. Run up the stairs, and to a point where you can see what the plant is doing. When the bud is open, launch a grenade at it. 2 should end stage one, then repeat for stage 2 and watch it shrivel. Use health if need be, and go down to the fireplace. Pick up HELMET KEY and head back to the Mansion. Here's a quick route: Gallery>>Hall2(skip CG) >>Hall1>>Servant's Quarters Hall (skip CG)>>Waterfall>>Pool>>Small Shed. ++++++++++++++ Mansion (part 2) ++++++++++++++ Go into the Curved Hall, then into the Short Hall. Go into the Right Stairs area (2nd door on the right), up the stairs, and to the room at the end of the hall. There are numerous Hunters here, so take them out with the GRENADE LAUNCHER, as they are a nasty foe. This is the Fireplace Room. Go straight through into the Statue Room. Get behind the statue, and push it all the way up to the door. The walls will close in, but behind the statue you are safe. After it is at the door, run back, and around the backside of the right wall. Run all the way up, to the switch. Hit it, turn around and run (remember that the C stick is used to quickly turn around). Run back to the Statue, and push on it's right side, so you push it left. After pushing it into the slot on the ground, the walls will pull back, and you can enter the door. Go in, pick up the DEFENSE DAGGER and go down the hole. Pick up the EAGLE BOOK, examine it to get the EAGLE MEDALLION. Examine the stand there to get another ladder. Go into Sub Hall 1, and just run up, then left at the fork, into Sub Hall 2. Kill the zombies in the way, and go straight at the fork, turn on the power, then go back and go left at the fork. You are now in the Meat Storage. Kinda icky. Go right, and to the elevator, not to the door straight in front of where you enter. Hit the elevator twice, and go up. This is Hidden Hall 1. Go up when you enter, unless you need herbs, in which case head down. Kill the zombies, and go into the door that comes up first when traveling up. This is a store room. Don't bother with the ammo, just get the battery and leave. Continue down the hall, past the statue, and into the Yellow Hall. Travel all the way down the Yellow Hall, and go to the Third Floor Hall (at the end of the hall, near the dead body, or where it used to be). Go to the end of this Third Floor Hall, and into the door. Okay, what's big and green and sounds like "SSSSSSSSSS?" Well, he's back. Head down the ladder, and smoke this thing. 12 rounds max I think, and try not to get hit. I'm pretty sure you don't get poisoned any more (I didn't get poisoned for 1 hit) but he will do considerable damage. After he's gone, get the book he knocked clean. Examine it for the WOLF MEDALLION. Go back to the Yellow Hall (via the Third Floor Hall). Go to the Left Stairs (the door right across from the small hall opening) and go into the first door you see. In this Trophy Room, push the table near the deer against the wall, so it is easily accessible. Go near the door and turn off the lights. Now, run over to the Bull, so that the eagle follows you. Now, get as close to the eagle wall as possible, and run to the deer side, climb up and grab the RUBY. If done correctly, the eagle will be slower than you and it will come free. Go to the Left Save area and drop the EAGLE MEDALLION and the WOLF MEDALLION. Pick up the CRANK S. again. Go out the bottom exit of the Left Stairs area, and into the Dark Hall. Head right, all the way down to the Elongated Hall. Head straight across to the Dinning Room (lower). Go into the Main Hall. Now, go to the door that is on the right side of the hall, near the Statue Room door. You'll need the key to unlock it. Once in, this is the Laboratory. Run to the door at the end of this area, into the Curtain Room. Waste the zombie and get the JEWELRY BOX. Use the RUBY on it, and solve the easy puzzle (solution also available at gamefaqs courtesy of DEngel). Take your brand new EMBLEM KEY and go out of the Laboratory into the Main Hall. Go into the Statue Room, into the Checkered Hall, all the way over to the Sickle Hall. Go from here over to the Short Hall, and to the door with the emblem on it. Examine the EMBLEM KEY to get a key, and open the door. In here, take the EMBLEM 2 (part 1) and leave. Go out into the Curved Hall again. Your EMBLEM 1 should still be here, no don't take it yet, just go back into the Small Shed. Go to the double doors again, into the Broken Fountain area. Go to the gate into the Pool area. Go across, all the way to the Elevator, and go down to the Waterfall. Head somewhat left from the elevator, and put the BATTERY in the wall. Take care of the dogs or crows if need be. Go up the elevator that now works. You are in the Broken Fountain area. Go into the Pool area again and use the CRANK on the machine to raise the water. Go back, and go down the elevator. Now the Waterfall is gone, and you can go under it, into the Mines area. ++++++++++++++ Mines ++++++++++++++ Okay, go in here, and down the ladder. This is your Save Hall now. Put the CRANK S away, never to be used again. Go back to the ladder, and go in the door near it. This is the Upper Elevator area. Go to a hall across the room, and in the door at the end of it into the Traitor Hall. Here a former STARS member will die, and give you a CRANK H if you search him. Skip the CG as always, and go back to the Save Area. Use the CRANK on the hole in the wall, and the hall will rotate so it's usable. Go down it into Boulder Hall 1. Go up to the boulder, then turn around, make sure you are parallel to the hall so you can run fast, and run. The boulder will dislodge itself, and you must run down the hall, then to the right to avoid it. Go into the smashed wall area, and open the door. Spider Area. Well, it had to come sometime. 3 rounds should drop the giant spider, another 2 for the small one. Then, if you are using fire rounds, shoot like 6 at the door and it will come free. If not, use the knife in that room to slice the door free. Go into Boulder Hall 2. Get the herbs if you need them, then go and use the CRANK on the hole in the wall 3 times. Then the boulder will break free, and just run to the left into the alcove. Go in the door, into the Puzzle Room. Okay, this is a bit time consuming. Push the statue up along the wall until the screen camera angle changes. Then go and use the CRANK on the hole in the wall 2 times. The statue can now be pushed onto the circle. It will rotate once. Push it off, then on again for another rotation. Then push it into the spot in the wall. Take the GEAR that becomes available. Go all the way back to the Save Area (it's a one way road, so no worries) and stash the CRANK H. You won't need it again either. Go into the Upper Elevator room, and go to the short hall into the Machine area. Examine the machine to get the GEAR 2. Combine the two and put them back in the machine. Punch in the code 4231. Get on the Elevator, and skip all the CGs. This is the Lower Elevator area. Go to the one door, into the Lisa Hall. When the road splits, go left. Lisa will appear. Then go back and go right, up, past the switch, to some stairs. To the left of the stairs is a door. Go into the Transport Room. Push the box onto the carrier, and hit the button. Then leave. Go down the stairs. Lisa won't appear immediately, but she's coming. Pick up one of the 2 herbs if you wish, then run back up the stairs, and back the way you came (right, past the switch). When the road forks, take the right path, (towards the screen) and come back to the Lower Elevator area. Go down the one ladder in this room. This is the Compactor Room. Push the now available box down into the compactor area, and use the compactor on it. Take the BROKEN FLAMETHROWER and go back to the Lower Elevator area. If you didn't already have it, take the EMBLEM #2 part 1 from your item box. Go through the door to the Lisa Hall. Go left then right to fake Lisa out again. Go up, pull the switch, go all the way, down the stairs, and put the BROKEN FLAMETHROWER in the holders. Enter the door. This is the Lisa Home area. Go into the watery hall, just run past all the snakes, and up into the other side. Take the box, examine it for the EMBLEM #2 part 2. Combine the EMBLEM parts for the total piece. Go up all the ladders in this area and you will end up in the Shed. Leave the Shed, and run down the Shed Garden, all the way back to the Mansion. Go down the Curved Hall, pick up the EMBLEM #1, go into the Stained Glass Hall, into the Small Garden, into the Main Hall. Now, go under the stairs, and finally you can put the 2 EMBLEMs in their slots. Go down the stairs (Stair Area), save, take out the EAGLE MEDALLION and the WOLF MEDALLION, and go out the door at the bottom. Go down the Subterranean Hall, down the ladder. This is the Lisa Arena. You're choice as to whether or not to give Barry his gun. The game's slightly easier and shorter if you don't. (Actually, for an optimum time I'd recommend not giving it to him). Shoot Lisa a few times, if she gets too close, but primarily just push the statues off the sides. They have to go off in a horizontal manner, not vertically. When all 4 are off, Lisa will go off the edge as well. If you killed Barry, take his gun (.44 MAGNUM) and get outta there. Go up the elevator. Large Fountain: Put the EAGLE MEDALLION in the right side, and the WOLF MEDALLION in the left, and then go down the stairs of the fountain. Go into the elevator, and switch to "Resident Evil Disk 2!!!" +++++++++++++ Reactor +++++++++++++ Okay, this is Floor 1. Go down the ladder to Save Area 1. Put the MAGNUM away momentarily, and go through the doors. Kill the zombies in this area (Floor 2) and go down the stairs. Here on Floor 3, kill the 2 zombies, and go in the hall to the right of where you came in (small hall) that ends up at double doors leading north. Go in. Go to the Computer Terminal, and start it up. Put in: Name: JOHN Password: ADA Then unlock floor 3 and floor 2. Floor 2 will ask for a password, it is CELL. After this, leave this room. Go back up to Floor 2. Go in the room near the stairs (Projector Room) and go to the white terminal on the wall. Input the code 8462. A door will open. Go in, and take the REACTOR KEY. Take the HEALTH SPRAY if you need it. Go to Floor 3 again, and go to the area directly across from where you enter. You will pass the big fan, and there will be a door leading up. Use the key here, but don't go in. Then use it on the door to the right, and do go in there. Go straight, then at the break go down. Kill the zombies, and go in the room. This is the White Reactor. Go up, and left, to a small machine. You will go past a small fire. Pick up the FUEL CELL, then leave. Go back to the door leading up to Floor 2, but instead take the door to the left of that. You will be in a small hall. Take the health if you need it. Go in the second door, into the Refueling Room. Kill the zombie, and use the machine to refill the FUEL CELL. Okay, now we have virtually an unstable, activated grenade in our inventory. WALK all the way back to the White Reactor. Hopefully you incinerated all the zombies on the way. If you get attacked, do not fire. I found this out the hard way. I'm not sure if being attacked triggers it. Anyway, once back in the White Reactor use it on the machine. Go back to where you entered White Reactor and travel left of the entrance instead, then up to another door. Go into the Red Reactor. Go left here, and go around until you enter Orange Reactor. In here, go around the room to the terminal, and turn on the power. Then go back into the hall outside White Reactor. Go into the Save Room on the left (right across from the hall's first part). Pick up the .44 MAGNUM and drop off the GRENADE LAUNCHER. Pick up a few health items. Then exit and head up to the elevator. Go to the right of it and hit the power, then go up. Go through the short hall into the Tyrant Room. Skip the CGs. With the .44 MAGNUM the Tyrant takes 1-3 shots I found. After he's gone, go around the room to a yellowish terminal and hit the switch. Depending upon whether or not you killed Barry, there will also be a EMERGENCY KEY near Wesker. (The room is shaped like this: (The - and I are paths, the D is the door and the * is the terminal). D * I I I I ----- I I ----- Now go back down the elevator, and up to Floor 1 (go down the hall to Floor 3 area, then up the stairs to Floor 2, then through Save Area 1 up the ladder to Floor 1) and open the door near the ladder. In this long hall, skip the CG, pick up the FUSE, put it in the wall, and go out to the Heliport. Pick up the ROCKETS (signal) and bring them into the main Helipad area. Use them, and skip all the CGs. Congratulations, you should have a time of between 2:00 to 2:45. ******************************************** BONUSES For beating the game in this time I got: ROCKET LAUNCHER Not that hulky crappy one you normally get to kill the second Tyrant. This thing is smooth and suave. I take it everywhere! Plus it has infinite ammo. It is the strongest weapon I can find, seeing as it kills anything (ANYTHING) in the game in one hit. (The list of 1-hits includes: Plant 42, Great White Shark, Giant Spider, Giant Snake (stage 1 and 2) Tyrant, Tyrant 2 (he dodges the first shot) ). Sadly, Lisa does take more than one shot, as she needs to be knocked off (1 shot) and then to fall off (another shot). But you can incapacitate her at either of the first 2 sightings with one shot. SAMURAI EDGE An upgraded pistol that fires faster (quick bursts of 3) and is quite good. You can take out zombies, dogs, hunters even pretty quickly with this thing. It has a larger clip, and a larger slide, that's about it. CLOSET KEY A key to the closet mentioned in the memo in the Laboratory room. The closet is in the room with the Statue, in the back area behind the big picture. For Jill the costumes are an ARMY one and her RE3 clothes. Have Fun!!! Contact Info: Orca782 Vegitassj4@hotmail.com Aim: Orca782 Credits: Gamefaqs: For a great site. Capcom: For a fun game. Dengel:For some great references. Darkest Embers: For the Grenade Glitch. AiRiC and other Message Board Members: Tips and the idea of this faq. ************************************************************************ ************************************************************************ ************************************************************************ ************************************************************************ ************************************************************************ ------------------------------------------------------------------------ G. JILL VALENTINE HARD MODE WALKTHROUGH ------------------------------------------------------------------------ ENTER THE MANSION ================= ITEMS: SHIELD DAGGER KNIFE INK RIBBON BLUE GEMSTONE BOOK OF CURSE MANSION MAP OIL CANTEEN LOOKING AROUND ============== ITEMS: SWORD KEY SHOTGUN ACID ROUNDS HANDGUN MAGAZINE DOG COLLAR DOG WHISTLE FAKE KEY ARMOR KEY LIGHTER ACID ROUNDS MASK W/OUT ALL BATTERY PACKS DEATH MASK HUNT =============== ITEMS: DEATH MASK I SHOTGUN II SHEILD KEY DEATH MASK II DEATH MASK III WIND CREST HERBICIDE LURE OF A BEE GOLD BEE SPECIMAN JEWELRY BOX WOODEN EMBLEM GETTING OUT =========== ITEMS: MUSICAL SCORE MUSICAL SCORE (2) MOONLIGHT SONATA GOLD EMBLEM ARMOR KEY STONE AND METAL OBJECT ************************************************************************ ENTER THE MANSION ************************************************************************ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= DINING ROOM Learn the controls, and grab the INK RIBBON on the table. Then go to where Barry is. After the cut-scene, head through the nearby door. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= KENNETH ROOM Turn to Jill's left and then you'll see the very first zombie. Run back to the DINING ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= DINING ROOM After the cut-scene, head back to the MAIN HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= MAIN HALL Search behind the staircase, and upstairs. Then go back and talk to Barry. After he leaves, go to the door to the DINING ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= DINING ROOM Head to where the statue fell? Run there and pick up the BLUE GEMSTONE Return to the KENNETH ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= KENNETH ROOM Head left and watch for the zombie on the other side of the hall (avoid it). Head to the door left of where Kenneth was killed. Search him for an item called "KENNETH'S TAPE." Then take the door near Kenneth. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= FAR LEFT STAIRS Circle the hall, until you reach the stairs. Grab the GREEN HERB. Heal yourself if you must (unlikely). Up the stairs is a door you should go through. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Z HALL If you check the map, the place looks like a Z. Head down the hall, and dodge any zombies you may see (there are 2 of them in this hallway, one near the item you need to get, shoot it down, but don't waste ammo killing it). Down the hall, you should see a shiny item. Grab the GOLDEN ARROW. Examine it so it becomes an ARROWHEAD." Under the big mirror near where you found the GOLDEN ARROW are HANDGUN MAGAZINES. Go to the door on the map that leads to the UPPER DINING HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= UPPER DINING HALL Head back to the MAIN HALL via the double doors in this room. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= MAIN HALL Go to the door directly above the staircase. It leads to a GRAVEYARD. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GRAVEYARD There are 2, easily avoidable zombies in this room. Head down the flight of stairs, avoiding the zombie, and then run left until you see a stone casket. Head to where you saw the ARROWHEAD indentation. Use the ARROWHEAD on the casket. Stairs will be revealed. Go down them. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= MACHINERY ROOM Wander through this room until you see a BOOK OF CURSE on a stone podium. Grab it. Examine the BOOK OF CURSE in your item list. You'll notice by the entrance 4 faces above 4 tombs. Remember that for later. Return to the GRAVEYARD. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GRAVEYARD Return to the MAIN HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= MAIN HALL Head to the STATUE ROOM, which is behind the double doors to the right of the MAIN HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= STATUE ROOM Examine the BOOK, and turn it around. You'll see the SWORD KEY. Take it, and read the book. Take the SWORD KEY and use it on the door next to the chest drawer. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= L HALL Head through, and you'll hear a window crack. Run to the second display case you see on your left and push it toward the screen for the first DAGGER KNIFE. Head to the M HALL, which is through the door at the end of the hallway. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= M HALL Run to the nearest door and use your LOCKPICK. Enter. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= DOG AREA Run down and grab the GREEN HERBS. Grab the HERBICIDE from the wheelbarrow, too. Return to the M HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= M HALL Run further down the hallway and enter the next door you see. Enter the BATHROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= BATHROOM Look around, and drain the tub. Grab the DAGGER KNIFE from the tub. Return to the M HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= M HALL Run toward the next door, to the left of Jill. Enter the CEILING ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= CEILING ROOM Run across to the other door leading to the SHOTGUN RACK ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SHOTGUN RACK ROOM Take the INK RIBBON. The take the SHOTGUN. After you take it, leave. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= CEILING ROOM The ceiling begins to drop, so wait for a cut-scene to happen. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= M HALL You are back in the M HALL. Head through the double doors across from you. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= DOOR HALL Head to the first door to Jill's right. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= RIGHT STAIRS Kill the zombie, and enter the RIGHT STAIRS SAVE ROOM, at the corner of the stairs. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= RIGHT STAIRS SAVE ROOM Grab the FUEL CANTEEN you find. Deposit both into the ITEM BOX. Near the TYPEWRITER is an oil container. Fill your FUEL CANTEEN with OIL so you can burn any zombies you kill. Make sure you have at least 2 item spaces. Save the game, and head out. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ************************************************************************ LOOKING AROUND ************************************************************************ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= RIGHT STAIRS Climb the stairs. Dodge the zombies, and head right (use the DAGGER KNIFE to down the one guarding the door, then use the SHOTGUN on it; go for a head shot). Turn left at the corner, and enter into the U HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= U HALL Dodge all the zombies, and turn right into the door. This is the STUDY. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= STUDY Grab the DOG WHISTLE and the LIGHTER. Exit the way you came. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= U HALL Run all the way to the end, passing all doors until you get to the very last one. Dodge all zombies, and head into the MAIN HALL through the final door. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= MAIN HALL Barry will give you ACID ROUNDS (hopefully you have enough item space). Run across the room into the UPPER DINING ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= UPPER DINING ROOM Run to the right of Jill, to the second door on the end. She is in the LEFT STAIRS HALLWAY. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LEFT STAIRS HALLWAY Head to the nearest door, without entering the stair area. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= STAIN GLASS BALCONY In front of that Stain Glass, equip the SHOTGUN and use the DOG WHISTLE. Dogs will attack you, so kill them quickly. Grab the shining item on the floor. It is a DOG COLLAR. Inspect it, and you pull out some sort of COIN. Inspect the COIN in all areas and you get an IMITATION KEY. Return to the LEFT STAIRS HALLWAY. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LEFT STAIRS HALLWAY Return to the UPPER DINING ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= UPPER DINING ROOM Head to the Z HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Z HALL Run to the door you first entered this room from, and turn right, passed the corpse (the corpse will come alive, so run through the door or decapitate it with the SHOTGUN). Enter the door you see. It is the BLADE ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= BLADE ROOM Run to the ARMOR KEY you eventually see down the hall. Grab it. Now the first puzzle occurs. --------------------------------------------------------------------- | !!! BLADE PUZZLE !!! | | | |Take the IMITATION KEY and USE it in the opening where you took | |the ARMOR KEY. The blade that's going after you should stop. | --------------------------------------------------------------------- Take the ARMOR KEY. Leave for the Z HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Z HALL Avoiding every zombie in here, run toward the UPPER DINING HALL (if you want, you can take the FAR LEFT STAIRS all the way to the MAIN HALL and to the UPPER DINING ROOM from there if there are too many zombies). =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= UPPER DINING HALL Take the door next to the one you just came through, into the LEFT STAIRS. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LEFT STAIRS Head down the stairs you see after dispatching/avoiding the zombies. A super-zombie might go after you, so be very careful. At the bottom, head into the door nearest you. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LEFT STAIRS SAVE ROOM Prepare any of your items if necessary. Then leave. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LEFT STAIRS HALLWAY Run across the hallway, and head back up the staircase. Return to the UPPER DINING HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= UPPER DINING HALL Head over to the MAIN HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= MAIN HALL Head down the stairs, and to the DINING HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= DINING HALL Head to the KENNETH ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= KENNETH ROOM From this hall, head all the way right, and turn left at the corner. (avoid the zombie, it shouldn't be too hard; you can shoot it down if you have the HANDGUN ammo) Head down the stairs, and unlock the door. Head back up the staircase, and to the door you just passed. Unlock it with the ARMOR KEY. But do not go through yet. Head to the DINING ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= DINING ROOM From here, head to the MAIN HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= MAIN HALL Head upstairs to the UPPER DINING HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= UPPER DINING HALL From here, go to the LEFT STAIRS. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LEFT STAIRS From here, take the stairs down, and run down passed the LEFT STAIRS SAVE ROOM. Head to the door nearby, using the SWORD KEY. When the options YES and NO come up, select YES so you can discard the SWORD KEY. Head inside. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= STORAGE ROOM Do not grab the BROKEN SHOTGUN (you don't need it). Just grab the BATTERY PACK. Leave. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LEFT STAIRS HALLWAY Head to the door to the right of Jill, unlocking it with the ARMOR KEY. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= F HALL Notice on the map that this hall looks like an F? Head further down, turn the corner and enter the VINE ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= VINE ROOM Run over to the machine pumping the water and use the HERBICIDE. Once it is submerged into the water, examine the machine again and select YES. Then select the first option you see (RED). The vines will then die from the HERBICIDE. Grab the MASK W/OUT ALL you see on the wall. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ************************************************************************ DEATH MASK HUNT ************************************************************************ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= NOTE: There are many GREEN HERBS here. Due to the overwhelming difficulty of this game, it is suggested you only take them when you run out of healing supplies. They will still be here when you return from the GUARDHOUSE, and by then, this place will be a Hunter festival. Pick these GREEN HERBS up when you return from the GUARDHOUSE, or when you really, really need them. Head back to the F HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= F HALL Run back to the door you used to get to this hall for the first time, and turn left. Run down, and zombies will bust in from the windows! IGNORE THEM and run. Turn the next left you see, and head through the nearest door. Head to the TIGER STATUE ROOM nearby. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= TIGER STATUE ROOM Head to the TIGER STATUE and use the BLUE GEMSTONE. You will get SHOTGUN SHELLS. Head back to the F HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= F HALL The zombies that popped through the window are on the left. Let them bite you, and use DAGGER KNIFE or BATTERY PACK against one of them to save ammo. Head into the door nearby. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= BEDROOM Head to the desk across the room, passed the bed. On the bed is a HANDGUN MAGAZINE. On the desk is a diary. After reading it, a zombie attacks you. Avoid it (you will probably need a DAGGER KNIFE). Exit.=-=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= F HALL Head to the door to the right, and kill the zombies you haven't killed. Head through the door on the right. It leads to the KENNETH ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= KENNETH ROOM Head to the DINING HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= DINING HALL Head to the MAIN HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= MAIN HALL Head upstairs. Head to the door to the right of the one leading to the U HALL. Unlock it with the ARMOR KEY, but do not go through yet. Head to the U HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= U HALL Unlock the single door nearby using the ARMOR KEY. Before entering it, unlock the double doors you see nearby with the ARMOR KEY. Head to the RIGHT STAIRS. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= RIGHT STAIRS Here, go to the door passed the staircase leading down and unlock it with the door. Do not enter it yet. Head down into the DOOR HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= DOOR HALL Unlock the door down the hall, near the open space, using the ARMOR KEY. When the YES or NO option comes up, select YES so you can discard the ARMOR KEY. Do not go through, yet. Return to the RIGHT STAIRS. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= RIGHT STAIRS Return to the U HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= U HALL Return to the single door you unlocked a few minutes ago. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= RICHARD ROOM You'll see Richard Aiken here. You'll have to get him SERUM. Head outside to the U HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= U HALL Head to the MAIN HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= MAIN HALL Head into the door you just unlocked. It leads to the FOREST BALCONY. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= FOREST BALCONY Run across. Run down and you'll see a familiar person: Forest Speyer. (Barry will be here if you used the BROKEN SHOTGUN in the SHOTGUN RACK ROOM, and give you the GRENADE LAUNCHER). Grab the GRENADE LAUNCHER from him if you didn't see Barry here, and run down. Grab the GREEN HERBS. Forest will then attack you, so run back to the MAIN HALL immediately. Exit back into the MAIN HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= MAIN HALL Head into the first floor, and into the DINING ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= DINING ROOM Head into the KENNETH ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= KENNETH ROOM Head into the F HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= F HALL Head into the LEFT STAIRS HALLWAY. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LEFT STAIRS HALLWAY Head into the LEFT STAIRS SAVE ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LEFT STAIRS SAVE ROOM Grab the SERUM from the shelf and rearrange your items. Make sure you have the HANDGUN, SHOTGUN/GRENADE LAUNCHER, LIGHTER, GREEN HERB, SERUM, MASK W/OUT ALL and the ARMOR KEY. Return to the LEFT STAIRS HALLWAY. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LEFT STAIRS HALLWAY Return to the F HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= F HALL Head to the KENNETH ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= KENNETH ROOM Return to the DINING ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= DINING ROOM Return to the MAIN HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= MAIN HALL Return to the U HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= U HALL Head into the RICHARD ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= RICHARD ROOM Heal Richard. After you heal him (he doesn't die from poison this time, like in the original version), head to the door to the left of Richard. Grab the 2 GREEN HERBS, too (if you have the space). =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SMALL L HALL This is a smaller L HALL. Kill the zombie you see, and run to the door passed it (to the left of the door you used to enter this hall). =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SMALL DINING ROOM This is a SMALL DINING ROOM. Then go to the candles you see on the table and light them with the LIGHTER (I told you to go get the LIGHTER back in the LEFT STAIRS SAVE ROOM). See the display shelf? Push it to the right to reveal a secret annex room. There is a zombie, so kill it or use a DAGGER KNIFE to put it down)! Examine the display shelf in this annex for a MUSICAL SCORE. Return to the SMALL L HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SMALL L HALL Return to the RICHARD ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= RICHARD ROOM Return to the U HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= U HALL Head into the double doors into the KNIGHT ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= KNIGHT ROOM The knight statues move, but do not worry. Nothing in this room can kill you. --------------------------------------------------------------------- | !!! KNIGHT PUZZLE !!! | | Your objective is to push all the statues back into their normal | | position. | | | | -Have Jill push the FAR RIGHT first. | | -Have Jill push the CLOSER LEFT STATUE next. | | -Have Jill push the CLOSER RIGHT STATUE next. | | | | Voila! Examine the center podium, and press the button. | | A painting slides. | | | | Grab it, and it is a JEWELRY BOX. | | | --------------------------------------------------------------------- We will solve it later. For now, insert it in the ITEM BOX. To do that, head to the RIGHT STAIRS SAVE ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= U HALL Head to the RIGHT STAIRS. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= RIGHT STAIRS Return to the RIGHT STAIRS SAVE ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= RIGHT STAIRS SAVE ROOM Save, and deposit the GRENADE LAUNCHER and JEWELRY BOX. Barry has also left some items here for you, like FIRST AID SPRAY, and HANDGUN MAGAZINES. Deposit them. Head back out. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= RIGHT STAIRS Apparently, we can't get back into the DOOR HALL anymore, so head up the stairs, and to the door you had unlocked earlier. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= DEER HEAD ROOM Head to the door to the right first. Grab the RED HERB and GREEN HERB, and mix them together. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= BEDROOM 2 Another bedroom, another nightmare. Grab the FIRST AID BOX. CHECK it (the top of it) to find FIRST AID SPRAY. Return to the DEER HEAD ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= DEER HEAD ROOM Take the door to the right. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= WASP ROOM Grab the file on the desk, and read it (if you can). Near the desk is a display of bugs. Grab the FISHHOOK. Run to the display to the right of the door and grab the LURE OF A BEE. Combine it with the FISHHOOK you found. Head to the display to the left of the door and grab the BEE SPECIMAN. After grabbing it, use the GOLD BEE SPECIMAN and attach it to the bug display. Head back to the bug display on the right of the door and use the BEE SPECIMAN. Then press the button. ..suddenly, the BEE SPECIMAN comes to life! Kill it! Grab the WIND CREST you see. Return to the RIGHT STAIRS. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= RIGHT STAIRS Head to the U HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= U HALL Head to the MAIN HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= MAIN HALL Head to the GRAVEYARD. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GRAVEYARD Head down the stairs to the MACHINERY ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= MACHINERY ROOM Remember the 4 tombstones I told you to remember? Well, use the MASK W/OUT ALL from the VINE ROOM on the first tombstone. You'll see a really, really disturbing cut-scene. Afterwards, return to the GRAVEYARD. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GRAVEYARD Head to the MAIN HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= MAIN HALL Head into the DINING ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= DINING ROOM Head for the fireplace and grab the WOODEN EMBLEM. If you have 2 spaces available in your inventory, then grab it (make sure one of your 6 or less items is the MUSICAL SCORE). Head into the KENNETH ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ************************************************************************ GETTING OUT ************************************************************************ KENNETH ROOM Head into the single door you unlocked (NOT the one you unlocked at the bottom of the stairs). =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= PIANO ROOM Head to the area passed the piano. There is a shelf. Push it to the left to reveal MUSICAL SCORE (2). Combine that with the MUSICAL SCORE to make MOONLIGHT SONATA. Use the MOONLIGHT SONATA on the piano. After a wall rises, head into the annex and grab the GOLD EMBLEM. Replace it with the WOODEN EMBLEM. If you didn't get the WOODEN EMBLEM, replace the GOLD EMBLEM and go get it. Return to the KENNETH HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= KENNETH HALL Head to the DINING ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= DINING ROOM Place the GOLD EMBLEM above the fireplace where the WOODEN EMBLEM used to be. --------------------------------------------------------------------- | !!! CLOCK PUZZLE !!! | | The clock's internal parts will be revealed. Head to them. When | | examining the clock, opt to move the HOUR HAND twice. When the | | clock is at 6:00, press B and you will get a SHIELD KEY. | --------------------------------------------------------------------- Return to the MAIN HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= MAIN HALL Head to the STATUE ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= STATUE ROOM Head to the DOG HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= DOG HALL Head to the M HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= M HALL Head to the DOOR HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= DOOR HALL Head to the single door you unlocked. It is the CROW HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= CROW HALL There is a puzzle abound. --------------------------------------------------------------------- | !!! PICTURE PUZZLE !!! | | The painting with the sword must be colored orange/red on both | | sides (because the paintings appear on both sides). The middle | | painting must be colored purple. The last painting must be colored| | GREEN. Adjust the painting from both sides to make the above | | colors correspond. Then press the woman painting. | --------------------------------------------------------------------- The wall rises, leading to the area behind the locked gate in the GRAVEYARD. Grab the DEATH MASK I. Unlock the door leading to the GRAVEYARD. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GRAVEYARD Head down the stairs into the MACHINERY ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= MACHINERY ROOM Attach DEATH MASK I into the 4th tomb. Again, another disturbing cut- scene. Head back to the CROW HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= CROW HALL Head to the DOOR HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= DOOR HALL Head to the RIGHT STAIRS. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= RIGHT STAIRS Kill the CRIMSON HEAD. Head to the RIGHT STAIRS SAVE ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= RIGHT STAIRS SAVE ROOM Make sure you have the GRENADE LAUNCHER. Leave. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= RIGHT STAIRS Head upstairs into the U HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= U HALL Head into the RICHARD ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= RICHARD ROOM Head into the SMALL L HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SMALL L HALL Climb the small stairs and use the SHIELD KEY to unlock the door. Dispose of the SHIELD KEY. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ATTIC A boss awaits... ======================================== BOSS # 1: YAWN DIFFICULTY: VERY HARD Spend a few seconds avoiding the thing. Half way through the battle, Richard will interfere. Avoid the Snake some more, and Richard will leave the battle. When you run out of ammo, grab the ASSAULT SHOTGUN that is on the floor, and then run to the back area of the room. Grab the DEATH MASK II you see. Then exit the room! During the fight, the Yawn attacks with its mouth, so keep moving. If you get hit by the Yawn, you will get POISONED. ======================================== [NOTE: With Yawn gone, there will be a wave of "Crimson Head" zombies around the mansion. They are resurrected zombies of ones you've killed. Watch out, and keep the Shotgun equipped. They are as fast as Hunters, and even slash you like Hunters.] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= RICHARD ROOM Head over to the RIGHT STAIRS. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= RIGHT STAIRS Head to the RIGHT STAIRS SAVE ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= RIGHT STAIRS SAVE ROOM Withdraw the JEWELRY BOX. Go to the item screen and the CHECK option. --------------------------------------------------------------------- | !!! JEWELRY BOX PUZZLE !!! | | | | Press both buttons which resemble half of a heart shape. The box | | will open. Inside is the DEATH MASK III. | --------------------------------------------------------------------- With DEATH MASK III, our next destination is that MACHINERY ROOM. Head to the RIGHT STAIRS. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= RIGHT STAIRS Head to the U HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= U HALL Head to the MAIN HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= MAIN HALL Head to the GRAVEYARD. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GRAVEYARD Head to the MACHINERY ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= MACHINERY ROOM Insert DEATH MASK II into tomb 3 and DEATH MASK III into tomb 2. The big casket above will fall, and a SUPER CRIMSON HEAD will fight you. Use the GRENADE LAUNCHER to quickly kill it, because this is a tough zombie. At least 3 GRENADE SHELLS are needed to put this guy down. [NOTE: I think that zombie is the late George Trevor. Eerie.] Check the casket for a STONE AND METAL OBJECT. There are also SHOTGUN SHELLS. Return to the GRAVEYARD. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GRAVEYARD Head through the gate to the CROW HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= CROW HALL Head to the DOOR HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= DOOR HALL Head to the small hall across from the door you are at. Head through the door you see, into the EXIT HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= EXIT HALL Run down this outside hallway until you see a door. A zombie dog will also show up, so kill it. Near the door is an engraving. Put the STONE AND METAL OBJECT in it. Head through the door. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ----------------------------------- Well, we've finished PART 1 of Jill's mission in this evil mansion. The guardhouse is coming up, with a vengeance, and it will definitely be harder than the first part of the mission. Make sure you've gotten many supplies from the Mansion before leaving, as immortals, sharks, plants and green bastards are going to show up. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ------------------------------------------------------------------------ B. GUARDHOUSE AREA ------------------------------------------------------------------------ LISA TREVOR =========== ITEMS: BATTERY PACK FIRST AID SPRAY SUN CREST STAR CREST MOON CREST MAGNUM GUARDHOUSE ========== ITEMS: KEY FOR ROOM 001 RED BOOK CONTROL ROOM KEY KEY FOR ROOM 003 INSECTICIDE SPRAY SELF DEFENSE GUN MAGNUM BULLETS SHOTGUN SHELLS GALLERY KEY ************************************************************************ LISA TREVOR ************************************************************************ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SHED Head down to the shining items, and grab both the BATTERY PACK and the FIRST AID SPRAY. You will need both. Head through the door down the small stairs. It is the OUTSIDE PATHWAY. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= OUTSIDE PATHWAY Run down this pathway until you see spinning arrows. Brad or Barry will contact you through the radio. On the red arrow, move it to the WEST POSITION. When you get to the blue arrow, turn it NORTH. The gate will unlock. Keep your weapons handy. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= CROW GRAVEYARD Another graveyard? And it has crows! Run down and turn right when there is a space between the tombstones. You'll run into 2 large tombstones. Insert the WIND CREST into the right tombstone. 3 new CRESTS are revealed. Grab them. If you cannot grab all 3, grab as many as you can and take them to the left tombstone. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Check the back of each crest before inserting them into the left tombstone. Your reward is the MAGNUM! This is needed for PART 3. Return to the main part of the graveyard and turn right through the gate. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= OUTSIDE PATHWAY 2 Run down this pathway after a weird cut-scene. You'll see a COTTAGE. Go through. Use the map to guide you if you cannot find the COTTAGE. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= COTTAGE [WARNING: An unbeatable monster is about to arrive.] Enter, and run up the stairs. Grab the COURTYARD MAP and run passed the bed. There is an ITEM BOX nearby. SAVE at the TYPEWRITER!!!!!!!!!!!! Grab the SQUARE CRANK. Now attempt to leave and you will see a cut-scene. After the cut-scene, a boss fight hits. ======================================== BOSS # 2: LISA TREVOR DIFFICULTY: IMPOSSIBLE Your goal: Get the hell out of there. 2 hits from this immortal boss will kill you, and it will not be good at all. Head out, and be quick. Don't even try to shoot this thing, because she just won't die!!! ..I THOUGHT I TOLD YOU TO RUN AWAY! RUN! RUN! RUN! RUN! RUN! [NOTE: The girl in Wesker's Report II is Lisa Trevor. And she is now after us. Not good at all.] ======================================== =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= OUTSIDE PATHWAY 2 Run back to the CROW GRAVEYARD. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= CROW GRAVEYARD Run back to the OUTSIDE PATHWAY. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= OUTSIDE PATHWAY Run back to the SHED. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SHED Head through the DOUBLE DOORS. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GARDEN Brad will try to contact you. Afterwards, kill all the zombie dogs you see. Grab all the GREEN HERBS and head through the gate. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= POND ROOM Turn left until you see a SQUARE ENGRAVING. Use the SQUARE CRANK there. The pond will drain. Head down the ladder, across the pond, and up to the lift. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GUARDHOUSE GARDEN There are crows here. Avoid them. You'll notice that since you drained the pond, the water is flowing in front of a secret passage. Looks like we have to find a way to get there without having to drain the pond. (Why couldn't Jill just go swimming?) There is a non-functioning lift that will take you back to the GARDEN, so our goal for the rest of this and next mission is to find a battery which will work that elevator. ~_~ Head into the gate. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ************************************************************************ GUARDHOUSE ************************************************************************ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GUARDHOUSE ENTRANCE Snakes will pour in on Jill, so watch out. Grab any HERBS you see. Head through the door at the end. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GUARDHOUSE HALLWAY Eerie... Turn right and enter the first door to the right. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GUARDHOUSE SAVE ROOM Grab the INK RIBBON, BATTERY PACK and FIRST AID SPRAY. You will want to rearrange your items so you have the SHOTGUN/SHELLS, GRENADE LAUNCHER/ AMMO, and a couple of HERBS. The HANDGUN might be useful, but it won't provide SHOTGUN power. Deposit the SQUARE CRANK, too. Refill your FUEL CANTEEN, too. Now that we are set, head outside. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GUARDHOUSE HALLWAY Head to the double doors to the very right of the hall. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SPIDER POOL ROOM Ahhh! Spiders! Avoid the thing before it is too late. If they poison you, use one of the BLUE HERBS that can be found back in the GUARDHOUSE GARDEN, or the GUARDHOUSE HALLWAY. Head up the stairs to the pool table and shoot down the next spider. EXAMINE THE POOL! Remember the COLORS of the corresponding POOL BALLS. 2: BLUE 3: RED 4: PURPLE 5: ORANGE 6: GREEN If you remember that solution, then a door code will be insanely easy to remember. Head down the stairs to the table area and grab the RED BOOK, and other misc. items such as a FIRST AID BOX. Inside the FIRST AID BOX is a BLUE- GREEN HERB. There are also SHOTGUN SHELLS. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GUARDHOUSE HALLWAY Return to the GUARDHOUSE SAVE ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GUARDHOUSE SAVE ROOM Deposit everything you found in the other room except for the RED BOOK. Leave. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GUARDHOUSE HALLWAY Push the crate near the higher crate. This will create a stairway that can be used to avoid those evil vines in that hole. Once on the other side of the tall barrel stack, head through the next door. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GUARDHOUSE HALLWAY 2 Run down and head into the 002 ROOM. You should here a mysterious cut-scene involving Barry. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 002 ROOM After the Barry cut-scene, grab the file on the desk. Go to the bookshelves you see and push the left one forward. Push the right bookshelf to the right to reveal a ladder. Go down. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SECRET WATER TUNNEL Run until you see all the crates. Push them into the small water storage you see. When a bridge forms, head down and soak Jill's feet into the water and go through the double doors. Grab the GREEN HERB, too. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SHARK TANK In here is a shark called NEPTUNE. Run back out through the way you came. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SECRET WATER TUNNEL Return to the 002 ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 002 ROOM Head into the 002 BATHROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 002 BATHROOM On the shelf is an KEY FOR ROOM 001. Grab it and leave. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 002 ROOM Head out into the GUARDHOUSE HALLWAY 2. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GUARDHOUSE HALLWAY 2 Head to the GUARDHOUSE HALLWAY. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GUARDHOUSE HALLWAY Head into the only door you haven't gone through yet. Unlock it with the KEY FOR ROOM 001. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 001 ROOM Inside here is some weird little SELF DEFENSE GUN. Head into the bathroom. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 001 BATHROOM Drain the tub and grab the CONTROL ROOM KEY. Head out. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 001 ROOM Head out. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GUARDHOUSE HALLWAY Return to the GUARDHOUSE HALLWAY 2. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GUARDHOUSE HALLWAY 2 Return to the 002 ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 002 ROOM Head down the ladder to the SECRET WATER TUNNEL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SECRET WATER TUNNEL Head to the SHARK TANK. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SHARK TANK Run to the door that is red on the map of this room. Unlock it with the CONTROL ROOM KEY. Head inside. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= CONTROL ROOM In here, there will be a difficult puzzle. --------------------------------------------------------------------- | !!!CONTROL ROOM PUZZLE!!! | | | | Go down the ladder. Then go to the white board on the table and | | find the number on it, either being 1, 2 or 3. Now go to the giant| | window. Once the shark breaks it and the countdown starts. Press | | the computer switch that is near the window. Then turn around | | (using the C-Stick) and make a diagonal run ( \ this direction) | | and press the computer switch there. From that console, you'll | | then want to head directly left to where a lever is and hit that | | one. Then head into the adjacent hallway and turn left so you see | | some sort of a tank that has the colors red and green | | (which are really lights). When it asks you to press either | | BUTTONS 1, 2 or 3, press the number which was on the board. | | Return to the second computer console you pressed and press it | | again. Then return to the lever and then switch it again. Then go | | back to where the shark is banging and press that switch. The | | SHARK TANK will be drained. | --------------------------------------------------------------------- Go back to the adjacent hallway and take the door directly to the right. Then run to the previously water-blocked door. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= WATER ROOM Here, run through and head through the gate to the SHARK TANK. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SHARK TANK With the water drained, run over to the platform and then attempt to grab the GALLERY KEY. But then the shark comes to life. ======================================== BOSS # 3: NEPTUNE SHARK DIFFICULTY: Easy Your goal: See that green box in front of Jill? Push it into the Aqua Ring, toward the shark. See the lever to the left? Switch it and then the Neptune Shark gets electrocuted. Thanks to the billions of people who sent it in. ======================================== Run over and grab where the GALLERY KEY fell to. Then run to the door you previously went to. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= WATER ROOM Run through here. Head for the next door you didn't go through. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= WATER HALLWAY 2 Grab the Magnum Rounds. Head for the door at the end up the ladder. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SECRET WATER TUNNEL We end up back here, thankfully. Run back up the ladder to the 002 ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 002 ROOM Run to the GUARDHOUSE HALLWAY 2. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GUARDHOUSE HALLWAY 2 Head to the GALLERY through the next door, via the GALLERY KEY. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GALLERY AKA WASP ROOM. Turn the next left corner to the corpse, and grab the INSECTICIDE SPRAY. Run back out to GUARDHOUSE HALLWAY 2. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GUARDHOUSE HALLWAY 2 Here, turn right and grab the GUARDHOUSE MAP. Then you'll see a hole. Use the INSECTICIDE SPRAY through the hole to kill those bastards. Return to the GALLERY. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GALLERY Run to where the wasps where and grab the KEY FOR ROOM 003 from the desk. Then head to the 003 in the same room and open it up. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 003 ROOM Inside, go to the bookshelf with the red books. Grab the UMB BOOK and then place the RED BOOK inside. --------------------------------------------------------------------- | !!!RED BOOK PUZZLE!!! | | | | The goal of this perverted puzzle is to align all the books for | | form a nude woman. To do this, select a book and when you do, | | select the book to swap places with it. Eventually you will form | | a nude woman. | --------------------------------------------------------------------- Once the puzzle is solved, head through the door to your next boss fight. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= PLANT 42 ROOM You're next boss fight awaits... ======================================== BOSS # 4: PLANT 42 DIFFICULTY: Easy Your goal: To avoid having to fight Plant 42 at all, simply follow these steps. 1. Once you're ready to enter the mean green's domain, instead pickup the lighter and clear up three item spaces. 2. Enter the Employee Lounge were the two spiders previously resided and locate a red lamp in a corner to the left of the entrance. Light the lamp and note the lamp's color and the symbol presented. Since the symbols are random, it is impossible to dictate here exactly which one it will be. Repeat this process with the green lamp on the left table by the bar, and the orange lamp by the pool table. Study the pool balls and note their colors and numbers. Red is 3, Orange is 5, and Green is 6. 3. Travel to the Gallery where the hive (hopefully) previously stalked. Examine the key pad next to the first door on the left, it's on the same side as the entrance. Punch in your code and enter. 4. Follow this closely because a misstep could produce a very toxic gas! First, grab three of the empty bottles lying around and fill one with water at the sink. Fill the second bottle with UMB No. 3, located in the yellow jar and mix the two to obtain NP-004. Collect some Yellow-6 and mix the two again for UMB No. 10. Now, collect more water and more Yellow-6 and mix those for UMB No. 7, when UMB No. 7 and UMB. No. 10 combined you'll have VP-017. Lastly, pickup on last batch of UMB No. 3 and mix for the coveted V-Jolt chemical. 5. Travel down the basement with the V-Jolt and make your way to the control room where the shark tried to break into (remember, you don't have boxes to jump across anymore). [CVXFREAK adds: Use the WATER ROOMS to get to the Control Room]. Up the ladder and out the door eliminate the beach shark with one handgun shot if you wish, he'll pretty much only bother you if you TRY to get him to eat you. Enter the Guard Room by the shark and walk into the vile plant's roots. Don't worry about being damaged, the roots won't hurt you. Now, give the not so Jolly Green Giant a shot of the herbicide and discard the bottles. 6. Now, when you enter Plant 42's domain, Barry will show up and finish off the plant without you having to pull a trigger. This detour saves you even more ammo and health and despite how it may sound, it should take only five to ten minutes. Good luck. ======================================== After that boss is dead, head down the stairs and grab the HELMET KEY from the fire place. Return to the GALLERY via the double doors. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GALLERY Run to the GUARDHOUSE HALLWAY 2. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GUARDHOUSE HALLWAY 2 Run back toward the GUARDHOUSE HALLWAY and you'll see Wesker. After he leaves, return to the GUARDHOUSE HALLWAY. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GUARDHOUSE HALLWAY Here, run back to the GUARDHOUSE SAVE ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GUARDHOUSE SAVE ROOM Restock on GRENADE LAUNCHER ammo. The next section is tough. Make sure you have your HELMET KEY. Save, too. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GUARDHOUSE HALLWAY Exit to the outside. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GUARDHOUSE ENTRANCE Run back down to the GUARDHOUSE GARDEN. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GUARDHOUSE GARDEN Run to the lift and ride it the POND ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= POND ROOM Run across the pond and dodge the snakes. Head back to the GARDEN. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GARDEN Head to the SHED. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SHED There are many items here thanks to Barry. Grab them all, especially the DAGGER KNIFE, because a new monster is going to show up. Head into the EXIT HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ----------------------------------- Well, with Lisa running around, Plants to kill, and sharks to feed, I'm amazed we've made it so far! We are back in the mansion of hell and we must explore the remainder of the mansion for more clues, perhaps clues that can get us behind the waterfall in front of the GUARDHOUSE. The return to the mansion isn't too long, and can range from 5 minutes to 15 minutes, depending on what ending you want to get. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ------------------------------------------------------------------------ C. RETURN TO MANSION ------------------------------------------------------------------------ RETURN TO MANSION ================= ITEMS: RED GEMSTONE YELLOW GEMSTONE JEWELRY BOX FIRST AID SPRAY LAST BOOK, VOL. 1 LAST BOOK, VOL. 2 SEARCHING AROUND ================ ITEMS: MEDAL OF WOLF MEDAL OF EAGLE GREEN HERB RED HERB BLUE HERB BATTERY EMBLEM KEY BROACH ************************************************************************ RETURN TO MANSION ************************************************************************ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= EXIT HALL Run down the hall and head into the DOOR ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= DOOR ROOM There is a Hunter here. Kill it. Head into the RIGHT STAIRS. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= RIGHT STAIRS There is a Hunter here. Kill it. Head into the RIGHT STAIRS SAVE ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= RIGHT STAIRS SAVE ROOM Recharge and save if you were hurt by the Hunters. Exit. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= RIGHT STAIRS Run up the stairs and turn left. Run to the very end, into the door. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= RESTING ROOM Grab all the HERBS here and then unlock the door in this room using the HELMET KEY. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= WALL HALL There is no snake here this time. There is a puzzle, though. --------------------------------------------------------------------- | !!!WALL PUZZLE!!! | | | | OK. See the statue? Push it in through the opening into the main | | part of the room. Push it all the way. When the walls stop moving,| | head back to the door and head behind the right wall. Run all the | | way and flip the switch. Run back the way you came and to where | | you pushed the statue. Push it left before the walls consume you. | | A secret passage will open. | --------------------------------------------------------------------- Jump down the hole. To the left is a BATTERY PACK. To the right is a LAST BOOK, VOL. 1. Check the pages for a MEDAL OF EAGLE. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GRAVE Head in, and you'll see a grave. Press the button. Grab the diaries while you are at it. Head down. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= UNDERGROUND HALLWAY Run down this hallway to the door at the end. Watch out for the Spiders. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= UNDERGROUND HALLWAY 2 Run through a gate down the hall until you run into a lever. Pull it. Then take the only other door in this room. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= KITCHEN We are in a kitchen. You have 2 options: -Head to the door directly across from Jill. It leads to the KENNETH ROOM. -Head to the elevator. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= KENNETH F HALL Climb up the stairs to be back in the KENNETH ROOM. You'll discover that there is a Sweeper here. Sweepers, as you'll remember from Resident Evil CODE: Veronica X, are Hunters with poison abilities. Kill it with Acid Rounds, or your Magnum. The door to the F HALL will also be torn down, so the room will now be called the KENNETH F HALL. Head into the F HALL section of the KENNETH F HALL. Head to the LEFT STAIRS. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LEFT STAIRS Run to the LEFT STAIRS SAVE ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LEFT STAIRS SAVE ROOM We have to unload here. You will also want to save the game. Exit. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LEFT STAIRS Climb the stairs. Unlock the door nearest to the left of the stairs. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= YELLOW GEM ROOM This room is tricky. And it has a puzzle. But first grab the GRENADE SHELLS near the right deer head. --------------------------------------------------------------------- | !!! RED GEM PUZZLE !!! | | | | See those drawer cabinets near the center table? Push them toward | | the deer heads nearby. Then turn the lights off with the switch | | next to the door. Now attempt to pull the YELLOW GEMSTONE from | | the deer head (don't do it, however). Now QUICKLY RUN TO THE OTHER| | DEER HEAD and grab the RED GEMSTONE. [If you run out of item space| |, return to the save room and unload.] | --------------------------------------------------------------------- With the RED GEMSTONE in hand, return to the LEFT STAIRS. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LEFT STAIRS Run down to the LEFT STAIRS SAVE ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LEFT STAIRS SAVE ROOM Unload if you have too many item spaces. Then exit. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LEFT STAIRS On your way, 2 Hunters will pop in and surprise you. Kill them with the GRENADE SHELLS you just found, the MAGNUM, or with RICHARD'S SHOTGUN. The GRENADE SHELLS or MAGNUM are recommended, though. Run to the KENNETH F HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= KENNETH F HALL Return to the LEFT STAIRS. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LEFT STAIRS Run to the LEFT STAIRS SAVE ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LEFT STAIRS SAVE ROOM Deposit the MO DISK into the item box. Exit. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LEFT STAIRS Head for the KENNETH F HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= KENNETH F HALL Return to the KENNETH ROOM part of the room, and down the stairs back to the KITCHEN. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= KITCHEN Now that we are all back together, we can now explore the elevator. Ride the elevator down. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= TORCH LIT TUNNEL Kill the zombie from the first branch of this room. There are GREEN HERBS here. Head back passed the elevator and kill the zombie nearby. Down from where you killed the zombie, there is a door for you to head through. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= STORAGE ROOM In here are SHOTGUN SHELLS, MAGNUM ROUNDS BATTERY PACK and the BATTERY! You can now power up the lift in the GUARDHOUSE GARDEN! But before we leave, we need to do two more tasks. Exit. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= TORCH LIT TUNNEL Head to Jill's left, through a door. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Z HALL Remember this hall? Head for the BLADE ROOM. The BLADE ROOM is three rights down the hall. There might be a CRIMSON HEAD here. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= BLADE ROOM Head up passed where you left the FAKE KEY. Passed it is a door. Unlock it with the HELMET KEY. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LIBRARY Run across the hall until another boss fight happens. ======================================== BOSS # 5: YAWN II DIFFICULTY: Medium This boss is much harder now that Richard is dead. Your goal: Shoot the thing with GRENADE SHELLS. Watch out for its bite and poisonous attacks. Once you run out of GRENADE SHELLS, shoot it with the HANDGUN or SHOTGUN. Avoid its attacks, too, because it can bring you down to CAUTION in one blow. Eventually, Yawn will die for good. ======================================== Head behind the bookcase Yawn smashed into. Grab the purple book called LAST BOOK VOL. 2. Now head up the ladder. And travel back to the BLADE ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ************************************************************************ SEARCHING AROUND ************************************************************************ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= BLADE ROOM Head to the Z HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Z HALL Head for the UPPER DINING ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= UPPER DINING ROOM Head for the MAIN HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= MAIN HALL Head down the stairs and to the door left of the double doors. Unlock it with your HELMET KEY. Discard the HELMET KEY. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= REST ROOM In here, grab the diary you see to your left and then head for the other door in this room. Before going there, there is a desk with INK RIBBONS inside. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= MIRROR ROOM Grab the DAGGER KNIFE and the GREEN HERB. Then grab the JEWELRY BOX on the cabinet. Another puzzle awaits. --------------------------------------------------------------------- | !!! JEWELRY BOX PUZZLE 2 !!! | | Combine the RED GEMSTONE with the JEWELRY BOX 2. Now to solve the | | puzzle, refer to Daniel Engel's Jewelry Box Solution FAQ. | | | | | http://db.gamefaqs.com/console/gamecube/file/resident_evil_jewel_box.gif | Thanks to Daniel Engel for the solution!! | --------------------------------------------------------------------- Once you solve the puzzle, you will have a BROACH, which will turn into the EMBLEM KEY. Exit. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= REST ROOM Exit to the MAIN HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= MAIN HALL Head for the GRAVEYARD. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GRAVEYARD Head to the gate leading to the CROW HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= CROW HALL Head for the other door in this hallway. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= DOOR HALL Head for the only door you haven't tried yet. Unlock it with the EMBLEM KEY. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= BEDROOM See the lamp on the desk? Flip it on. Grab the METAL OBJECT you see. Grab the BATTERY PACK, too. Exit. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= DOOR HALL Head for the EXIT HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= EXIT HALL Head out to the SHED. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SHED Head to the GARDEN. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GARDEN Head to the POND ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= POND ROOM Head across the pond and down the lift to the GUARDHOUSE GARDEN. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GUARDHOUSE GARDEN Head over to the broken lift and attach the BATTERY to the slot nearby. Then ride the lift up. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GARDEN We are in the GARDEN again. Head to the SHED. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SHED Head to the EXIT HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= EXIT HALL Head to the DOOR HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= DOOR HALL Head for the RIGHT STAIRS. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= RIGHT STAIRS Head for the RIGHT STAIRS SAVE ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= RIGHT STAIRS SAVE ROOM Deposit the METAL OBJECT. Then withdraw the SQUARE CRANK. Save the game, too. Exit. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= RIGHT STAIRS Travel to the DOOR HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= DOOR HALL Head for the EXIT HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= EXIT HALL Head to the SHED. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SHED Head to the GARDEN. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GARDEN Head for the POND ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= POND ROOM Run to where you used the SQUARE CRANK back in MISSION 2. The pond will fill with water, effectively opening up that passageway behind the waterfall. Return to the GARDEN. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GARDEN Run to the lift in this room, and ride it down. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GUARDHOUSE GARDEN Head for the not no-more waterfall. Head down the ladder, into the tunnels... =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ----------------------------------- That was quick, now, wasn't it? Well, MISSION 3 wasn't very eventful at all. Those Hunters and Sweepers are also in the Tunnel areas now. The mansion may seem like history now, but we'll be returning to the mansion in a little while to check out the double doors in the main hall underneath the stairs. But for now, we explore the tunnels beneath the Guardhouse in hopes of finding a way out of here. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ------------------------------------------------------------------------ D. TUNNELS AREA ------------------------------------------------------------------------ ENTERING THE TUNNELS ==================== ITEMS: HEX CRANK ACID ROUNDS SHOTGUN SHELLS SURVIVAL KNIFE AVOIDING LISA ============= ITEMS: CYLINDER SHAFT CYLINDER SHAFT BROKEN FLAMETHROWER JEWELRY BOX MANSION ALTAR ============= ITEMS: DAGGER KNIFE STONE RING STONE AND METAL OBJECT STONE AND METAL OBJECT 2 (2) ************************************************************************ ENTERING THE TUNNELS ************************************************************************ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= TUNNEL 1 Head to the first door on the right. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= TUNNEL 2 Find the ACID ROUNDS on the floor of this tunnel. Head to the only door in this tunnel. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= PIT ROOM Head for the door with a HANDGUN MAGAZINE by it. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ENRICO ROOM Run forward. You'll see a cut-scene with Enrico. Search Enrico's body for the HEX CRANK. Run down the hallway to Enrico's left. Head for the door at the end. A Hunter may come in, so run away from it. You may want to equip something powerful right now. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= PIT ROOM We are back in the PIT ROOM. Head back to TUNNEL 2. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= TUNNEL 2 There is a Hunter here for you to kill. Kill it. Head for TUNNEL 1. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= TUNNEL 1 Run across the tunnel and you'll see an ITEM BOX and TYPEWRITER. Take the opportunity to save if you life, but make sure you have plenty of ammo. Head to the gap in the floor. Use the HEX CRANK to fill the gap. Head through to the BOULDER ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= BOULDER ROOM Run to the right and the boulder starts rolling. RUN BACK TO THE DOOR!! After the cut-scene, turn right. There are SHOTGUN SHELLS. Run through the doors at the other side of the hall near the boulder. There is a GREEN HERB to the right of the door. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GIANT SPIDER ROOM Not another boss!! ======================================== BOSS # 6: BLACK WIDOW DIFFICULTY: Easy Your goal: Well... all the trouble from both Yawn and Plant 42 pays off. This boss is so pathetically easy, it isn't even funny. Shoot it with 5 or 15 GRENADE ROUNDS to permanently kill it. It has its babies in there too, so dispose of that. You might get poisoned by its attacks... so watch out. ======================================== There is a SURVIVAL KNIFE on the barrels like the one you started out with. If you want to conserve GRENADE SHELLS, then grab it. If you don't care to waste GRENADE SHELLS, do not grab it. There should be a door covered in web. Launch some FLAME ROUNDS at it or hack at it with the SURVIVAL KNIFE you just got. Head through. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= TUNNEL 3 Turn right and head through the door. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= BOULDER ROOM 2 Ugh... use the HEX CRANK _THREE TIMES_. Turn left because the boulder will start rolling down. Head through the door nearest you. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= STATUE ROOM See the statue on the wall? Push it right until it hits the BRONZE part of the wall. Run to the opposite wall and use the HEX CRANK. The statue will be away from the wall. Now push it to the dial in the middle. It will turn. Push it away from the dial and push it in the dial again to turn it a second time. Now push it to the space right of the candles (so it faces the player). You'll get this CYLINDER. Return to the BOULDER ROOM 2. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= BOULDER ROOM 2 Return to TUNNEL 3. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= TUNNEL 3 Head into the GIANT SPIDER ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GIANT SPIDER ROOM Head back to BOULDER ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= BOULDER ROOM Head back to TUNNEL 1. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= TUNNEL 1 In the ITEM BOX, grab the EAGLE MEDAL and WOLF MEDAL. Then head to TUNNEL 2. Save if you like. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= TUNNEL 2 Head for the PIT ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ************************************************************************ AVOIDING LISA ************************************************************************ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= PIT ROOM Here, head over to the control panel you see at the end. Examine it to get some sort of SHAFT. Combine it with the CYLINDER. It makes the CYLINDER SHAFT. Insert it and press the code 4231. The pit in the middle of the room will activate- it's really a lift! Ride it down! =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= BOTTOM SHAFT Run to the nearest door. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LISA TUNNEL That ***** from the cottage beside the mansion is back. ======================================== BOSS # 7: LISA TREVOR II DIFFICULTY: IMPOSSIBLE Your goal: This is the same as last time. Get the hell out of there. 3 hits from this immortal boss will kill you, and it will not be good at all. Head out, and be quick. Don't even try to shoot this thing, because she just won't die!!! ..I THOUGHT I TOLD YOU TO RUN AWAY! RUN! RUN! RUN! RUN! RUN! [NOTE: The girl in Wesker's Report II is Lisa Trevor. And she is now after us. Not good at all.] ======================================== To avoid her, double back and take the branching tunnel. At the branching tunnel, head to the right one of Jill. You'll eventually see a door. Use the map to get to it; remember that locked doors are in red on the map and unlocked ones are in white. Head through the door. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= CRATE ROOM Push the crate onto the lift. Then activate the lift at the controls. Then leave the room through the way you came. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LISA TUNNEL Run back to where Barry is. Avoid Lisa Trevor at all costs. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= BOTTOM SHAFT After Barry leaves, look for the ITEM BOX. Pack AT LEAST 2 OR 3 HEALING ITEMS. Then go down the nearby ladder. The crate you sent away is here now. Go push it to the left and forward. Then press the button so the crate is crushed. Jump down to where the crate is to get a BROKEN FLAMETHROWER. Return to the LISA TUNNEL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LISA TUNNEL Keep avoiding her and head for the locked door. Take the tunnel toward where you headed for the CRATE ROOM. Flip the switch. Head to the locked door in the room using the map. See the little board next to it? Attach the BROKEN FLAMETHROWER there. Head through. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= CANDLE ROOM Run passed this weird candle area to a pool tunnel. Run across it. You'll be in a bedroom. You'll find another JEWELRY BOX, like the one before you left the mansion. Also, there is a DAGGER KNIFE here. Open the JEWELRY BOX (no puzzle) and grab this STONE RING. Combine it with the METAL OBJECT from the mansion and you'll get another STONE AND METAL OBJECT. Climb the bedroom ladder, and turn left when you are up. Climb the ladder. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ************************************************************************ MANSION ALTAR ************************************************************************ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= COTTAGE Remember this area? This is where you first met Lisa. Our goal is now to return to the mansion. Yes, go back there. Head to the OUTSIDE PATHWAY 2. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= OUTSIDE PATHWAY 2 Run back to the CROW GRAVEYARD. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= CROW GRAVEYARD If you have not acquired the MAGNUM here yet, then do so NOW. The solution is above. Run back to the OUTSIDE PATHWAY. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= OUTSIDE PATHWAY Run back to the SHED. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SHED Head back to the EXIT HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= EXIT HALL Collect the STONE AND METAL OBJECT that is near the door. It is the one you used in the beginning of the game to get to the Guardhouse. Head back to the DOOR ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= DOOR ROOM Aim for the CROW HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= CROW HALL Run down the entire hallway to the GRAVEYARD. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GRAVEYARD Head for the MAIN HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= MAIN HALL Head for the double doors underneath the grand stairs. Insert both STONE AND METAL OBJECTS into the double doors. Head through. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LONG TUNNEL Run down the stairs and across the boards until you reach the door at the end. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SHORT TUNNEL Run through this short tunnel until you get to the ladder. Go down the ladder. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ALTAR ROOM There is a cut-scene with Barry. Jill... Damn you're tough! And... another Lisa boss. ======================================== BOSS # 8: LISA TREVOR III DIFFICULTY: HARD If you notice... it has the eye of the G-Type William Birkin, from Resident Evil 2 and the jump and power of Nemesis from Resident Evil 3: Nemesis. That can only mean one thing: this thing is as powerful as Nemesis and the G-Type combined! Do not give Barry his gun back. See the stones in the corners of the room? Push them down into the chasm and Lisa will jump down, ending the battle. Watch out, as Lisa can hit you and you'll fall into the pit. Thanks to KANE79 for this tip. ======================================== Grab BARRY'S 44 MAGNUM and BARRY'S PHOTOGRAPH on the ground. Push all the stones down the pit. They are in the corners around the casket. The gate rises. Head through. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LAKE COURTYARD We are back in the courtyard. Go to the statues around the lake and insert the MEDAL OF EAGLE and MEDAL OF WOLF. Then go down the stairs in the lake. Ride the lift down. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ======== It is time to switch to Disc 2. (Why couldn't they give a disc for each character?) ======== =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Well, Disc 1 is officially finished. Well, fortunately Lisa is gone, so we don't have to deal with that G-Nemesis Type anymore. But the mystery isn't complete yet. Jill discovers a lab beneath the mansion area, and all the traps Jill has encountered thus far are definitely there to hide this lab, proving its importance. Well, onto Disc 2. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ------------------------------------------------------------------------ E. LABORATORY AREA ------------------------------------------------------------------------ SEARCHING AROUND ================ ITEMS: INK RIBBONS GREEN HERBS SLIDE CARTRIDGE LABORATORY KEY CAPSULE ESCAPING ======== ITEMS: MASTER KEY FUSE UNIT SIGNAL ROCKETS ************************************************************************ SEARCHING AROUND ************************************************************************ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LABORATORY ENTRANCE Find the locked double doors. Near them are ladders to go down. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LABORATORY SAVE ROOM Save, and pull out the MAGNUM. Head through the double doors. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= STAIRS Kill all the zombies here. Grab all the GREEN HERBS. Head down the stairs. Head through the gate. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= O ROOM Head to the door to your right. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LAB HALL 1 Collect the FIRST AID BOX. Then take the door to the left. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= X-RAY ROOM Here, grab the file on the computer for ADA and JOHN. Grab the 2 x-rays and paste them onto the screen. If you do it right, you should get another word, CELL, based on the illnesses. Leave. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LAB HALL 1 Back to the O ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= O ROOM Head to the only open double doors in this room. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= COMPUTER ROOM Go to the operating computer. Sign in using the name "JOHN." The password is ADA (the same Ada in BioHazard 2). When you want to unlock the B2 floor, input the password, CELL. Return to the O ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= O ROOM Head back to the LAB HALL 1. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LAB HALL 1 Head into the first door to the right. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= OFFICE Grab the FAX after taking the Crimson Head down. You'll notice a weird vial. You'll see a SLIDE CARTRIDGE on a desk. Grab them. Then exit. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LAB HALL 1 Head for the O ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= O ROOM Return through the gates to the stairs. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= STAIRS Head to the now unlocked door near the top of the stairs. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= PROJECTON ROOM Use the SLIDE CARTRIDGE on the slide projector. You'll see the numbers 8462. Remember them. Was Wesker in that picture with the scientists? And is the woman there Annette Birkin, and the dark haired guy William Birkin? Hmmm... See that blinking panel on the wall? Enter the code from the slide in there. A new room will be revealed. Grab the LABORATORY KEY. Look at the console to see how Kenneth Sullivan died back in the beginning of the game (if you took "KENNETH'S TAPE.") Leave. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= STAIRS You might be full on items, so deposit anything un-useful. Return to the O ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= O ROOM Unlock the single door with the LABORATORY KEY. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= T HALL Take the door directly across from the entrance (not the one to the left). =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LABORATORY SAVE ROOM 2 Unload anything you do not need. Leave. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= T HALL Turn left. Head through the double doors. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= CHIMERA HALL 1 Watch out! There are enemies here that are as dangerous as the Hunters from the mansion and the tunnels! Turn a cautious left, and kill the first one you see. These are called Chimeras. Turn around and do not enter the door. Run around until you see a blue button. Press it, and you will get a CAPSULE. Head for the T HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= T HALL Head for the O ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= O ROOM Use the POWER ROOM KEY to unlock the double nears near the door you just emerged from. Do not enter, however. Now head for the LAB HALL 1. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LAB HALL 1 Head for the first door on the right. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= OFFICE Radiate the CAPSULE in the weird blue thing. Once you get it back, WALK. WALK to the LAB HALL 1. WALK. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LAB HALL 1. WALK to the O ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= O ROOM WALK to the T HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= T HALL WALK to the CHIMERA HALL 1. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= CHIMERA HALL 1 WALK to where you put the CAPSULE. Put it back in. Run to the CHIMERA HALL 2. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= CHIMERA HALL 2 Run through the hall to the POWER ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= POWER ROOM Go to one of the 2 computer consoles you can access and press the YES option. Then leave. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= CHIMERA HALL 2 Run for the CHIMERA HALL 1. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= CHIMERA HALL 1 Run for the T HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= T HALL Run to the other end of the hall into the elevator. Save in the nearby SAVE ROOM if you want. Power up the elevator. The ride it up. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= TYRANT ENTRANCE ROOM Enter through the door at the end. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= TYRANT ROOM Watch the cut-scene. ======================================== BOSS # 9: TYRANT I DIFFICULTY: HARD After the cut-scene, grab your MAGNUM or ACID ROUNDS. Start shooting the thing and dodging it. One hit can bring you down to Caution. It falls down after 9 or 10 shots from either gun. The Tyrant attacks using its dangerous claw. Keep moving, and keep shooting. The Tyrant is much tougher than Lisa, but not as invincible as Lisa. ======================================== Go to Wesker's unconscious body and grab William Birkin's diary. If he survived, wake Barry up, and head to the desk at the end of the room to unlock the door. Grab the MASTER KEY on the ground. Leave. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= TYRANT ENTRANCE ROOM Run to the elevator. Ride it to the T HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= T HALL Run to the O ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= O ROOM Head to the STAIRS. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= STAIRS Head up the stairs and through the door. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LABORATORY SAVE ROOM SAVE!! Then head up the ladder. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LABORATORY ENTRANCE Head for the double locked doors. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ESCAPE TUNNEL Run through. Grab the FIRST AID BOXES and open them. Grab the FUSE UNIT and ride the elevator. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= MANSION ROOF Grab the SIGNAL ROCKETS and USE it. Then the game will finally end. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GAME OVER... ----------------------------------- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Congratulations! You have beaten Resident Evil for Nintendo GameCube on Hard Mode! Congratulate yourself, watch the credits and watch what you earned! =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ======================================================================== ------------------------------------------------------------------------ 5. W A L K T H R O U G H - C H R I S R E D F I E L D ------------------------------------------------------------------------ ======================================================================== 564nf A. MANSION AREA --------------- ITEMS: INK RIBBON HANDGUN HANDGUN MAGAZINE KENNETH'S FILM GREEN HERB ARROWHEAD GOLDEN ARROW MANSION KEY (SWORD KEY) OLD KEY DOG WHISTLE FLASH GRENADE DAGGER KNIFE COLLAR COIN IMITATION KEY ARMOR KEY FIRST AID BOX SERUM SHOTGUN SHELLS SHOTGUN RED HERB OLD KEY (2) OLD KEY (3) OLD KEY (4) OLD KEY (5) CHEMICAL HERBICIDE BLUE GEMSTONE DEATH MASK I DEATH MASK II DEATH MASK III MASK W/OUT ALL MUSICAL SCORE I MUSICAL SCORE II MOONLIGHT SONATA (MUSICAL SCORE III) WOODEN EMBLEM FISHOOK LURE OF A BEE BEE SPECIMAN LURE OF A BEE II WIND CREST GOLD EMBLEM SHIELD KEY DEATH MASK III STONE AND METAL OBJECT =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= DINING HALL Head to your item screen. You are starting out with a SURVIVAL KNIFE. Arm it. Grab the INK RIBBON nearby. Head to the only other door in this DINING ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= KENNETH HALL Turn to Chris' left to find the first zombie. Run back to the DINING HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= DINING HALL Run back to the MAIN HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= MAIN HALL Look for the HANDGUN after the cut-scene. Then return to the DINING HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= DINING HALL Head for the KENNETH HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= KENNETH HALL The zombie you ran from will be on the right side of the room. Kill it. As you'll learn from this zombie, it takes nearly 10 bullets to kill it. Head for Kenneth's body. Grab KENNETH'S FILM. It will not take up any item space. Head for the nearest door to the left. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LEFT HALLWAY Run across this hallway. At the birdcage is a HANDGUN MAGAZINE. There are also 2 GREEN HERBS. Combine them to create MIXED HERBS. Head up the stairs through the door. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Z HALL This hall resembles a Z. Turn right and kill the zombie nearest you, using the HANDGUN. Continue down the hall, and you will see a GOLDEN ARROW. Use the "examine" option on the item screen to examine the GOLDEN ARROW. You will get an ARROWHEAD. There is a HANDGUN MAGAZINE nearby. Grab it. Head for the door at the end. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= UPPER DINING HALL Ignore the zombie here for now and turn to Chris' left. Grab the shining item called the DAGGER. Read the file about DAGGERS. Circle the other side of the room until you are at a statue. Kill the zombie nearby. Push the statue left, and then through the gap in the railing so it falls to the lower floor. Then head for the double doors. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= MAIN HALL Head down the stairs to the door at the top of the steps leading to the lower floor. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GRAVEYARD Head down the stairs and turn left. When you get to a casket, use the ARROWHEAD. Head down the stairs to the CRYPT. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= CRYPT Head for the end of the room. Grab the BOOK OF CURSE. In the BOOK OF CURSE, "examine" the back to get a MANSION KEY. Check the back of the MANSION KEY to rename it as a SWORD KEY. Head back to the GRAVEYARD. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GRAVEYARD Return to the MAIN HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= MAIN HALL Head to the double doors to the right of the hall. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= STATUE ROOM See the drawer? Move it right. Then head through the hallway. Grab the DAGGER at the end. Run back, avoid zombie and head for the statue. Use the SWORD KEY at the door. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= DOG HALL Run to the second display case and push it toward the screen. Grab the DAGGER. Run to the last display case and push it toward the screen. You'll get a HANDGUN MAGAZINE. Head for the next hall. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= M HALL Head for the second door you see. It's a bathroom. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= BATHROOM Drain the tub, and kill the zombie. Look in the tub for an OLD KEY. You might not be able to get it yet. We'll need to visit an item box first. Exit. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= M HALL Head for the double doors in this hallway. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= EXIT HALL Head through the nearest door. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= RIGHT STAIRS Run forward and kill the zombie. Near the stairs is a door. Go through. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= RIGHT STAIRS SAVE ROOM Grab the FUEL CANTEEN, the HANDGUN MAGAZINE, the FILE and OLD KEY. Fill up the FUEL CANTEEN with the kerosene case near the door. Deposit it. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= RIGHT STAIRS Return to the EXIT HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= EXIT HALL Head for the M HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= M HALL Head for the BATHROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= BATHROOM Grab the OLD KEY. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= M HALL Return to the EXIT HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= EXIT HALL Return to the RIGHT STAIRS. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= RIGHT STAIRS Climb the right stairs. Then kill the nearby zombie. Then head for the door passed the knob less one. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= U HALL Turn right from the door and go through the door at the end. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= STUDY Turn right from the door and grab the DOG WHISTLE and the HANDGUN MAGAZINE. Exit the way you came. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Z HALL Run down passed the door you went through. Pass 2 sets of doors until you are at the end of the hall. Unlock the door with the SWORD KEY, and then go through. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= MAIN HALL Run clear across the hall to the UPPER DINING HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= UPPER DINING HALL Run to the right side of the room, and to the second door. Unlock it with the SWORD KEY. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LEFT STAIRS Run to the stairway and kill the zombie. If you have the FUEL CANTEEN, soak it in kerosene and use the LIGHTER in Chris' standard inventory. A zombie should be coming up the staircase, so kill that, too. Unlock the door nearest the zombie you just killed. But do not go through it. Head for the white door nearest the door you just passed through, and use an OLD KEY to unlock it. Go through. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= STAIN GLASS BALCONY Run to Chris' left to the stain glass. Use the DOG WHISTLE here. 2 dogs will run up to Chris. Kill them with the HANDGUN as fast as you can. If you get hurt, run over to the GREEN HERB PLANTER across from the door and heal yourself. Grab the COLLAR the dead dog drops. If you can't, attempt to leave the room. You'll be able to dispose the DOG WHISTLE. Come back in and grab it. Run down to where the dog appeared from. At the end is a door to unlock. Unlock it, but do not go through yet, because it only leads to the MAIN HALL. Return to the LEFT STAIRS. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LEFT STAIRS Run down the staircase, and then take the door near the dead body. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LEFT STAIRS SAVE ROOM Go to your inventory and examine the COLLAR. Press the button, and you'll get a COIN. Examine the coin and check the other side of it to become an IMITATION KEY. Head to your item box and grab the FUEL CANTEEN if you do not have it. Then exit. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LEFT STAIRS Run down the hall to a door on the right hand side. Unlock it with your last OLD KEY. Enter the room. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= STORAGE To the left of Chris is a FLASH GRENADE. The FLASH GRENADE is a defense item, and it is a grenade. Refill your FUEL CANTEEN in the kerosene case near the desk. Then exit. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LEFT STAIRS Run to the 2 zombies you killed earlier in this room. Use the FUEL CANTEEN and the LIGHTER on them. That way, they will not return as Crimson Heads. Return to the STORAGE. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= STORAGE Fill your FUEL CANTEEN again. Then exit. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LEFT STAIRS Climb the stairs. Then head through that unlocked door to the left of the stairs. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Z HALL Use the FUEL CANTEEN and the LIGHTER on the zombie you killed earlier, unless you decapitated it. Then, if the Crimson Head doesn't rise, use the FUEL CANTEEN and LIGHTER on the body. Then head to the door ahead of the body. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= BLADE ROOM Run up the stairs until you see an ARMOR KEY. Grab it. Suddenly, a blade comes after you. --------------------------------------------------------------------- | !!! BLADE PUZZLE !!! | | | |Take the IMITATION KEY and USE it in the opening where you took | |the ARMOR KEY. The blade that's going after you should stop. | --------------------------------------------------------------------- Exit the room with the ARMOR KEY. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Z HALL Run back to the LEFT STAIRS via the door you unlocked. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LEFT STAIRS A zombie will run through the door from the STAIN GLASS BALCONY. Kill it. Then run to the STORAGE. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= STORAGE Refill the FUEL CANTEEN. Now grab the BROKEN SHOTGUN. Exit. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LEFT STAIRS Take the door right of the STORAGE door. Unlock it with the ARMOR KEY. Go through. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= F HALL Grab the FLASH GRENADE in front of Chris. Then turn right all the way to the closest door to the right. It is the BEDROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= BEDROOM Grab the HANDGUN MAGAZINE on the bed. Use the FUEL CANTEEN and the LIGHTER on the body below. Then run over to the desk and read the KEEPER'S DIARY. Examine the closet doors behind the desk and you will see a zombie. Kill it. Then grab the OLD KEY. You probably will not be able to grab it. We will come back for it later. Exit. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= F HALL Take the door right of the BEDROOM door. Unlock it. Go through. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= KENNETH HALL Run to the DINING ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= DINING ROOM Run to the MAIN HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= MAIN HALL Run over to the U HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= U HALL Unlock the single and double doors in this hallway. Then go through the single door. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= RICHARD ROOM Run forward. You'll see a cut-scene with Rebecca Chambers and Richard Aiken. Exit. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= U HALL Take the double doors you unlocked earlier. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= KNIGHT ROOM There is a puzzle here. --------------------------------------------------------------------- | !!! KNIGHT PUZZLE !!! | | Your objective is to push all the statues back into their normal | | position. | | | | -Have Chris push the FAR LEFT first. | | -Have Chris push the CLOSER RIGHT STATUE next. | | -Have Chris push the FAR RIGHT STATUE next. | | -Have Chris push the FAR LEFT STATUE again. | | -Have Chris push the CLOSER LEFT STATUE. | | -Have Chris push the FAR RIGHT statue again. | | -Have Chris push the CLOSER RIGHT STATUE next. | | -Have Chris push the CLOSER LEFT STATUE again. | | -Have Chris push the CLOSER RIGHT STATUE next. | | | | Voila! Examine the center podium, and press the button. | | A painting slides. | | | | Grab it, and it is a JEWELRY BOX. | | | --------------------------------------------------------------------| If you cannot grab the JEWELRY BOX, then leave it for now. Exit. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= U HALL Run to the RIGHT STAIRS. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= RIGHT STAIRS Since you burned the dead zombies, there should be no Crimson heads here. But if you didn't, it is more than likely that a Crimson Head or 2 will be in this room. Run to the door left of the stairs and simply unlock them. Do not enter them. At the bottom of the stairs might be a note from Wesker. Run to the RIGHT STAIRS SAVE ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= RIGHT STAIRS SAVE ROOM There should be a HANDGUN MAGAZINE, FIRST AID SPRAY and SHOTGUN SHELLS here. Grab them all, and manage them with the item box. Refill your FUEL CANTEEN here, but deposit it. Right now you should have the following: HANDGUN HANDGUN MAGAZINE BROKEN SHOTGUN SWORD KEY ARMOR KEY Run to the RIGHT STAIRS. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= RIGHT STAIRS Go to the DOOR HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= DOOR HALL Head to the door at a diagonal direction from the door you just came through. Unlock it with the ARMOR KEY. Enter. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= CROW HALL There is a puzzle here. --------------------------------------------------------------------- | !!! PICTURE PUZZLE !!! | | The painting with the sword must be colored orange/red on both | | sides (because the paintings appear on both sides). The middle | | painting must be colored purple. The last painting must be colored| | GREEN. Adjust the painting from both sides to make the above | | colors correspond. Then press the woman painting. | --------------------------------------------------------------------- The wall should rise. There should be a DEATH MASK there, but you can't grab it because of limited space. Come back for it later. Exit. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= DOOR HALL Head to the RIGHT STAIRS. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= RIGHT STAIRS Head for the U HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= U HALL Head for the MAIN HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= MAIN HALL Head for the UPPER DINING ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= UPPER DINING ROOM Head for the LEFT STAIRS. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LEFT STAIRS Head for the LEFT STAIRS SAVE ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LEFT STAIRS SAVE ROOM Grab the SERUM near the item box. Then exit. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LEFT STAIRS Head for the UPPER DINING HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= UPPER DINING HALL Head for the MAIN HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= MAIN HALL Run for the U HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= U HALL Run to the RICHARD ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= RICHARD ROOM Give Richard the serum. If he died, too late, sorry. You won't be brought to the LEFT STAIRS SAVE ROOM. If Richard lives, you will be transported to the LEFT STAIRS SAVE ROOM. This walkthrough will follow as if Richard died. Exit the room. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= U HALL You have the serum with you... it will come in handy. Head for the MAIN HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= MAIN HALL Head for the DINING ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= DINING ROOM Run through here to the KENNETH HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= KENNETH HALL Kill the zombie to the right. Then go to the F HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= F HALL Turn the first right in Chris' perspective and grab the DAGGER. Then go to the BEDROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= BEDROOM Grab that OLD KEY you left behind. Exit. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= F HALL Return to the KENNETH HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= KENNETH HALL Turn left and unlock the door nearby with the ARMOR KEY. Do not enter yet. Pass that door, turn a corner, and head down the stairs. Unlock that door, too, with the SWORD KEY. Dump the SWORD KEY. Enter the door. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= KITCHEN Head to the locked door. Grab the OLD KEY. Grab the HANDGUN MAGAZINE on the butcher table, as well as the DAGGER. Exit. A zombie will come and get you, so shoot it, or use a DAGGER. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= KENNETH HALL Head to the DINING HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= DINING HALL Head for the MAIN HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= MAIN HALL Aim for the U HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= U HALL Aim for the RIGHT STAIRS. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= RIGHT STAIRS Go to the door you just unlocked. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= DEER ROOM Unlock the door to the left with an OLD KEY. But enter the room to the right first. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= RESEARCHER'S BEDROOM Next to the candle is a vital OLD KEY. Grab the FIRST AID BOX if you like, and then leave. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= DEER ROOM Head to the RIGHT STAIRS. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= RIGHT STAIRS Head for the U HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= U HALL Head for the MAIN HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= MAIN HALL Go to the STATUE ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= STATUE ROOM Go to the DOG HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= DOG HALL Run to the M HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= M HALL Head to the nearest door. Unlock it with an OLD KEY. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= OUTSIDE AREA Run around and grab the CHEMICAL, which is really HERBICIDE. Exit. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= M HALL There are zombies here now, so kick their asses with that HANDGUN. Then enter the DOOR HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= DOOR HALL Head for the CROW HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= CROW HALL Run to the outside area and to the locked gate. Unlock it with an OLD KEY. Then go through the door. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GRAVEYARD Run back to the MAIN HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= MAIN HALL Run to the DINING ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= DINING ROOM If you have at least one empty item space, go to the broken statue and grab the BLUE GEMSTONE. Go through to the KENNETH HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= KENNETH HALL Take the door to the F HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= F HALL Go to where you collected the DAGGER. There is a door nearby. Enter it. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= TIGER STATUE ROOM Use the BLUE GEMSTONE on the Tiger Statue. Grab the SHOTGUN SHELLS. Exit. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= F HALL Make 3 right turns from the door. Passed the windows should be a door. Go through. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= VINE ROOM Run to the water pumping machine to the right of the door. Use the HERBICIDE there. Then pump the water, flipping the switch to the red. Run passed the dead vines and grab the DEATH MASK. Exit. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= F HALL Head to the KENNETH HALL. Zombies will pop through the windows on your way, but ignore them. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= KENNETH HALL Run to the DINING ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= DINING ROOM Run to the MAIN HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= MAIN HALL Run to the GRAVEYARD. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GRAVEYARD Run down the long stairs to the CRYPT. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= CRYPT Use the DEATH MASK on the first tombstone. Then watch a gross cut-scene. Run up to the GRAVEYARD. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GRAVEYARD Run to the CROW HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= CROW HALL Pick up the DEATH MASK II. Then return to the GRAVEYARD. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GRAVEYARD Run down to the CRYPT. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= CRYPT Use the DEATH MASK II on the 4th tombstone. You'll see another gruesome scene. Run up to the GRAVEYARD. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GRAVEYARD Run to the CROW HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= CROW HALL Run to the DOOR HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= DOOR HALL Run to the M HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= M HALL Run to the single door nearby. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= CEILING ROOM Run to the other door in this room. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SHOTGUN ROOM Grab the DAGGER. Then run over to the rack and grab the SHOTGUN. Then use the BROKEN SHOTGUN, which replaces the SHOTGUN. Then leave. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= CEILING ROOM Run out. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= M HALL Run to the DOOR HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= DOOR HALL Run to the RIGHT STAIRS. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= RIGHT STAIRS Run to the RIGHT STAIRS SAVE ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= RIGHT STAIRS SAVE ROOM Save your game if you like. Recover any health needed, and free up one item box space. We have one more ARMOR KEY door. Exit. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= RIGHT STAIRS Run to the U HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= U HALL Run to the KNIGHT ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= KNIGHT ROOM Grab the JEWELRY BOX you left here. The solution to the puzzle is here. --------------------------------------------------------------------- | !!! JEWELRY BOX PUZZLE !!! | | | | Press both buttons which resemble half of a heart shape. The box | | will open. Inside is the MASK W/OUT ALL. | --------------------------------------------------------------------- Then exit. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= U HALL Run to the MAIN HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= MAIN HALL Run to the left and unlock that final door. Do not enter it at all, though. Dump the ARMOR KEY. Then return to the U HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= U HALL Run to the RICHARD ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= RICHARD ROOM Run to the other door in this hallway. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SMALL T HALL Turn left, kill the zombie and run to the door at the end. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SMALL DINING ROOM Use the LIGHTER on the candles on the table. Then push the curio to the right. Enter, and kill the zombie. Grab the MUSICAL SCORE from the curio inside this secret annex, and then leave the room. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SMALL T HALL Run to the RICHARD ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= RICHARD ROOM Run to the U HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= U HALL Run to the MAIN HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= MAIN HALL Run to the GRAVEYARD. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GRAVEYARD Run down to the CRYPT. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= CRYPT Use the MASK W/OUT ALL on the second tombstone. Watch another gross cut- scene, and return to the GRAVEYARD. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GRAVEYARD Return to the MAIN HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= MAIN HALL Go to the DINING ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= DINING ROOM Go to the KENNETH HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= KENNETH HALL Turn right, and head for the door on the left. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= PIANO ROOM Go passed the piano to a small branch of the room. Push the shelf right, and grab the MUSICAL SCORE. Combine it with your other MUSICAL SCORE to get the MOONLIGHT SONATA (it is still called MUSICAL SCORE, but whatever). Head to the piano and use it. Rebecca will come into the room. Let Rebecca practice. Exit. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= KENNETH HALL Run to the DINING ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= DINING ROOM Go to the fireplace and grab the WOODEM EMBLEM. Then go to the MAIN HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= MAIN HALL Go to the U HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= U HALL Go to the RIGHT STAIRS. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= RIGHT STAIRS Go to the DEER ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= DEER ROOM Take the door to the left. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= INSECT RESEARCH ROOM Go to the desk and grab a file. Near the desk is a FISHHOOK. Grab it from the display. Then run to the bee display board right of the door and grab the LURE OF A BEE. Combine the LURE OF A BEE with the FISHOOK. Run to the board left of the door and grab the BEE SPECIMAN. Use the LURE OF A BEE on the left board, and the BEE SPECIMAN on where the LURE OF A BEE used to be. Then press the switch. Grab the WIND CREST. Exit, =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= DEER ROOM Exit. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= RIGHT STAIRS Return to the U HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= U HALL Return to the MAIN HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= MAIN HALL Go to the DINING ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= DINING ROOM Go to the KENNETH HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= KENNETH HALL Run to the PIANO ROOM. Make sure you have the WOODEM EMBLEM with you. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= PIANO ROOM After solving the bee puzzle, Rebecca will now be able to play the piano. Once the wall rises, go inside, grab TREVOR'S DIARY and the GOLD EMBLEM. Use the WOODEN EMBLEM on the spot where the GOLD EMBLEM used to be. The wall will rise. Return to the KENNETH HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= KENNETH HALL Run to the DINING ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= DINING ROOM Use the GOLD EMBLEM above the fireplace. Then run over to the clock for your next puzzle. --------------------------------------------------------------------- | !!! CLOCK PUZZLE !!! | | The clock's internal parts will be revealed. Head to them. When | | examining the clock, opt to move the HOUR HAND twice. When the | | clock is at 6:00, press B and you will get a SHIELD KEY. | --------------------------------------------------------------------- Return to the MAIN HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= MAIN HALL Run to the U HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= U HALL Head for the RICHARD ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= RICHARD ROOM Run to the SMALL T HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SMALL T HALL Run up the steps, and use the SHIELD KEY to unlock the door. Then enter. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ATTIC Your first boss awaits... ======================================== BOSS # 1: YAWN DIFFICULTY: EASY Simply run over to the isolated corner and grab the DEATH MASK III. Then run out of the room. Since Chris doesn't have the GRENADE LAUNCHER like Jill, it is hard to kill this boss, so you're better off just getting in and out as fast as you can. ======================================== Exit the room. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SMALL T HALL If the YAWN hit Chris during the battle, he will be poisoned. If you saved Richard, Rebecca will come in for you, and you'll control her (take her to the LEFT STAIRS SAVE ROOM for the SERUM). If Richard wasn't saved, then Chris will have to get it himself. Go to the RICHARD ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= RICHARD ROOM Run to the U HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= U HALL Run to the RIGHT STAIRS. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= RIGHT STAIRS Run to the RIGHT STAIRS SAVE ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= RIGHT STAIRS SAVE ROOM Head to the item box and use the SERUM. Then exit. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= RIGHT STAIRS Head to the U HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= U HALL Head to the MAIN HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= MAIN HALL Head for the GRAVEYARD. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GRAVEYARD Head down the long stairs to the CRYPT. Have the SHOTGUN equipped. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= CRYPT Attach DEATH MASK III to the final tombstone. Then a Super Crimson head will attack you. Aim the SHOTGUN at its head for a quick decapitation, or shoot it out. This is a really fast zombie, and can kill you in a few hits. Grab the STONE AND METAL OBJECT from the casket, and the SHOTGUN SHELLS nearby, then climb the long stairs. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GRAVEYARD Take the door to the CROW HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= CROW HALL Head for the DOOR HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= DOOR HALL Head for the small branch of this hallway, and out the door at the end. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= EXIT HALL A zombie dog will pop in, so kill it. Then head over to the locked door. Nearby to the left is an engraving. Use the STONE AND METAL OBJECT on it and the door will unlock Go through... =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ----------------------------------- Well, we've finished PART 1 of Chris' mission in this evil mansion. The guardhouse is coming up, with a vengeance, and it will definitely be harder than the first part of the mission. Make sure you've gotten many supplies from the Mansion before leaving, as immortals, sharks, plants and green bastards are going to show up. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ------------------------------------------------------------------------ B. GUARDHOUSE AREA ------------------------------------------------------------------------ ITEMS: FLASH GRENADE FIRST AID SPRAY SUN CREST STAR CREST MOON CREST MAGNUM KEY FOR ROOM 001 RED BOOK CONTROL ROOM KEY INSECTICIDE SPRAY SELF DEFENSE GUN MAGNUM BULLETS SHOTGUN SHELLS GALLERY KEY EMPTY BOTTLE EMPTY BOTTLE 2 EMPTY BOTTLE 3 EMPTY BOTTLE 4 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SHED Head down to the shining items, and grab both the FLASH GRENADE and the FIRST AID SPRAY. You will need both. Head through the door down the small stairs. It is the OUTSIDE PATHWAY. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= OUTSIDE PATHWAY Run down this pathway until you see spinning arrows. On the red arrow, move it to the WEST POSITION. When you get to the blue arrow, turn it NORTH. The gate will unlock. Keep your weapons handy. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= CROW GRAVEYARD Another graveyard? And it has crows! Equip something like the HANDGUN or SHOTGUN, and start shooting them all from your position. They'll attack you... but it is worth it to kill them. Once they are all dead, run down and turn right when there is a space between the tombstones. You'll run into 2 large tombstones. Insert the WIND CREST into the right tombstone. 3 new CRESTS are revealed. Grab them. If you cannot grab all 3, grab as many as you can and take them to the left tombstone. Check the back of each crest before inserting them into the left tombstone. Your reward is the MAGNUM! This is needed for PART 3. Return to the main part of the graveyard and turn right through the gate. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= OUTSIDE PATHWAY 2 Run down this pathway after a weird cut-scene. You'll see a COTTAGE. Go through. Use the map to guide you if you cannot find the COTTAGE. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= COTTAGE [WARNING: An unbeatable monster is about to arrive.] Enter, and run up the stairs. Grab the COURTYARD MAP and run passed the bed. There is an ITEM BOX nearby. SAVE at the TYPEWRITER!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Grab the SQUARE CRANK. Now attempt to leave and you will see a cut-scene. After the cut-scene, a boss fight hits. ======================================== BOSS # 2: LISA TREVOR DIFFICULTY: IMPOSSIBLE Your goal: Get the hell out of there. 3 hits from this immortal boss will kill you, and it will not be good at all. Head out, and be quick. Don't even try to shoot this thing, because she just won't die!!! ..I THOUGHT I TOLD YOU TO RUN AWAY! RUN! RUN! RUN! RUN! RUN! [NOTE: The girl in Wesker's Report II is Lisa Trevor. And she is now after us. Not good at all.] ======================================== =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= OUTSIDE PATHWAY 2 Run back to the CROW GRAVEYARD. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= CROW GRAVEYARD Run back to the OUTSIDE PATHWAY. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= OUTSIDE PATHWAY Run back to the SHED. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SHED Head through the DOUBLE DOORS. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GARDEN Brad will try to contact you. Afterwards, kill all the zombie dogs you see. Grab all the GREEN HERBS and head through the gate. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= POND ROOM Turn left until you see a SQUARE ENGRAVING. Use the SQUARE CRANK there. The pond will drain. Head down the ladder, across the pond, and up to the lift. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GUARDHOUSE GARDEN There are crows here. Shoot them with your HANDGUN or SHOTGUN. You'll notice that since you drained the pond, the water is flowing in front of a secret passage. Looks like we have to find a way to get there without having to drain the pond. (Why couldn't Jill just go swimming?) There is a non-functioning lift that will take you back to the GARDEN, so our goal for the rest of this and next mission is to find a battery which will work that elevator. ~_~ Head into the gate. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GUARDHOUSE ENTRANCE Snakes will pour in on Chris, so watch out. Grab any HERBS you see. Head through the door at the end. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GUARDHOUSE HALLWAY Eerie... Turn right and enter the first door to the right. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GUARDHOUSE SAVE ROOM Grab the INK RIBBON, battery pack and FIRST AID SPRAY. You will want to rearrange your items so you have the SHOTGUN/SHELLS. The HANDGUN might be useful, but it won't provide SHOTGUN power. Deposit the SQUARE CRANK, too. Refill your OIL CANTEEN, too. Now that we are set, head outside. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GUARDHOUSE HALLWAY Head to the double doors to the very right of the hall. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SPIDER POOL ROOM Ahhh! Spiders!!! Kill the thing with the SHOTGUN SHELLS before it is too late. If they poison you, use one of the BLUE HERBS that can be found back in the GUARDHOUSE GARDEN, or the GUARDHOUSE HALLWAY. Head up the stairs to the pool table and shoot down the next spider. EXAMINE THE POOL! Remember the COLORS of the corresponding POOL BALLS. 2: BLUE 3: RED 4: PURPLE 5: ORANGE 6: GREEN If you remember that solution, then a door code will be insanely easy to remember. Head down the stairs to the table area and grab the RED BOOK, and other misc. items such as a FIRST AID BOX. Inside the FIRST AID BIX is a BLUE-GREEN HERB. There are also SHOTGUN SHELLS. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GUARDHOUSE HALLWAY Return to the GUARDHOUSE SAVE ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GUARDHOUSE SAVE ROOM Deposit everything you found in the other room including the RED BOOK. Leave. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GUARDHOUSE HALLWAY Push the crate near the higher crate. This will create a stairway that can be used to avoid those evil vines in that hole. Once on the other side of the tall barrel stack, head through the next door. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GUARDHOUSE HALLWAY 2 Run down and head into the 002 ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 002 ROOM After the Barry cut-scene, grab the file on the desk. Go to the bookshelves you see and push the left one forward. Push the right bookshelf to the right to reveal a ladder. Go down. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SECRET WATER TUNNEL Run until you see all the crates. Push them into the small water storage you see. When a bridge forms, head down and soak Chris' feet into the water and go through the double doors. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SHARK TANK Richard will be in here if you saved him earlier. In here is a shark called NEPTUNE. Run back out through the way you came. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SECRET WATER TUNNEL Return to the 002 ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 002 ROOM Head into the 002 BATHROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 002 BATHROOM On the shelf is an KEY FOR ROOM 001. Grab it and leave. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 002 ROOM Head out into the GUARDHOUSE HALLWAY 2. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GUARDHOUSE HALLWAY 2 Head to the GUARDHOUSE HALLWAY. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GUARDHOUSE HALLWAY Head into the only door you haven't gone through yet. Unlock it with the KEY FOR ROOM 001. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 001 ROOM Inside here is some weird little DEFENSE GUN. There are also HANDGUN MAGAZINES here. Head into the bathroom. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 001 BATHROOM Drain the tub and grab the CONTROL ROOM KEY. Head out. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 001 ROOM Head out. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GUARDHOUSE HALLWAY Take to the GUARDHOUSE SAVE ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GUARDHOUSE SAVE ROOM Deposit any HANDGUN and HANDGUN MAGAZINES you may have, since Chris' item slots are limited. Then exit. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GUARDHOUSE HALLWAY Return to the GUARDHOUSE HALLWAY 2. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GUARDHOUSE HALLWAY 2 Return to the 002 ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 002 ROOM Head down the ladder to the SECRET WATER TUNNEL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SECRET WATER TUNNEL Head to the SHARK TANK. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SHARK TANK Shoot the nearest shark with the DEFENSE GUN. Run to the door that is red on the map of this room. Unlock it with the CONTROL ROOM KEY. Head inside. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= CONTROL ROOM In here, there will be a difficult puzzle. --------------------------------------------------------------------- | !!!CONTROL ROOM PUZZLE!!! | | | | Go down the ladder. Then go to the white board on the table and | | find the number on it, either being 1, 2 or 3. Now go to the giant| | window. Once the shark breaks it and the countdown starts. Press | | the computer switch that is near the window. Then turn around | | (using the C-Stick) and make a diagonal run ( \ this direction) | | and press the computer switch there. From that console, you'll | | then want to head directly left to where a lever is and hit that | | one. Then head into the adjacent hallway and turn left so you see | | some sort of a tank that has the colors red and green | | (which are really lights). When it asks you to press either | | BUTTONS 1, 2 or 3, press the number which was on the board. | | Return to the second computer console you pressed and press it | | again. Then return to the lever and then switch it again. Then go | | back to where the shark is banging and press that switch. The | | SHARK TANK will be drained. | --------------------------------------------------------------------- Go back to the adjacent hallway and take the door directly to the right. Then run to the previously water-blocked door. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= WATER ROOM Here, run through and head through the gate to the SHARK TANK. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SHARK TANK With the water drained, run over to the platform and then attempt to grab the GALLERY KEY. If Richard lived, then RICHARD'S SHOTGUN should be on the floor. On the platform, try to grab the GALLERY KEY. But then the shark comes to life. ======================================== BOSS # 3: NEPTUNE SHARK DIFFICULTY: Easy Your goal: Shoot it until it dies. You should have enough ammo. ALTERNATE STRATEGY: See that green box in front of Chris? Push it into the Aqua Ring. See the lever to the left? Switch it and then the Neptune shark gets electrocuted. Thanks to the billions of people who sent it in. ======================================== Run over and grab where the GALLERY KEY fell to. Then run to the door you previously went to. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= WATER ROOM Run through here. Head for the next door you didn't go through. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= WATER HALLWAY 2 Grab the MAGNUM ROUNDS. Head for the door at the end up the ladder. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SECRET WATER TUNNEL We end up back here, thankfully. Run back up the ladder to the 002 ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 002 ROOM Run to the GUARDHOUSE HALLWAY 2. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GUARDHOUSE HALLWAY 2 Run back to GUARDHOUSE HALLWAY 1. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GUARDHOUSE HALLWAY 1 Run to the GUARDHOUSE SAVE ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GUARDHOUSE SAVE ROOM Deposit the DEFENSE GUN and the MAGNUM ROUNDS and grab the RED BOOK. If you want, grab the HANDGUN and HANDGUN MAGAZINE. Then exit. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GUARDHOUSE HALLWAY 1 Head for GUARDHOUSE HALLWAY 2. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GUARDHOUSE HALLWAY 2 Head to the GALLERY through the next door, via the GALLERY KEY. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GALLERY AKA WASP ROOM. Head and turn the first corner you see to a door. Unfortunately, Chris (or Rebecca, rather) will have to explore that area (though Jill didn't). The password to enter is for Rebecca, though. Turn the next left corner to the corpse, and grab the INSECTICIDE SPRAY. Run back out to GUARDHOUSE HALLWAY 2. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GUARDHOUSE HALLWAY 2 Here, turn right and grab the GUARDHOUSE MAP. Then you'll see a hole. Use the INSECTICIDE SPRAY through the hole to kill those bastards. Return to the GALLERY. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GALLERY Run to where the wasps where and grab the KEY FOR ROOM 003 from the desk. Then head to the 003 in the same room and open it up. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 003 ROOM Inside, go to the bookshelf with the red books. Grab the UMB BOOK and then place the RED BOOK inside. --------------------------------------------------------------------- | !!!RED BOOK PUZZLE!!! | | | | The goal of this perverted puzzle is to align all the books for | | form a nude woman. To do this, select a book and when you do, | | select the book to swap places with it. Eventually you will form | | a nude woman. | --------------------------------------------------------------------- Once the puzzle is solved, head through the door to your next boss fight. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= PLANT 42 ROOM You're next boss fight awaits... ======================================== BOSS # 4: PLANT 42 DIFFICULTY: Hard Upon entry, Chris will get attacked by the Plant 42. You will then be put in control of Rebecca Chambers. [NOTE: If you don't have the PLANT 42 REPORT file with you, Chris will be forced to take on Plant 42 alone. The reason that Rebecca won't come is because the Plant 42 report is required to trigger the event.] If you are in control of Rebecca Chambers, simply follow these steps. 1. Enter the Employee Lounge were the two spiders previously resided and locate a red lamp in a corner to the left of the entrance. Light the lamp and note the lamp's color and the symbol presented. Since the symbols are random, it is impossible to dictate here exactly which one it will be. Repeat this process with the green lamp on the left table by the bar, and the orange lamp by the pool table. Study the pool balls and note their colors and numbers. Red is 3, Orange is 5, and Green is 6. 2. Travel to the Gallery where the hive (hopefully) previously stalked. Examine the key pad next to the first door on the left, it's on the same side as the entrance. Punch in your code and enter (635, but it could be random). CVXFREAK also got 536 on HARD MODE. 3. Follow this closely because a misstep could produce a very toxic gas! First, grab three of the empty bottles lying around and fill one with water at the sink. Fill the second bottle with UMB No. 3, located in the yellow jar and mix the two to obtain NP-004. Collect some Yellow-6 and mix the two again for UMB No. 10. Now, collect more water and more Yellow-6 and mix those for UMB No. 7, when UMB No. 7 and UMB. No. 10 combined you'll have VP-017. Lastly, pickup on last batch of UMB No. 3 and mix for the coveted V-Jolt chemical. 4. Travel down the basement with the V-Jolt and make your way to the control room where the shark tried to break into (remember, you don't have boxes to jump across anymore). [CVXFREAK adds: Use the Water Rooms to get to the Control Room]. Up the ladder and out the door eliminate the beach shark with one handgun shot if you wish, he'll pretty much only bother you if you TRY to get him to eat you. Enter the Guard Room by the shark and walk into the vile plant's roots. Don't worry about being damaged, the roots won't hurt you. Now, give the not so Jolly Green Giant a shot of the herbicide and discard the bottles. Now we are back to Chris. Now use all your ammo to fight and kill it. It can take anywhere from 10 SHOTGUN SHELLS to 20. Watch out for its attacks, but it should be really, really easy to dodge. ======================================== After that boss is dead, head down the stairs and grab the HELMET KEY from the fire place. Return to the GALLERY via the double doors. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GALLERY Watch a cut-scene with Rebecca. In the room where Rebecca made the V- Jolt is where she will stay for awhile. If you were injured in the fight with PLANT 42, go there to heal yourself. Note that if Richard died from the Yawn, Rebecca will hand you her radio. Run to the GUARDHOUSE HALLWAY 2. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GUARDHOUSE HALLWAY 2 Run back toward the GUARDHOUSE HALLWAY and you'll see Wesker. After he leaves, return to the GUARDHOUSE HALLWAY. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GUARDHOUSE HALLWAY Here, run back to the GUARDHOUSE SAVE ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GUARDHOUSE SAVE ROOM Reorganize your items to have this: HANDGUN HANDGUN MAGAZINE MAGNUM MAGNUM ROUNDS HELMET KEY The next section is tough. Make sure you have your HELMET KEY. Save, too. Keep the MAGNUM equipped. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GUARDHOUSE HALLWAY Exit to the outside. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GUARDHOUSE ENTRANCE Run back down to the GUARDHOUSE GARDEN. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GUARDHOUSE GARDEN Run to the lift and ride it the POND ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= POND ROOM Run across the pond and dodge the snakes. Head back to the GARDEN. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GARDEN Head to the SHED. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SHED There are many items here thanks to Wesker. Grab them all, especially the SHOTGUN SHELLS, because a new monster is going to show up. If you can't get all of the items, then return to Lisa's COTTAGE and use the item box there to manage your items. Head into the EXIT HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ----------------------------------- Well, with Lisa running around, Plants to kill, and sharks to feed, I'm amazed we've made it so far! We are back in the mansion of hell and we must explore the remainder of the mansion for more clues, perhaps clues that can get us behind the waterfall in front of the GUARDHOUSE. The return to the mansion isn't too long, and can range from 5 minutes to 15 minutes, depending on what ending you want to get. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ------------------------------------------------------------------------ C. RETURN TO MANSION ------------------------------------------------------------------------ ITEMS: RED GEMSTONE YELLOW GEMSTONE JEWELRY BOX MO DISK FIRST AID SPRAY LAST BOOK, VOL. 1 LAST BOOK, VOL. 2 MEDAL OF WOLF MEDAL OF EAGLE GREEN HERB RED HERB BLUE HERB BATTERY EMBLEM KEY BROACH =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= EXIT HALL Run down the hall and head into the DOOR ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= DOOR ROOM There is a Hunter here. Kill it with the MAGNUM. It should take only one bullet. Head into the RIGHT STAIRS. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= RIGHT STAIRS There is a Hunter here. Kill it with the MAGNUM, or use the SHOTGUN. Head into the RIGHT STAIRS SAVE ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= RIGHT STAIRS SAVE ROOM Recharge and save if you were hurt by the Hunters. Exit. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= RIGHT STAIRS Run up the stairs and turn left. Run to the very end, into the door. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= RESTING ROOM Grab all the HERBS here and then unlock the door in this room using the HELMET KEY. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= WALL HALL There is no snake here this time. There is a puzzle, though. --------------------------------------------------------------------- | !!!WALL PUZZLE!!! | | | | OK. See the statue? Push it in through the opening into the main | | part of the room. Push it all the way. When the walls stop moving,| | head back to the door and head behind the right wall. Run all the | | way and flip the switch. Run back the way you came and to where | | you pushed the statue. Push it left before the walls consume you. | | A secret passage will open. | --------------------------------------------------------------------- Jump down the hole. To the left is a FLASH GRENADE. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GRAVE Head in, and you'll see a grave. Press the button. To the right is a LAST BOOK, VOL. 1. Check the pages for a MEDAL OF EAGLE. Grab the diary on the grave, too. Head down. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= UNDERGROUND HALLWAY Run down this hallway to the door at the end. Watch out for the Spiders. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= UNDERGROUND HALLWAY 2 Run through a gate down the hall until you run into a lever. Pull it. Then take the only other door in this room. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= KITCHEN We are in a kitchen. You have 2 options: -Head to the door directly across from Jill. It leads to the KENNETH ROOM. -Head to the elevator. This next optional part (though the RED GEMSTONE isn't optional) is required for players who want to save Jill Valentine and get a better ending. Skip the optional section if you want to get Jill Valentine killed. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= =============OPTIONAL============== =============OPTIONAL============== =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= KENNETH F HALL Climb up the stairs to be back in the KENNETH ROOM. You'll discover that there is a Sweeper here. Sweepers, as you'll remember from Resident Evil CODE: Veronica X, are Hunters with poison abilities. Kill it with Acid Rounds, or your Magnum. The door to the F HALL will also be torn down, so the room will now be called the KENNETH F HALL. Head into the F HALL section of the KENNETH F HALL. Head to the LEFT STAIRS. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LEFT STAIRS Run to the LEFT STAIRS SAVE ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LEFT STAIRS SAVE ROOM We have to unload here, especially the MEDAL OF EAGLE. You will also want to save the game. Exit. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LEFT STAIRS Climb the stairs. Unlock the door nearest to the left of the stairs. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= YELLOW GEM ROOM This room is tricky. And it has a puzzle. But first grab the SHOTGUN SHELLS near the right deer head. --------------------------------------------------------------------- | !!! YELLOW GEM PUZZLE !!! | | | | See those drawer cabinets near the center table? Push them toward | | the deer heads nearby. Then turn the lights off with the switch | | next to the door. Now attempt to pull the YELLOW GEMSTONE from | | the deer head. It won't. Now QUICKLY RUN TO THE OTHER DEER HEAD | | and grab the RED GEMSTONE. [If you run out of item space, return | | to the save room and unload.] Then QUICKLY RUN TO THE YELLOW GEM- | | -STONE AND GRAB IT! Puzzle solved! | --------------------------------------------------------------------- With the RED GEMSTONE and YELLOW GEMSTONE in hand, return to the LEFT STAIRS. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LEFT STAIRS Run down to the LEFT STAIRS SAVE ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LEFT STAIRS SAVE ROOM Unload if you have too many item spaces. Then exit. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LEFT STAIRS On your way, 2 Hunters will pop in and surprise you. Kill them with the GRENADE SHELLS you just found, the MAGNUM, or with RICHARD'S SHOTGUN. The GRENADE SHELLS or MAGNUM are recommended, though. Run to the KENNETH F HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= KENNETH F HALL Run to the door that leads to the TIGER STATUE ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= TIGER STATUE ROOM Use the YELLOW GEMSTONE on the Tiger Statue. You will get an MO DISK. Exit. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= KENNETH F HALL Return to the LEFT STAIRS. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LEFT STAIRS Run to the LEFT STAIRS SAVE ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LEFT STAIRS SAVE ROOM Deposit the MO DISK into the item box. Exit. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LEFT STAIRS Head for the KENNETH F HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= KENNETH F HALL Return to the KENNETH ROOM part of the room, and down the stairs back to the KITCHEN. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= =============END-OPTIONAL============== =============END-OPTIONAL============== =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= KITCHEN Now that we are all back together, we can now explore the elevator. Ride the elevator down. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= TORCH LIT TUNNEL Kill the zombie from the first branch of this room. There are 2 GREEN HERBS here. Head back passed the elevator and kill the zombie nearby. Down from where you killed the zombie, there is a door for you to head through. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= STORAGE ROOM In here are SHOTGUN SHELLS, MAGNUM ROUNDS and the BATTERY! You can now power up the lift in the GUARDHOUSE GARDEN! But before we leave, we need to do two more tasks. Exit. (Feel free to return to the Item Box) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= TORCH LIT TUNNEL Head to Jill's left, through a door. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Z HALL Remember this hall? Head for the BLADE ROOM. The BLADE ROOM is three rights down the hall. There might be a CRIMSON HEAD here. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= BLADE ROOM Head up passed where you left the IMITATION KEY. Passed it is a door. Unlock it with the HELMET KEY. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LIBRARY Run across the hall until another boss fight happens. ======================================== BOSS # 5: YAWN II DIFFICULTY: Medium Your goal: Shoot the thing with SHOTGUN SHELLS. Watch out for its bite and poisonous attacks. Once you run out of SHOTGUN SHELLS, shoot it with the HANDGUN. Avoid its attacks, too, because it can bring you down to CAUTION in one blow. Eventually, Yawn will die for good. ======================================== Head behind the bookcase Yawn smashed into. Grab the purple book called LAST BOOK VOL. 2. Now head up the ladder. And travel back to the BLADE ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= BLADE ROOM Head to the Z HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Z HALL Head for the UPPER DINING ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= UPPER DINING ROOM Head for the MAIN HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= MAIN HALL Head down the stairs and to the door left of the double doors. Unlock it with your HELMET KEY. Discard the HELMET KEY. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= REST ROOM In here, grab the diary you see to your left and then head for the other door in this room. Before going there, there is a desk with INK RIBBONS inside. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= MIRROR ROOM Grab the DAGGER KNIFE and the GREEN HERB. Then grab the JEWELRY BOX on the cabinet. Another puzzle awaits. --------------------------------------------------------------------- | !!! JEWELRY BOX PUZZLE 2 !!! | | Combine the RED GEMSTONE with the JEWELRY BOX 2. Now to solve the | | puzzle, refer to Daniel Engel's Jewelry Box Solution FAQ. | | | | | http://db.gamefaqs.com/console/gamecube/file/resident_evil_jewel_box.gif | Thanks to Daniel Engel for the solution!! | --------------------------------------------------------------------- Once you solve the puzzle, you will have a BROACH, which will turn into the EMBLEM KEY. Exit. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= REST ROOM Exit to the MAIN HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= MAIN HALL Head for the GRAVEYARD. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GRAVEYARD Head to the gate leading to the CROW HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= CROW HALL Head for the other door in this hallway. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= DOOR HALL Head for the only door you haven't tried yet. Unlock it with the EMBLEM KEY. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= BEDROOM You'll hear Rebecca scream. If you want to save her, head out again. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= -------------- SAVING REBECCA -------------- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= DOOR HALL Run to the RIGHT STAIRS. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= RIGHT STAIRS Run to the U HALL upstairs. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= U HALL Run to the door to the right immediately. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= STUDY After the cut-scene, kill that Hunter by any means possible. You'll end up saving Rebecca. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ------------------ END SAVING REBECCA ------------------ After saving her, return to the BEDROOM you were in when you heard her scream. NOTE: Pick up the SQUARE CRANK from the Item Box if you already haven't. Save, too. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= BEDROOM See the lamp on the desk? Flip it on. Grab the METAL OBJECT you see. Grab the FLASH GRENADE, too. Exit. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= DOOR HALL Head for the EXIT HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= EXIT HALL Head out to the SHED. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SHED Head to the GARDEN. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GARDEN Head to the POND ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= POND ROOM Head across the pond and down the lift to the GUARDHOUSE GARDEN. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GUARDHOUSE GARDEN Head over to the broken lift and attach the BATTERY to the slot nearby. Then ride the lift up. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GARDEN We are in the GARDEN again. Head to the SHED. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SHED Head to the EXIT HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= EXIT HALL Head to the DOOR HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= DOOR HALL Head for the RIGHT STAIRS. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= RIGHT STAIRS Head for the RIGHT STAIRS SAVE ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= RIGHT STAIRS SAVE ROOM Deposit the METAL OBJECT. Then withdraw the SQUARE CRANK. Save the game, too. Exit. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= RIGHT STAIRS Travel to the DOOR HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= DOOR HALL Head for the EXIT HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= EXIT HALL Head to the SHED. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SHED Head to the GARDEN. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GARDEN Head for the POND ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= POND ROOM Run to where you used the SQUARE CRANK back in MISSION 2. The pond will fill with water, effectively opening up that passageway behind the waterfall. Return to the GARDEN. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GARDEN Run to the lift in this room, and ride it down. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GUARDHOUSE GARDEN Head for the not no-more waterfall. Head down the ladder, into the tunnels... =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ----------------------------------- That was quick, now, wasn't it? Well, MISSION 3 wasn't very eventful at all. Those Hunters and Sweepers are also in the Tunnel areas now. The mansion may seem like history now, but we'll be returning to the mansion in a little while to check out the double doors in the main hall underneath the stairs. But for now, we explore the tunnels beneath the Guardhouse in hopes of finding a way out of here. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ------------------------------------------------------------------------ D. TUNNELS AREA ------------------------------------------------------------------------ ENTERING THE TUNNELS ==================== ITEMS: HEX CRANK FLAME THROWER SHOTGUN SHELLS SURVIVAL KNIFE AVOIDING LISA ============= ITEMS: CYLINDER SHAFT CYLINDER SHAFT BROKEN FLAMETHROWER JEWELRY BOX MANSION ALTAR ============= ITEMS: DAGGER KNIFE STONE RING STONE AND METAL OBJECT STONE AND METAL OBJECT 2 (2) ************************************************************************ ENTERING THE TUNNELS ************************************************************************ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= TUNNEL 1 Head to the first door on the right. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= TUNNEL 2 Find the SHOTGUN SHELLS on the floor of this tunnel. Head to the only door in this tunnel. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= PIT ROOM Head for the door with a HANDGUN MAGAZINE by it. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ENRICO ROOM Run forward. You'll see a cut-scene with Enrico. Search Enrico's body for the HEX CRANK. Run down the hallway to Enrico's left. Head for the door at the end. A Hunter may come in, so run away from it. You may want to equip something powerful right now. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= PIT ROOM We are back in the PIT ROOM. Head back to TUNNEL 2. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= TUNNEL 2 There is a Hunter here for you to kill. Kill it. Head for TUNNEL 1. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= TUNNEL 1 Run across the tunnel and you'll see an ITEM BOX and TYPEWRITER. Take the opportunity to save if you like, but make sure you have plenty of ammo. Head to the gap in the floor. Use the HEX CRANK to fill the gap. Head through to the BOULDER ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= BOULDER ROOM Nearby is a FLAME THROWER. Run to the right and the boulder starts rolling. RUN BACK TO THE DOOR!! After the cut-scene, turn right. There are SHOTGUN SHELLS. Run through the doors at the other side of the hall near the boulder. There is a GREEN HERB to the right of the door. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GIANT SPIDER ROOM Not another boss!! ======================================== BOSS # 6: BLACK WIDOW DIFFICULTY: Easy Your goal: Well... all the trouble from both Yawn and Plant 42 pays off. This boss is so pathetically easy, it isn't even funny. Unload the FLAME THROWER on this bastard, and eventually it should die. There is a SURVIVAL KNIFE on top of the barrels in the corner. -OR- Run to the webbing on the door, hack at it with the SURVIVAL KNIFE or FLAME THROWER and run through. Thanks to a reader (forgot who, sorry) who submitted this cheat. ======================================== There is a SURVIVAL KNIFE on the barrels like the one you started out with. If you want to conserve FLAME THROWER %, then grab it. If you don't care to waste FLAME ROUNDS, do not grab it. There should be a door covered in web. Launch some FLAME THROWER % at it or hack at it with the SURVIVAL KNIFE you just got. Head through. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= TUNNEL 3 Turn right and head through the door, by attaching the FLAME THROWER to the right of it on the panel. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= BOULDER ROOM 2 Ugh... use the HEX CRANK _THREE TIMES_. Turn left because the boulder will start rolling down. Head through the door nearest you. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= STATUE ROOM See the statue on the wall? Push it right until it hits the BRONZE part of the wall. Run to the opposite wall and use the HEX CRANK. The statue will be away from the wall. Now push it to the dial in the middle. It will turn. Push it away from the dial and push it in the dial again to turn it a second time. Now push it to the space right of the candles (so it faces the player). You'll get this CYLINDER. Return to the BOULDER ROOM 2. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= BOULDER ROOM 2 Return to TUNNEL 3. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= TUNNEL 3 Head into the GIANT SPIDER ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GIANT SPIDER ROOM Head back to BOULDER ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= BOULDER ROOM Head back to TUNNEL 1. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= TUNNEL 1 In the ITEM BOX, grab the EAGLE MEDAL and WOLF MEDAL. Then head to TUNNEL 2. Save if you like. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= TUNNEL 2 Head for the PIT ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ************************************************************************ AVOIDING LISA ************************************************************************ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= PIT ROOM Here, head over to the control panel you see at the end. Examine it to get some sort of SHAFT. Combine it with the CYLINDER. It makes the CYLINDER SHAFT. Insert it and press the code 4231. The pit in the middle of the room will activate- it's really a lift! Ride it down! =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= BOTTOM SHAFT Run to the nearest door. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LISA TUNNEL That ***** from the cottage beside the mansion is back. ======================================== BOSS # 7: LISA TREVOR II DIFFICULTY: IMPOSSIBLE Your goal: This is the same as last time. Get the hell out of there. 3 hits from this immortal boss will kill you, and it will not be good at all. Head out, and be quick. Don't even try to shoot this thing, because she just won't die!!! ..I THOUGHT I TOLD YOU TO RUN AWAY! RUN! RUN! RUN! RUN! RUN! [NOTE: The girl in Wesker's Report II is Lisa Trevor. And she is now after us. Not good at all.] ======================================== To avoid her, double back and take the branching tunnel. At the branching tunnel, head to the right one of Chris. You'll eventually see a door. Use the map to get to it; remember that locked doors are in red on the map and unlocked ones are in white. Head through the door. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= CRATE ROOM Push the crate onto the lift. Then activate the lift at the controls. Then leave the room through the way you came. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LISA TUNNEL Run back to where the lift is. Avoid Lisa Trevor at all costs. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= BOTTOM SHAFT Look for the ITEM BOX. Pack AT LEAST 2 HEALING ITEMS. Then go down the nearby ladder. The crate you sent away is here now. Go push it to the left and forward. Then press the button so the crate is crushed. Jump down to where the crate is to get a BROKEN FLAMETHROWER. Return to the LISA TUNNEL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LISA TUNNEL Keep avoiding her and head for the locked door. Take the tunnel toward where you headed for the CRATE ROOM. Flip the switch on the wall. Head to the locked door in the room using the map. See the little board next to it? Attach the BROKEN FLAMETHROWER there. Head through. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= CANDLE ROOM Run passed this weird candle area to a pool tunnel. Run across it. You'll be in a bedroom. You'll find another JEWELRY BOX, like the one before you left the mansion. Also, there is a DAGGER KNIFE here. Open the JEWELRY BOX (no puzzle) and grab this STONE RING. Combine it with the METAL OBJECT from the mansion and you'll get another STONE AND METAL OBJECT. Climb the bedroom ladder, and turn left when you are up. Climb the ladder. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ************************************************************************ MANSION ALTAR ************************************************************************ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= COTTAGE Remember this area? This is where you first met Lisa. Our goal is now to return to the mansion. Yes, go back there. Head to the OUTSIDE PATHWAY 2. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= OUTSIDE PATHWAY 2 Run back to the CROW GRAVEYARD. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= CROW GRAVEYARD If you have not acquired the MAGNUM here yet, then do so NOW. The solution is above. Run back to the OUTSIDE PATHWAY. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= OUTSIDE PATHWAY Run back to the SHED. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SHED Head back to the EXIT HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= EXIT HALL Collect the STONE AND METAL OBJECT that is near the door. It is the one you used in the beginning of the game to get to the Guardhouse. Head back to the DOOR ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= DOOR ROOM Aim for the CROW HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= CROW HALL Run down the entire hallway to the GRAVEYARD. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GRAVEYARD Head for the MAIN HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= MAIN HALL Head for the double doors underneath the grand stairs. Insert both STONE AND METAL OBJECTS into the double doors. Head through. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LONG TUNNEL Run down the stairs and across the boards until you reach the door at the end. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SHORT TUNNEL Run through this short tunnel until you get to the ladder. Go down the ladder. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ALTAR ROOM There is a cut-scene with Wesker. And... another Lisa boss. ======================================== BOSS # 8: LISA TREVOR III DIFFICULTY: HARD If you notice... it has the eye of the G-Type William Birkin, from Resident Evil 2 and the jump and power of Nemesis from Resident Evil 3: Nemesis. That can only mean one thing: this thing is as powerful as Nemesis and the G-Type combined! Then start shooting the hell out of the thing along with Wesker. When it falls over, keep shooting it. Once she falls, its all over! Yipeee!!!!!!!!!!!!!!!!! ======================================== ALTERNATE STRATEGY See the stones in the corners of the room? Push them down into the chasm and Lisa will jump down, ending the battle. Thanks to KANE79 for this tip. ======================================== ..anyway. Talk to Wesker if he is still there, which is more than likely. Push all the stones down the pit. They are in the corners around the casket. The gate rises. Head through. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LAKE COURTYARD We are back in the courtyard. Go to the statues around the lake and insert the MEDAL OF EAGLE and MEDAL OF WOLF. Then go down the stairs in the lake. Ride the lift down. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ======== It is time to switch to Disc 2. (Why couldn't they give a disc for each character?) ======== =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Well, Disc 1 is officially finished. Well, fortunately Lisa is gone, so we don't have to deal with that G-Nemesis Type anymore. But the mystery isn't complete yet. Chris discovers a lab beneath the mansion area, and all the traps Chris has encountered thus far are definitely there to hide this lab, proving its importance. Well, onto Disc 2. ------------------------------------------------------------------------ E. LABORATORY AREA ------------------------------------------------------------------------ SEARCHING AROUND ================ ITEMS: MO DISK 2 INK RIBBONS GREEN HERBS SLIDE CARTRIDGE MO DISK 3 LABORATORY KEY CAPSULE ESCAPING ======== ITEMS: MASTER KEY FUSE UNIT SIGNAL ROCKETS ************************************************************************ SEARCHING AROUND ************************************************************************ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LABORATORY ENTRANCE Find the locked double doors. Near them are ladders to go down. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LABORATORY SAVE ROOM Save, and pull out the MAGNUM or SHOTGUN, depending on what you have ammo for. Head through the double doors. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= STAIRS Kill all the zombies here. Grab all the GREEN HERBS. Turn left at the start of the stairs and grab the second MO DISK. Head down the stairs. Head through the gate. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= O ROOM Head to the door to your right. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LAB HALL 1 Collect the FIRST AID BOX. Then take the door to the left. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= X-RAY ROOM Here, grab the file on the computer for ADA and JOHN. Grab the 2 x-rays and paste them onto the screen. If you do it right, you should get another word, CELL, based on the illnesses. Leave. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LAB HALL 1 Back to the O ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= O ROOM Head to the only open double doors in this room. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= COMPUTER ROOM Go to the operating computer. Sign in using the name "JOHN." The password is ADA (the same Ada in Resident Evil 2). When you want to unlock the B2 floor, input the password, CELL. Return to the O ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= O ROOM Head back to the LAB HALL 1. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LAB HALL 1 Head into the first door to the right. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= OFFICE Grab the FAX after taking the Crimson Head down. You'll notice a weird vial. You'll see a SLIDE CARTRIDGE on a desk. Grab them. Use the MO Disk on the desk's GameCube, too. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LAB HALL 1 Head for the O ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= O ROOM Return through the gates to the stairs. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= STAIRS Head to the now unlocked door near where you found MO DISK 2. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= PROJECTON ROOM Use the SLIDE CARTRIDGE on the slide projector. You'll see the numbers 8462. Remember them. Was Wesker in that picture with the scientists? And is the woman there Annette Birkin, and the dark haired guy William Birkin? Hmmm... Grab the MO DISK from the shelf near the door. See that blinking panel near where you got the MO DISK? Enter the code from the slide in there. A new room will be revealed. Grab the LABORATORY KEY. Look at the console to see how Kenneth Sullivan died back in the beginning of the game. Leave. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= STAIRS You might be full on items, so deposit anything un-useful. Return to the O ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= O ROOM Unlock the single door with the LABORATORY KEY. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= T HALL Take the door directly across from the entrance (not the one to the left). =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LABORATORY SAVE ROOM 2 Unload anything you do not need. Leave. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= T HALL Turn left. Head through the double doors. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= CHIMERA HALL 1 Watch out! There are enemies here that are as dangerous as the Hunters from the mansion and the tunnels! Turn a cautious left, and kill the first one you see. These are called Chimeras. Turn around and do not enter the door. Run around until you see a blue button. Press it, and you will get a CAPSULE. Head through the door now. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= CHIMERA HALL 2 Head for the GameCube-looking console and insert an MO Disk inside. Run to the door at the end of this hall. Kill all Chimeras with the Magnum. Now return to CHIMERA HALL 1. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ************************************************************************ ESCAPING ************************************************************************ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= CHIMERA HALL 1 Head for the T HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= T HALL Head for the O ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= O ROOM Use the POWER ROOM KEY to unlock the double nears near the door you just emerged from. Enter. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= STOREROOM Does this place remind me of Silent Hill? Anyway, push the shelf back and climb up the counter. Enter the vent. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= OPERATION ROOM Head through the other vent you see in this room. Kill the Chimeras. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= STOREROOM Find the GameCube-esque reader and insert an MO DISK inside. Then push the shelf away and exit. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= O ROOM Back here, head for the LAB HALL 1. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LAB HALL 1 Head for the first door on the right. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= OFFICE Radiate the CAPSULE in the weird blue thing. Once you get it back, WALK. WALK to the LAB HALL 1. WALK. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LAB HALL 1. WALK to the O ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= O ROOM WALK to the T HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= T HALL WALK to the CHIMERA HALL 1. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= CHIMERA HALL 1 WALK to where you put the CAPSULE. Put it back in. Run to the CHIMERA HALL 2. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= CHIMERA HALL 2 Run through the hall to the POWER ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= POWER ROOM Go to one of the 2 computer consoles you can access and press the YES option. Then leave. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= CHIMERA HALL 2 Run for the CHIMERA HALL 1. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= CHIMERA HALL 1 Run for the T HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= T HALL Run to the other end of the hall into the elevator. Save in the nearby SAVE ROOM if you want. Power up the elevator. If you saved Rebecca from the Hunter, she'll come in. If not, she won't be here. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= TYRANT ENTRANCE ROOM Enter through the door at the end. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= TYRANT ROOM Watch the cut-scene. ======================================== BOSS # 9: TYRANT I DIFFICULTY: HARD After the cut-scene, grab your MAGNUM. Start shooting the thing and dodging it. One hit can bring you down to Caution. It falls down after 9 or 10 shots from the gun. The Tyrant attacks using its dangerous claw. Keep moving, and keep shooting. The Tyrant is much tougher than Lisa, but not as invincible as Lisa. ======================================== Go to Wesker's unconscious body and grab William Birkin's diary. If she survived, wake Rebecca up, and head to the desk at the end of the room to unlock the door. If Rebecca didn't survive, grab the MASTER KEY. Leave. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= TYRANT ENTRANCE ROOM Run to the elevator. If Barry is still alive, the self-destruct system will hit. If Rebecca didn't survive, then you can now end the game by returning to the LABORATORY ENTRANCE. If you still want to save Jill, then follow the next orders. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= T HALL Run to the O ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= O ROOM Run to the LAB HALL 1. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LAB HALL 1 Head for the 3 green switches and flip them. Head through the door. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= PRISON TUNNEL Run down the stairs to the door at the end. Head through. If the self- destruct system didn't hit, then use the MASTER KEY to unlock the door. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= JAIL CELL Talk to Chris. Then leave. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= PRISON TUNNEL Head back. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LAB HALL 1 Head to the O ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= O ROOM Head to the STAIRS. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= STAIRS Head up the stairs and through the door. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LABORATORY SAVE ROOM SAVE!! Then head up the ladder. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LABORATORY ENTRANCE Head for the double locked doors. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ESCAPE TUNNEL Run through. Grab the SHOTGUN SHELLS and FIRST AID BOXES and open them. Grab the FUSE UNIT at the end and ride the elevator. There are only 3 minutes until detonation if Rebecca is still alive. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= MANSION ROOF Grab the SIGNAL ROCKETS and USE it. If Rebecca is alive, then you'll have to fight the Tyrant. If Rebecca is dead, then you won't have to fight a boss battle, thus ending the game. ======================================== BOSS # 10: TYRANT II DIFFICULTY: HARD After the cut-scene, grab your HANDGUN (since you might not have any SHOTGUN SHELLS left other than the ones you just picked up). Start shooting the thing and dodging it. One hit can bring you down to Caution. Rebecca will be helping you. Once Brad drops the ROCKET LAUNCHER, Rebecca will get strangled. Shoot a rocket at it and the game ends. [NOTE: The Tyrant might hit the rocket away if it is free from strangling Rebecca. Shoot another rocket at it to kill it.] [NOTE: For a different ending, you can have Barry killed. Have the Tyrant strangle it, and then have it stab Barry with its claw. You will get a slightly different ending if you get Barry killed.] ======================================== GAME OVER... =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ----------------------------------- Well, Chris has survived a nightmare nearly impossible to survive. Try to achieve a different ending, or grab a higher score. Watch the credits, and enjoy! If you want to know what happens next in the world of Resident Evil, pick up copies of Resident Evil 2 and Resident Evil 3: Nemesis, because Raccoon City is where the next adventures take place. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ======================================================================== ------------------------------------------------------------------------ 5.1. I N V I S I B L E M O D E W A L K T H R O U G H S ------------------------------------------------------------------------ ======================================================================== 7777s After an overwhelming number of complaints, I've no choice but to include an Invisible Mode guide within this guide. Sorry to those who have to do some extra scrolling down. ------------------------------------------------------------------------ A. JILL VALENTINE ------------------------------------------------------------------------ A. MANSION AREA --------------- ******** SECTIONS ******** ENTER THE MANSION ================= ITEMS: SHIELD DAGGER KNIFE INK RIBBON BLUE GEMSTONE BOOK OF CURSE MANSION MAP OIL CANTEEN LOOKING AROUND ============== ITEMS: SWORD KEY SHOTGUN ACID ROUNDS HANDGUN MAGAZINE DOG COLLAR DOG WHISTLE FAKE KEY ARMOR KEY LIGHTER ACID ROUNDS MASK W/OUT ALL BATTERY PACKS DEATH MASK HUNT =============== ITEMS: DEATH MASK I SHOTGUN II SHEILD KEY DEATH MASK II DEATH MASK III WIND CREST HERBICIDE LURE OF A BEE GOLD BEE SPECIMAN JEWELRY BOX WOODEN EMBLEM GETTING OUT =========== ITEMS: MUSICAL SCORE MUSICAL SCORE (2) MOONLIGHT SONATA GOLD EMBLEM ARMOR KEY STONE AND METAL OBJECT ************************************************************************ ENTER THE MANSION ************************************************************************ DINING ROOM Learn the controls, and grab the INK RIBBON on the table. Then go to where Barry is. After the cut-scene, head through the nearby door. KENNETH ROOM Turn to Jill's left and then you'll see the very first zombie. Run back to the DINING ROOM. DINING ROOM After the cut-scene, head back to the MAIN HALL. MAIN HALL Search behind the staircase, and upstairs. Then go back and talk to Barry. After he leaves, go to the door to the right, opposite the door leading to the DINING ROOM. STATUE ROOM There is an opening to the left covered by a dresser, which you should push to the right. Head into the opening. On the shelf, grab the shining item. It is the DAGGER KNIFE, and it comes in handy. On your way back, a zombie will attack you, but if you almost get bitten, Jill will automatically use the DAGGER KNIFE so you can evade the zombie. EVADE THE THING, or KILL IT. You can kill it by pushing the dresser in front of the opening, trapping it. Then use the KNIFE and KNIFE away at it. To get the MANSION MAP, push the dresser back in front of the opening. Using A, climb on top of the dresser, and jump down on the opposite side. Then push the dresser towards the statue, until it stops. Climb on it, and then head to the shining item on the statue. Grab it, and its the MANSION MAP. Return to the MAIN HALL. MAIN HALL Head up the stairs, and to the door directly on top of the staircase. GRAVEYARD Is this the GRAVEYARD that was cut from the PSX BioHazard? Who knows. Wander the graveyard until you see a casket. Inspect it, and there's an indentation of an arrowhead. Inspect a gate you see, and its locked. There is an item behind it. Return to the MAIN HALL. MAIN HALL Take the stairs to JILL'S left. Take the double doors into the UPPER DINING ROOM. UPPER DINING ROOM You might want to kill that zombie on the left. The KNIFE is somewhat effective. The CODE: Veronica X method of slashing at the legs is really difficult, so just try to dodge. See the statue? Push it forward and then push it over the gap in the railing. It'll fall down. Circle the UPPER DINING ROOM and grab the DAGGER KNIFE. Do not waste it. Head back to the MAIN HALL. MAIN HALL Return to the DINING ROOM. DINING ROOM Head to where the statue fell? Run there and pick up the BLUE GEMSTONE Return to the KENNETH ROOM. KENNETH ROOM Head left and watch for the zombie on the other side of the hall. Head to the door left of where Kenneth was killed. Search him for an item called "KENNETH'S TAPE." FAR LEFT STAIRS Circle the hall, until you reach the stairs. Near the birdcage is a HANDGUN MAGAZINE. Grab the 2 GREEN HERBS. Head yourself if you must. Up the stairs is a door you should go through. Z HALL If you check the map, the place looks like a Z. Head down the hall, and kill any zombies you may see. Down the hall, you should see a shiny item. Grab the GOLDEN ARROW. Examine it so it becomes an ARROWHEAD." Under the big mirror near where you found the SPEAR are HANDGUN MAGAZINES. Go to the door on the map that leads to the UPPER DINING HALL. UPPER DINING HALL Head back to the MAIN HALL. MAIN HALL Return to the graveyard. GRAVEYARD Head to where you saw the Spear indentation. Use the ARROWHEAD on the casket. Stairs will be revealed. Go down them. MACHINERY ROOM Wander through this room until you see a BOOK OF CURSE. Grab it. Examine the BOOK in your item list. You'll notice by the entrance 4 faces above 4 tombs. Remember that for later. Return to the GRAVEYARD. GRAVEYARD Return to the MAIN HALL. MAIN HALL Head to the STATUE ROOM. STATUE ROOM Examine the BOOK, and turn it around. You'll see the SWORD KEY. Take it, and read the book. Take the SWORD KEY and use it on the door. L HALL Head through, and you'll hear a window crack. Run through, and push the far cabinet back to get HANDGUN MAGAZINE. Head to the M HALL. M HALL Run to the nearest door and use your SWORD KEY. Enter. DOG AREA Run down and grab the GREEN HERBS. Grab the HERBICIDE from the wheelbarrow, too. Return to the M Hall. M HALL Use the SWORD KEY on the next door. Enter the BATHROOM. BATHROOM Look around, and drain the tub. Grab the DAGGER KNIFE from the tub. Return to the M HALL. M HALL Run toward the next door. Enter the CEILING ROOM. CEILING ROOM Run across to the other door leading to the SHOTGUN RACK ROOM. SHOTGUN RACK ROOM Take the INK RIBBON. The take the SHOTGUN. After you take it, leave. CEILING ROOM The ceiling begins to drop. M HALL You are back in the M HALL. Head through the double doors nearest you. DOOR HALL Head to the door to Jill's right. RIGHT STAIRS Kill the zombie, and enter the LEFT STAIRS SAVE ROOM. RIGHT STAIRS SAVE ROOM Grab the OIL CANTEEN you find, along with some GRENADE. Deposit both into the ITEM BOX. Near the TYPEWRITER is an oil container. Fill your OIL CANTEEN with OIL so you can burn any zombies you kill. Save the game, and head out. ************************************************************************ LOOKING AROUND ************************************************************************ RIGHT STAIRS Climb the stairs. Kill the zombies, or dodge them, and head right. Turn left at the corner, and enter into the U HALL. U HALL Dodge all the zombies, and turn right into the door. This is the STUDY. STUDY Grab the DOG WHISTLE and the LIGHTER. Exit the way you came. U HALL Run all the way to the end, passing all doors until you get to the very last one. Dodge all zombies, and head into the MAIN HALL. MAIN HALL Barry will give you ACID ROUNDS. Run across the room into the UPPER DINING ROOM. UPPER DINING ROOM Run to the right of Jill, to the second door on the end. She is in the LEFT STAIRS HALLWAY. LEFT STAIRS HALLWAY Head to the nearest door, without entering the stair area. STAIN GLASS BALCONY In front of that Stain Glass, equip the SHOTGUN and use the Dog Whistle. Dogs will attack you, so kill them quickly. Grab the shining item on the floor. It is a DOG COLLAR. Inspect it, and you pull out some sort of JEWEL. Inspect the JEWEL in all areas and you get an IMITATION KEY. Return to the LEFT STAIRS HALLWAY. LEFT STAIRS HALLWAY Return to the UPPER DINING ROOM. UPPER DINING ROOM Head to the Z HALL. Z HALL Run to the door you first entered this room from, and turn right. Enter the door you see. It is the BLADE ROOM. BLADE ROOM Run to the ARMOR KEY you eventually see. Grab it. Now the first puzzle occurs. --------------------------------------------------------------------- | !!! BLADE PUZZLE !!! | | | |Take the FAKE KEY and USE it in the opening where you took the | |ARMOR KEY. The blade that's going after you should stop. | --------------------------------------------------------------------- Take the ARMOR KEY. Leave for the Z HALL. Z HALL Run toward the UPPER DINING HALL. UPPER DINING HALL Take the door next to the one you just came through, into the LEFT STAIRS. LEFT STAIRS Head down the stairs you see after dispatching the zombies. A super- zombie might go after you, so be very careful. At the bottom, head into the door nearest you. LEFT STAIRS SAVE ROOM Prepare any of your items if necessary. Then leave. LEFT STAIRS HALLWAY Run across the hallway, and head back up the staircase. Return to the UPPER DINING HALL. UPPER DINING HALL Head over to the MAIN HALL. MAIN HALL Head down the stairs, and to the DINING HALL. DINING HALL Head to the KENNETH ROOM. KENNETH ROOM From this hall, head all the way right, and turn left at the corner. Head down the stairs, and unlock the door. Head back up the staircase, and to the door you just passed. Unlock it with the ARMOR KEY. But do not go through yet. Head to the DINING ROOM. DINING ROOM From here, head to the MAIN HALL. MAIN HALL Head upstairs to the UPPER DINING HALL. UPPER DINING HALL From here, go to the LEFT STAIRS. LEFT STAIRS From here, take the stairs down, and run down passed the LEFT STAIRS SAVE ROOM. Head to the door nearby, using the SWORD KEY. When the options YES and NO come up, select YES so you can discard the SWORD KEY. Head inside. STORAGE ROOM Do not grab the BROKEN SHOTGUN. Just grab the BATTERY PACK. Leave. LEFT STAIRS HALLWAY Head to the door to the right of Jill, unlocking it with the ARMOR KEY. F HALL Notice on the map that this hall looks like an F? OK, run down a bit and grab the BATTERY PACK. Then head further down, turn the corner and enter the VINE ROOM. VINE ROOM Run over to the machine pumping the water and use the HERBICIDE. Once it is submerged into the water, examine the machine again and select YES. Then select the first option you see. The vines will then die from the HERBICIDE. Grab the MASK W/OUT ALL you see on the wall. ************************************************************************ DEATH MASK HUNT ************************************************************************ NOTE: There are many GREEN HERBS here. Due to the overwhelming difficulty of this game, it is suggested you only take them when you run out of healing supplies. They will still be here when you return from the GUARDHOUSE, and by then, this place will be a Hunter festival. Pick these GREEN HERBS up when you return from the GUARDHOUSE, or when you really, really need them. Head back to the F HALL. F HALL Run back to the door you used to get to this hall for the first time, and turn left. Run down, and zombies will bust in from the windows! IGNORE THEM and run. Turn the next left you see, and head through the nearest door. Grab the DAGGER KNIFE, and head to the TIGER STATUE ROOM nearby. TIGER STATUE ROOM Head to the TIGER STATUE and use the BLUE GEMSTONE. You will get SHOTGUN SHELLS. Head back to the F HALL. F HALL The zombies that popped through the window are on the left. Let them bite you, and use DAGGER KNIFE or BATTERY PACK against one of them to save ammo. Head into the door nearby. BEDROOM Head to the desk across the room, passed the bed. On the bed is a HANDGUN MAGAZINE. On the desk is a diary. After reading it, a zombie attacks you. Kill it (you will probably need a DAGGER KNIFE). Exit. F HALL Head to the door to the right, and kill the zombies you haven't killed. Head through the door on the right. It leads to the KENNETH ROOM. KENNETH ROOM Head to the DINING HALL. DINING HALL Head to the MAIN HALL. MAIN HALL Head upstairs. Head to the door to the right of the one leading to the U HALL. Unlock it with the ARMOR KEY, but do not go through yet. Head to the U HALL. U HALL Unlock the single door nearby using the ARMOR KEY. Before entering it, unlock the double doors you see nearby with the ARMOR KEY. Head to the RIGHT STAIRS. RIGHT STAIRS Here, go to the door passed the staircase leading down and unlock it with the door. Do not enter it yet. Head down into the DOOR HALL. DOOR HALL Unlock the door down the hall, near the open space, using the ARMOR KEY. When the YES or NO option comes up, select YES so you can discard the ARMOR KEY. Do not go through, yet. Return to the RIGHT STAIRS. RIGHT STAIRS Return to the U HALL. U HALL Return to the single door you unlocked a few minutes ago. RICHARD ROOM You'll see Richard Aiken here. You'll have to get him SERUM. Head outside to the U HALL. U HALL Head to the MAIN HALL. MAIN HALL Head into the door you just unlocked. It leads to the FOREST BALCONY. FOREST BALCONY Run across. Grab the HANDGUN MAGAZINE you see. Run down and you'll see a familiar person: Forest Speyer. (Barry will be here if you used the BROKEN SHOTGUN in the SHOTGUN RACK ROOM, and give you the GRENADE LAUNCHER). Grab the GRENADE LAUNCHER from him if you didn't see Barry here, and run down. Grab the GREEN HERBS. Forest will then attack you, so use the SHOTGUN or the GRENADE LAUNCHER to kill this tough zombie. Exit back into the MAIN HALL. MAIN HALL Head into the first floor, and into the DINING ROOM. DINING ROOM Head into the KENNETH ROOM. KENNETH ROOM Head into the F HALL. F HALL Head into the LEFT STAIRS HALLWAY. LEFT STAIRS HALLWAY Head into the LEFT STAIRS SAVE ROOM. LEFT STAIRS SAVE ROOM Grab the SERUM from the shelf and rearrange your items. Make sure you have the HANDGUN, SHOTGUN, GRENADE LAUNCHER, LIGHTER, GREEN HERB, SERUM, MASK and the ARMOR KEY. Return to the LEFT STAIRS HALLWAY. LEFT STAIRS HALLWAY Return to the F HALL. F HALL Head to the KENNETH ROOM. KENNETH ROOM Return to the DINING ROOM. DINING ROOM Return to the MAIN HALL. MAIN HALL Return to the U HALL. U HALL Head into the RICHARD ROOM. RICHARD ROOM Heal Richard. After you heal him (he doesn't die from poison this time, like in the original version), head to the door to the left of Richard. Grab the 2 GREEN HERBS, too. SMALL L HALL This is a smaller L HALL. Kill the zombie you see, and run to the door passed it (to the left of the door you used to enter this hall). SMALL DINING ROOM This is a SMALL DINING ROOM. Grab the HANDGUN MAGAZINE on the table. Then go to the candles you see on the table and light them with the LIGHTER (I told you to go get the LIGHTER back in the LEFT STAIRS SAVE ROOM). See the display shelf? Push it to the right to reveal a secret annex room. There is a zombie, so kill it! Examine the display shelf in this annex for a MUSICAL SCORE. Return to the SMALL L HALL. SMALL L HALL Return to the RICHARD ROOM. RICHARD ROOM Return to the U HALL. U HALL Head into the double doors into the KNIGHT ROOM. KNIGHT ROOM The knight statues move, but do not worry. Nothing in this room can kill you. --------------------------------------------------------------------- | !!! KNIGHT PUZZLE !!! | | Your objective is to push all the statues back into their normal | | position. | | | | -Have Jill push the FAR LEFT first. | | -Have Jill push the CLOSER RIGHT STATUE next. | | -Have Jill push the FAR RIGHT STATUE next. | | -Have Jill push the FAR LEFT STATUE again. | | -Have Jill push the CLOSER LEFT STATUE. | | -Have Jill push the FAR RIGHT statue again. | | -Have Jill push the CLOSER RIGHT STATUE next. | | -Have Jill push the CLOSER LEFT STATUE again. | | -Have Jill push the CLOSER RIGHT STATUE next. | | | | Voila! Examine the center podium, and press the button. | | A painting slides. | | | | Grab it, and it is a JEWELLRY BOX. | | | --------------------------------------------------------------------| We will solve it later. For now, insert it in the ITEM BOX. To do that, head to the RIGHT STAIRS SAVE ROOM. U HALL Head to the RIGHT STAIRS. RIGHT STAIRS Return to the RIGHT STAIRS SAVE ROOM. RIGHT STAIRS SAVE ROOM Save, and deposit the GRENADE GUN and JEWELRY BOX. Barry has also left some items here for you, like FIRST AID SPRAY, HANDGUN MAGAZINE and INCENDIARY SHELLS. Deposit them. Head back out. RIGHT STAIRS Apparently, we can't get back into the DOOR HALL anymore, so head up the stairs, and to the you had unlocked earlier. DEER HEAD ROOM Head to the door to the right first. Grab the RED HERB and GREEN HERB. BEDROOM 2 Another bedroom, another nightmare. Grab the FIRST AID BOX. CHECK it to find FIRST AID SPRAY. Return to the DEER HEAD ROOM. DEER HEAD ROOM Take the door to the right. WASP ROOM Grab the file on the desk, and read it (if you can). Near the desk is a display of bugs. Grab the FISHHOOK. Run to the display to the right of the door and grab the LURE OF A BEE. Combine it with the FISHHOOK you found. Head to the display to the left of the door and grab the BEE SPECIMAN. After grabbing it, use the GOLD BEE SPECIMAN and attach it to the bug display. Head back to the bug display on the right of the door and use the BEE SPECIMAN. Then press the button. ..suddenly, the BEE SPECIMAN comes to life! Kill it! Grab the WIND CREST you see. Return to the RIGHT STAIRS. RIGHT STAIRS Head to the U HALL. U HALL Head to the MAIN HALL. MAIN HALL Head to the GRAVEYARD. GRAVEYARD Head down the stairs to the MACHINERY ROOM. MACHINERY ROOM Remember the 4 tombstones I told you to remember? Well, use the MASK W/OUT ALL from the VINE ROOM on the first tombstone. You'll see a really, really disturbing cut-scene. Afterwards, return to the GRAVEYARD. GRAVEYARD Head to the MAIN HALL. MAIN HALL Head into the DINING ROOM. DINING ROOM Head for the fireplace and grab the WOODEN EMBLEM. If you have 2 spaces available in your inventory, then grab it (make sure one of your 6 or less items is the MUSICAL SCORE). Head into the KENNETH ROOM. ************************************************************************ GETTING OUT ************************************************************************ KENNETH ROOM Head into the single door you unlocked (NOT the one you unlocked at the Bottom of the stairs). PIANO ROOM Head to the area passed the piano. There is a shelf. Push it to the left to reveal MUSICAL SCORE (2). Combine that with the MUSICAL SCORE to make MOONLIGHT SONATA. Use the MOONLIGHT SONATA on the piano. After a wall rises, head into the annex and grab the GOLD EMBLEM. Replace it with the WOODEN EMBLEM. If you didn't get the WOODEN EMBLEM, replace the GOLD EMBLEM and go get it. Return to the KENNETH HALL. KENNETH HALL Head to the DINING ROOM. DINING ROOM Place the GOLD EMBLEM above the fireplace where the WOODEN EMBLEM used to be. --------------------------------------------------------------------- | !!! CLOCK PUZZLE !!! | | The clock's internal parts will be revealed. Head to them. When | | examining the clock, opt to move the HOUR HAND twice. When the | | clock is at 6:00, press B and you will get a SHIELD KEY. | --------------------------------------------------------------------- Return to the MAIN HALL. MAIN HALL Head to the STATUE ROOM. STATUE ROOM Head to the DOG HALL. DOG HALL Head to the M HALL. M HALL Head to the DOOR HALL. DOOR HALL Head to the single door you unlocked. It is the CROW HALL. CROW HALL There is a puzzle abound. --------------------------------------------------------------------- | !!! PICTURE PUZZLE !!! | | The painting with the sword must be colored orange/red on both | | sides (because the paintings appear on both sides). The middle | | painting must be colored purple. The last painting must be colored| | GREEN. Adjust the painting from both sides to make the above | | colors correspond. Then press the woman painting. | --------------------------------------------------------------------- The wall rises, leading to the area behind the locked gate in the GRAVEYARD. Grab the DEATH MASK I. Unlock the door leading to the GRAVEYARD. GRAVEYARD Head down the stairs into the MACHINERY ROOM. MACHINERY ROOM Attach DEATH MASK I into the 4th tomb. Again, another disturbing cut- scene. Head back to the CROW HALL. CROW HALL Head to the DOOR HALL. DOOR HALL Head to the RIGHT STAIRS. RIGHT STAIRS Kill the CRIMSON HEAD. Head to the RIGHT STAIRS SAVE ROOM. RIGHT STAIRS SAVE ROOM Make sure you have the GRENADE LAUNCHER. Leave. RIGHT STAIRS Head upstairs into the U HALL. U HALL Head into the RICHARD ROOM. RICHARD ROOM Head into the SMALL L HALL. SMALL L HALL Climb the small stairs and use the SHIELD KEY to unlock the door. Dispose of the SHIELD KEY. ATTIC A boss awaits... ======================================== BOSS # 1: YAWN DIFFICULTY: HARD Use the Acid Rounds you got from Barry, and start shooting it with the GRENADE LAUNCHER. Half way through the battle, Richard will interfere. Shoot the Snake some more, and Richard will leave the battle. When you run out of ammo, grab the SHOTGUN that is on the floor, and keep shooting it. Eventually, the YAWN should run away. During the fight, the Yawn attacks with its mouth, so keep moving. If you get hit by the Yawn, you will get POISONED. ALTERNATE STRATEGY: To avoid having to battle Yawn, run over to the back of the room where the DEATH MASK II is. Grab it, and get the hell out as fast as you can. ======================================== [NOTE: With Yawn gone, there will be a wave of "Crimson Head" zombies around the mansion. They are resurrected zombies of ones you've killed. Watch out, and keep the Shotgun equipped. They are as fast as Hunters, and even slash you like Hunters.] Do not forget to grab the DEATH MASK II in the small hole in the corner. RICHARD ROOM Head over to the RIGHT STAIRS. RIGHT STAIRS Head to the RIGHT STAIRS SAVE ROOM. RIGHT STAIRS SAVE ROOM Withdraw the JEWELRY BOX. Go to the item screen and the CHECK option. --------------------------------------------------------------------- | !!! JEWELRY BOX PUZZLE !!! | | | | Press both buttons which resemble half of a heart shape. The box | | will open. Inside is the DEATH MASK III. | --------------------------------------------------------------------- With MASK IV, our next destination is that MACHINERY ROOM. Head to the RIGHT STAIRS. RIGHT STAIRS Head to the U HALL. U HALL Head to the MAIN HALL. MAIN HALL Head to the GRAVEYARD. GRAVEYARD Head to the MACHINERY ROOM. MACHINERY ROOM Insert DEATH MASK II into tomb 3 and DEATH MASK III into tomb 2. The big casket above will fall, and a SUPER CRIMSON HEAD will fight you. Use the GRENADE LAUNCHER to quickly kill it, because this is a tough zombie. At least 6 INCENDIARY SHELLS are needed to put this guy down. [NOTE: I think that zombie is the late George Trevor. Eerie.] Check the casket for a STONE AND METAL OBJECT. There are also SHOTGUN SHELLS. Return to the GRAVEYARD. GRAVEYARD Head through the gate to the CROW HALL. CROW HALL Head to the DOOR HALL. DOOR HALL Head to the small hall across from the door you are at. Head through the door you see, into the EXIT HALL. EXIT HALL Run down this outside hallway until you see a door. A zombie dog will also show up, so kill it. Near the door is an engraving. Put the STONE AND METAL OBJECT in it. Head through the door. ----------------------------------- Well, we've finished PART 1 of Jill's mission in this evil mansion. The guardhouse is coming up, with a vengeance, and it will definitely be harder than the first part of the mission. Make sure you've gotten many supplies from the Mansion before leaving, as immortals, sharks, plants and green bastards are going to show up. B. GUARDHOUSE AREA ------------------ LISA TREVOR =========== ITEMS: BATTERY PACK FIRST AID SPRAY SUN CREST STAR CREST MOON CREST MAGNUM GUARDHOUSE ========== ITEMS: KEY FOR ROOM 001 RED BOOK CONTROL ROOM KEY KEY FOR ROOM 003 INSECTICIDE SPRAY SELF DEFENSE GUN MAGNUM BULLETS SHOTGUN SHELLS GALLERY KEY ************************************************************************ LISA TREVOR ************************************************************************ SHED Head down to the shining items, and grab both the BATTERY PACK and the FIRST AID SPRAY. You will need both. Head through the door down the small stairs. It is the OUTSIDE PATHWAY. OUTSIDE PATHWAY Run down this pathway until you see spinning arrows. Brad or Barry will contact you through the radio. On the red arrow, move it to the WEST POSITION. When you get to the blue arrow, turn it NORTH. The gate will unlock. Keep your weapons handy. CROW GRAVEYARD Another graveyard? And it has crows! Equip something like the HANDGUN or SHOTGUN, and start shooting them all from your position. They'll attack you... but it is worth it to kill them. Once they are all dead, run down and turn right when there is a space between the tombstones. You'll run into 2 large tombstones. Insert the WIND CREST into the right tombstone. 3 new CRESTS are revealed. Grab them. If you cannot grab all 3, grab as many as you can and take them to the left tombstone. Check the back of each crest before inserting them into the left tombstone. Your reward is the MAGNUM! This is needed for PART 3. Return to the main part of the graveyard and turn right through the gate. OUTSIDE PATHWAY 2 Run down this pathway after a weird cut-scene. You'll see a COTTAGE. Go through. Use the map to guide you if you cannot find the COTTAGE. COTTAGE [WARNING: An unbeatable monster is about to arrive.] Enter, and run up the stairs. Grab the COURTYARD MAP and run passed the bed. There is an ITEM BOX nearby. SAVE at the TYPEWRITER!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Grab the SQUARE CRANK. Now attempt to leave and you will see a cut-scene. After the cut-scene, a boss fight hits. ======================================== BOSS # 2: LISA TREVOR DIFFICULTY: IMPOSSIBLE Your goal: Get the hell out of there. 3 hits from this immortal boss will kill you, and it will not be good at all. Head out, and be quick. Don't even try to shoot this thing, because she just won't die!!! ..I THOUGHT I TOLD YOU TO RUN AWAY! RUN! RUN! RUN! RUN! RUN! [NOTE: The girl in Wesker's Report II is Lisa Trevor. And she is now after us. Not good at all.] ======================================== OUTSIDE PATHWAY 2 Run back to the CROW GRAVEYARD. CROW GRAVEYARD Run back to the OUTSIDE PATHWAY. OUTSIDE PATHWAY Run back to the SHED. SHED Head through the DOUBLE DOORS. GARDEN Brad will try to contact you. Afterwards, kill all the zombie dogs you see. Grab all the GREEN HERBS and head through the gate. POND ROOM Turn left until you see a SQUARE ENGRAVING. Use the SQUARE CRANK there. The pond will drain. Head down the ladder, across the pond, and up to the lift. GUARDHOUSE GARDEN There are crows here. Shoot them with your HANDGUN or SHOTGUN. You'll notice that since you drained the pond, the water is flowing in front of a secret passage. Looks like we have to find a way to get there without having to drain the pond. (Why couldn't Jill just go swimming?) There is a non-functioning lift that will take you back to the GARDEN, so our goal for the rest of this and next mission is to find a battery which will work that elevator. ~_~ Head into the gate. ************************************************************************ GUARDHOUSE ************************************************************************ GUARDHOUSE ENTRANCE Snakes will pour in on Jill, so watch out. Grab any HERBS you see. Head through the door at the end. GUARDHOUSE HALLWAY Eerie... Turn right and enter the first door to the right. GUARDHOUSE SAVE ROOM Grab the INK RIBBON, battery pack and FIRST AID SPRAY. You will want to rearrange your items so you have the SHOTGUN/SHELLS, GRENADE LAUNCHER/ AMMO, and a couple of HERBS. The HANDGUN might be useful, but it won't provide SHOTGUN power. Deposit the SQUARE CRANK, too. Refill your OIL CANTEEN, too. Now that we are set, head outside. GUARDHOUSE HALLWAY Head to the double doors to the very right of the hall. SPIDER POOL ROOM Ahhh! Spiders!!! Kill the thing with the INCENDIARY SHELLS before it is too late. If they poison you, use one of the BLUE HERBS that can be found back in the GUARDHOUSE GARDEN, or the GUARDHOUSE HALLWAY. Head up the stairs to the pool table and shoot down the next spider. EXAMINE THE POOL! Remember the COLORS of the corresponding POOL BALLS. 2: BLUE 3: RED 4: PURPLE 5: ORANGE 6: GREEN If you remember that solution, then a door code will be insanely easy to remember. Head down the stairs to the table area and grab the RED BOOK, and other misc. items such as a FIRST AID BOX. Inside the FIRST AID BOX is a BLUE-GREEN HERB. There are also SHOTGUN SHELLS. GUARDHOUSE HALLWAY Return to the GUARDHOUSE SAVE ROOM. GUARDHOUSE SAVE ROOM Deposit everything you found in the other room except for the RED BOOK. Leave. GUARDHOUSE HALLWAY Push the crate near the higher crate. This will create a stairway that can be used to avoid those evil vines in that hole. Once on the other side of the tall barrel stack, head through the next door. GUARDHOUSE HALLWAY 2 Run down and head into the 002 ROOM. You should here a mysterious cut-scene involving Barry. 002 ROOM After the Barry cut-scene, grab the file on the desk. Go to the bookshelves you see and push the left one forward. Push the right bookshelf to the right to reveal a ladder. Go down. SECRET WATER TUNNEL Run until you see all the crates. Push them into the small water storage you see. When a bridge forms, head down and soak Jill's feet into the water and go through the double doors. SHARK TANK In here is a shark called NEPTUNE. Run back out through the way you came. SECRET WATER TUNNEL Return to the 002 ROOM. 002 ROOM Head into the 002 BATHROOM. 002 BATHROOM On the shelf is an KEY FOR ROOM 001. Grab it and leave. 002 ROOM Head out into the GUARDHOUSE HALLWAY 2. GUARDHOUSE HALLWAY 2 Head to the GUARDHOUSE HALLWAY. GUARDHOUSE HALLWAY Head into the only door you haven't gone through yet. Unlock it with the KEY FOR ROOM 001. 001 ROOM Inside here is some weird little DEFENSE GUN. There are also HANDGUN MAGAZINES here. Head into the bathroom. 001 BATHROOM Drain the tub and grab the CONTROL ROOM KEY. Head out. 001 ROOM Head out. GUARDHOUSE HALLWAY Return to the GUARDHOUSE HALLWAY 2. GUARDHOUSE HALLWAY 2 Return to the 002 ROOM. 002 ROOM Head down the ladder to the SECRET WATER TUNNEL. SECRET WATER TUNNEL Head to the SHARK TANK. SHARK TANK Run to the door that is red on the map of this room. Unlock it with the CONTROL ROOM KEY. Head inside. CONTROL ROOM In here, there will be a difficult puzzle. --------------------------------------------------------------------- | !!!CONTROL ROOM PUZZLE!!! | | | | Go down the ladder. Then go to the white board on the table and | | find the number on it, either being 1, 2 or 3. Now go to the giant| | window. Once the shark breaks it and the countdown starts. Press | | the computer switch that is near the window. Then turn around | | (using the C-Stick) and make a diagonal run ( \ this direction) | | and press the computer switch there. From that console, you'll | | then want to head directly left to where a lever is and hit that | | one. Then head into the adjacent hallway and turn left so you see | | some sort of a tank that has the colors red and green | | (which are really lights). When it asks you to press either | | BUTTONS 1, 2 or 3, press the number which was on the board. | | Return to the second computer console you pressed and press it | | again. Then return to the lever and then switch it again. Then go | | back to where the shark is banging and press that switch. The | | SHARK TANK will be drained. | --------------------------------------------------------------------- Go back to the adjacent hallway and take the door directly to the right. Then run to the previously water-blocked door. WATER ROOM Here, run through and head through the gate to the SHARK TANK. SHARK TANK With the water drained, run over to the platform and then attempt to grab the GALLERY KEY. But then the shark comes to life. ======================================== BOSS # 3: NEPTUNE SHARK DIFFICULTY: Easy Your goal: Shoot it until it dies. You should have enough ammo. ALTERNATE STRATEGY: See that green box in front of Jill? Push it into the Aqua Ring. See the lever to the left? Switch it and then the Neptune shark gets electrocuted. Thanks to the billions of people who sent it in. ======================================== Run over and grab where the GALLERY KEY fell to. Then run to the door you previously went to. WATER ROOM Run through here. Head for the next door you didn't go through. WATER HALLWAY 2 Grab the Magnum Rounds. Head for the door at the end up the ladder. SECRET WATER TUNNEL We end up back here, thankfully. Run back up the ladder to the 002 ROOM. 002 ROOM Run to the GUARDHOUSE HALLWAY 2. GUARDHOUSE HALLWAY 2 Head to the GALLERY through the next door, via the GALLERY KEY. GALLERY AKA WASP ROOM. Head and turn the first corner you see to a door. Luckily, Jill need not explore that (though Chris was not as lucky). Turn the next left corner to the corpse, and grab the INSECTICIDE SPRAY. Run back out to GUARDHOUSE HALLWAY 2. GUARDHOUSE HALLWAY 2 Here, turn right and grab the GUARDHOUSE MAP. Then you'll see a hole. Use the INSECTICIDE SPRAY through the hole to kill those bastards. Return to the GALLERY. GALLERY Run to where the wasps where and grab the KEY FOR ROOM 003 from the desk. Then head to the 003 in the same room and open it up. 003 ROOM Inside, go to the bookshelf with the red books. Grab the UMB BOOK and then place the RED BOOK inside. --------------------------------------------------------------------- | !!!RED BOOK PUZZLE!!! | | | | The goal of this perverted puzzle is to align all the books for | | form a nude woman. To do this, select a book and when you do, | | select the book to swap places with it. Eventually you will form | | a nude woman. | --------------------------------------------------------------------- Once the puzzle is solved, head through the door to your next boss fight. PLANT 42 ROOM You're next boss fight awaits... ======================================== BOSS # 4: PLANT 42 DIFFICULTY: Easy Your goal: Head up the stairs and shoot the thing with INCENDIARY SHELLS. Continuously shoot it until it shrivels up and dies. Hurrah! It can poison you and constrict you in its vines... so be careful. Other than that, this boss shouldn't pose much difficulty. 10-12 INCENDIARY SHELLS should put the thing down. ALTERNATE WAY: In Jill Valentine's game, to avoid having to fight Plant 42 at all, simply follow these steps. 1. Once you're ready to enter the mean green's domain, instead pickup the lighter and clear up three item spaces. 2. Enter the Employee Lounge were the two spiders previously resided and locate a red lamp in a corner to the left of the entrance. Light the lamp and note the lamp's color and the symbol presented. Since the symbols are random, it is impossible to dictate here exactly which one it will be. Repeat this process with the green lamp on the left table by the bar, and the orange lamp by the pool table. Study the pool balls and note their colors and numbers. Red is 3, Orange is 5, and Green is 6. 3. Travel to the Gallery where the hive (hopefully) previously stalked. Examine the key pad next to the first door on the left, it's on the same side as the entrance. Punch in your code and enter. 4. Follow this closely because a misstep could produce a very toxic gas! First, grab three of the empty bottles lying around and fill one with water at the sink. Fill the second bottle with UMB No. 3, located in the yellow jar and mix the two to obtain NP-004. Collect some Yellow-6 and mix the two again for UMB No. 10. Now, collect more water and more Yellow-6 and mix those for UMB No. 7, when UMB No. 7 and UMB. No. 10 combined you'll have VP-017. Lastly, pickup on last batch of UMB No. 3 and mix for the coveted V-Jolt chemical. 5. Travel down the basement with the V-Jolt and make your way to the control room where the shark tried to break into (remember, you don't have boxes to jump across anymore). [CVXFREAK adds: Use the Water Rooms to get to the Control Room]. Up the ladder and out the door eliminate the beach shark with one handgun shot if you wish, he'll pretty much only bother you if you TRY to get him to eat you. Enter the Guard Room by the shark and walk into the vile plant's roots. Don't worry about being damaged, the roots won't hurt you. Now, give the not so Jolly Green Giant a shot of the herbicide and discard the bottles. 6. Now, when you enter Plant 42's domain, Barry will show up and finish off the plant without you having to pull a trigger. This detour saves you even more ammo and health and despite how it may sound, it should take only five to ten minutes. Good luck. ======================================== After that boss is dead, head down the stairs and grab the HELMET KEY from the fire place. Return to the GALLERY via the double doors. GALLERY Run to the GUARDHOUSE HALLWAY 2. GUARDHOUSE HALLWAY 2 Run back toward the GUARDHOUSE HALLWAY and you'll see Wesker. After he leaves, return to the GUARDHOUSE HALLWAY. GUARDHOUSE HALLWAY Here, run back to the GUARDHOUSE SAVE ROOM. GUARDHOUSE SAVE ROOM Restock on GRENADE LAUNCHER ammo. The next section is tough. Make sure you have your HELMET KEY. Save, too. GUARDHOUSE HALLWAY Exit to the outside. GUARDHOUSE ENTRANCE Run back down to the GUARDHOUSE GARDEN. GUARDHOUSE GARDEN Run to the lift and ride it the POND ROOM. POND ROOM Run across the pond and dodge the snakes. Head back to the GARDEN. GARDEN Head to the SHED. SHED There are many items here thanks to Barry. Grab them all, especially the ACID ROUNDS, because a new monster is going to show up. Head into the EXIT HALL. ----------------------------------- Well, with Lisa running around, Plants to kill, and sharks to feed, I'm amazed we've made it so far! We are back in the mansion of hell and we must explore the remainder of the mansion for more clues, perhaps clues that can get us behind the waterfall in front of the GUARDHOUSE. The return to the mansion isn't too long, and can range from 5 minutes to 15 minutes, depending on what ending you want to get. C. RETURN TO MANSION -------------------- RETURN TO MANSION ================= ITEMS: RED GEMSTONE YELLOW GEMSTONE JEWELRY BOX MO DISK FIRST AID SPRAY LAST BOOK, VOL. 1 LAST BOOK, VOL. 2 SEARCHING AROUND ================ ITEMS: MEDAL OF WOLF MEDAL OF EAGLE GREEN HERB RED HERB BLUE HERB BATTERY EMBLEM KEY BROACH ************************************************************************ RETURN TO MANSION ************************************************************************ EXIT HALL Run down the hall and head into the DOOR ROOM. DOOR ROOM There is a Hunter here. Kill it. Head into the RIGHT STAIRS. RIGHT STAIRS There is a Hunter here. Kill it. Head into the RIGHT STAIRS SAVE ROOM. RIGHT STAIRS SAVE ROOM Recharge and save if you were hurt by the Hunters. Exit. RIGHT STAIRS Run up the stairs and turn left. Run to the very end, into the door. RESTING ROOM Grab all the HERBS here and then unlock the door in this room using the HELMET KEY. WALL HALL There is no snake here this time. There is a puzzle, though. --------------------------------------------------------------------- | !!!WALL PUZZLE!!! | | | | OK. See the statue? Push it in through the opening into the main | | part of the room. Push it all the way. When the walls stop moving,| | head back to the door and head behind the right wall. Run all the | | way and flip the switch. Run back the way you came and to where | | you pushed the statue. Push it left before the walls consume you. | | A secret passage will open. | --------------------------------------------------------------------- Jump down the hole. To the left is a BATTERY PACK. To the right is a LAST BOOK, VOL. 1. Check the pages for a MEDAL OF EAGLE. GRAVE Head in, and you'll see a grave. Press the button. Grab the diaries while you are at it. Head down. UNDERGROUND HALLWAY Run down this hallway to the door at the end. Watch out for the Spiders. UNDERGROUND HALLWAY 2 Run through a gate down the hall until you run into a lever. Pull it. Then take the only other door in this room. KITCHEN We are in a kitchen. You have 2 options: -Head to the door directly across from Jill. It leads to the KENNETH ROOM. -Head to the elevator. This next optional part (though the RED GEMSTONE isn't optional) is required for players who want to save Chris Redfield and get a better ending. Skip the optional section if you want to get Chris Redfield killed. =============OPTIONAL============== =============OPTIONAL============== KENNETH F HALL Climb up the stairs to be back in the KENNETH ROOM. You'll discover that there is a Sweeper here. Sweepers, as you'll remember from Resident Evil CODE: Veronica X, are Hunters with poison abilities. Kill it with Acid Rounds, or your Magnum. The door to the F HALL will also be torn down, so the room will now be called the KENNETH F HALL. Head into the F HALL section of the KENNETH F HALL. Head to the LEFT STAIRS. LEFT STAIRS Run to the LEFT STAIRS SAVE ROOM. LEFT STAIRS SAVE ROOM We have to unload here. You will also want to save the game. Exit. LEFT STAIRS Climb the stairs. Unlock the door nearest to the left of the stairs. YELLOW GEM ROOM This room is tricky. And it has a puzzle. But first grab the GRENADE SHELLS near the right deer head. --------------------------------------------------------------------- | !!! YELLOW GEM PUZZLE !!! | | | | See those drawer cabinets near the center table? Push them toward | | the deer heads nearby. Then turn the lights off with the switch | | next to the door. Now attempt to pull the YELLOW GEMSTONE from | | the deer head. It won't. Now QUICKLY RUN TO THE OTHER DEER HEAD | | and grab the RED GEMSTONE. [If you run out of item space, return | | to the save room and unload.] Then QUICKLY RUN TO THE YELLOW GEM- | | -STONE AND GRAB IT! Puzzle solved! | --------------------------------------------------------------------- With the RED GEMSTONE and YELLOW GEMSTONE in hand, return to the LEFT STAIRS. LEFT STAIRS Run down to the LEFT STAIRS SAVE ROOM. LEFT STAIRS SAVE ROOM Unload if you have too many item spaces. Then exit. LEFT STAIRS On your way, 2 Hunters will pop in and surprise you. Kill them with the GRENADE SHELLS you just found, the MAGNUM, or with RICHARD'S SHOTGUN. The GRENADE SHELLS or MAGNUM are recommended, though. Run to the KENNETH F HALL. KENNETH F HALL Run to the door that leads to the TIGER STATUE ROOM. TIGER STATUE ROOM Use the YELLOW GEMSTONE on the Tiger Statue. You will get an MO DISK. Exit. KENNETH F HALL Return to the LEFT STAIRS. LEFT STAIRS Run to the LEFT STAIRS SAVE ROOM. LEFT STAIRS SAVE ROOM Deposit the MO DISK into the item box. Exit. LEFT STAIRS Head for the KENNETH F HALL. KENNETH F HALL Return to the KENNETH ROOM part of the room, and down the stairs back to the KITCHEN. =============END-OPTIONAL============== =============END-OPTIONAL============== KITCHEN Now that we are all back together, we can now explore the elevator. Ride the elevator down. TORCH LIT TUNNEL Kill the zombie from the first branch of this room. There are 2 GREEN HERBS here. Head back passed the elevator and kill the zombie nearby. Down from where you killed the zombie, there is a door for you to head through. STORAGE ROOM In here are ACID ROUNDS, BATTERY PACK and the BATTERY! You can now power up the lift in the GUARDHOUSE GARDEN! But before we leave, we need to do two more tasks. Exit. TORCH LIT TUNNEL Head to Jill's left, through a door. Z HALL Remember this hall? Head for the BLADE ROOM. The BLADE ROOM is three rights down the hall. There might be a CRIMSON HEAD here. BLADE ROOM Head up passed where you left the FAKE KEY. Passed it is a door. Unlock it with the HELMET KEY. LIBRARY Run across the hall until another boss fight happens. ======================================== BOSS # 5: YAWN II DIFFICULTY: Medium This boss is much harder now that Richard is dead. Your goal: Shoot the thing with GRENADE SHELLS. Watch out for its bite and poisonous attacks. Once you run out of GRENADE SHELLS, shoot it with the HANDGUN or SHOTGUN. Avoid its attacks, too, because it can bring you down to CAUTION in one blow. Eventually, Yawn will die for good. ======================================== Head behind the bookcase Yawn smashed into. Grab the purple book called LAST BOOK VOL. 2. Now head up the ladder. And travel back to the BLADE ROOM. ************************************************************************ SEARCHING AROUND ************************************************************************ BLADE ROOM Head to the Z HALL. Z HALL Head for the UPPER DINING ROOM. UPPER DINING ROOM Head for the MAIN HALL. MAIN HALL Head down the stairs and to the door left of the double doors. Unlock it with your HELMET KEY. Discard the HELMET KEY. REST ROOM In here, grab the diary you see to your left and then head for the other door in this room. Before going there, there is a desk with INK RIBBONS inside. MIRROR ROOM Grab the DAGGER KNIFE and the GREEN HERB. Then grab the JEWELRY BOX on the cabinet. Another puzzle awaits. --------------------------------------------------------------------- | !!! JEWELRY BOX PUZZLE 2 !!! | | Combine the RED GEMSTONE with the JEWELRY BOX 2. Now to solve the | | puzzle, refer to Daniel Engel's Jewelry Box Solution FAQ. | | | | | http://db.gamefaqs.com/console/gamecube/file/resident_evil_jewel_box.gif | Thanks to Daniel Engel for the solution!! | --------------------------------------------------------------------- Once you solve the puzzle, you will have a BROACH, which will turn into the EMBLEM KEY. Exit. REST ROOM Exit to the MAIN HALL. MAIN HALL Head for the GRAVEYARD. GRAVEYARD Head to the gate leading to the CROW HALL. CROW HALL Head for the other door in this hallway. DOOR HALL Head for the only door you haven't tried yet. Unlock it with the EMBLEM KEY. BEDROOM See the lamp on the desk? Flip it on. Grab the METAL OBJECT you see. Grab the BATTERY PACK, too. Exit. DOOR HALL Head for the EXIT HALL. EXIT HALL Head out to the SHED. SHED Head to the GARDEN. GARDEN Head to the POND ROOM. POND ROOM Head across the pond and down the lift to the GUARDHOUSE GARDEN. GUARDHOUSE GARDEN Head over to the broken lift and attach the BATTERY to the slot nearby. Then ride the lift up. GARDEN We are in the GARDEN again. Head to the SHED. SHED Head to the EXIT HALL. EXIT HALL Head to the DOOR HALL. DOOR HALL Head for the RIGHT STAIRS. RIGHT STAIRS Head for the RIGHT STAIRS SAVE ROOM. RIGHT STAIRS SAVE ROOM Deposit the METAL OBJECT. Then withdraw the SQUARE CRANK. Save the game, too. Exit. RIGHT STAIRS Travel to the DOOR HALL. DOOR HALL Head for the EXIT HALL. EXIT HALL Head to the SHED. SHED Head to the GARDEN. GARDEN Head for the POND ROOM. POND ROOM Run to where you used the SQUARE CRANK back in MISSION 2. The pond will fill with water, effectively opening up that passageway behind the waterfall. Return to the GARDEN. GARDEN Run to the lift in this room, and ride it down. GUARDHOUSE GARDEN Head for the not no-more waterfall. Head down the ladder, into the tunnels... ----------------------------------- That was quick, now, wasn't it? Well, MISSION 3 wasn't very eventful at all. Those Hunters and Sweepers are also in the Tunnel areas now. The mansion may seem like history now, but we'll be returning to the mansion in a little while to check out the double doors in the main hall underneath the stairs. But for now, we explore the tunnels beneath the Guardhouse in hopes of finding a way out of here. D. TUNNELS AREA --------------- ENTERING THE TUNNELS ==================== ITEMS: HEX CRANK ACID ROUNDS SHOTGUN SHELLS SURVIVAL KNIFE AVOIDING LISA ============= ITEMS: CYLINDER SHAFT CYLINDER SHAFT BROKEN FLAMETHROWER JEWELRY BOX MANSION ALTAR ============= ITEMS: DAGGER KNIFE STONE RING STONE AND METAL OBJECT STONE AND METAL OBJECT 2 (2) ************************************************************************ ENTERING THE TUNNELS ************************************************************************ TUNNEL 1 Head to the first door on the right. TUNNEL 2 Find the ACID ROUNDS on the floor of this tunnel. Head to the only door in this tunnel. PIT ROOM Head for the door with a HANDGUN MAGAZINE by it. ENRICO ROOM Run forward. You'll see a cut-scene with Enrico. Search Enrico's body for the HEX CRANK. Run down the hallway to Enrico's left. Head for the door at the end. A Hunter may come in, so run away from it. You may want to equip something powerful right now. PIT ROOM We are back in the PIT ROOM. Head back to TUNNEL 2. TUNNEL 2 There is a Hunter here for you to kill. Kill it. Head for TUNNEL 1. TUNNEL 1 Run across the tunnel and you'll see an ITEM BOX and TYPEWRITER. Take the opportunity to save if you life, but make sure you have plenty of ammo. Head to the gap in the floor. Use the HEX CRANK to fill the gap. Head through to the BOULDER ROOM. BOULDER ROOM Run to the right and the boulder starts rolling. RUN BACK TO THE DOOR!! After the cut-scene, turn right. There are SHOTGUN SHELLS. Run through the doors at the other side of the hall near the boulder. There is a GREEN HERB to the right of the door. GIANT SPIDER ROOM Not another boss!! ======================================== BOSS # 6: BLACK WIDOW DIFFICULTY: Easy Your goal: Well... all the trouble from both Yawn and Plant 42 pays off. This boss is so pathetically easy, it isn't even funny. Shoot it with 5 or 6 FLAME ROUNDS to permanently kill it. It has its baby in there too, so dispose of that. You might get poisoned by its attacks... so watch out. ======================================== There is a SURVIVAL KNIFE on the barrels like the one you started out with. If you want to conserve FLAME ROUNDS, then grab it. If you don't care to waste FLAME ROUNDS, do not grab it. There should be a door covered in web. Launch some FLAME ROUNDS at it or hack at it with the SURVIVAL KNIFE you just got. Head through. TUNNEL 3 Turn right and head through the door. BOULDER ROOM 2 Ugh... use the HEX CRANK _THREE TIMES_. Turn left because the boulder will start rolling down. Head through the door nearest you. STATUE ROOM See the statue on the wall? Push it right until it hits the BRONZE part of the wall. Run to the opposite wall and use the HEX CRANK. The statue will be away from the wall. Now push it to the dial in the middle. It will turn. Push it away from the dial and push it in the dial again to turn it a second time. Now push it to the space right of the candles (so it faces the player). You'll get this CYLINDER. Return to the BOULDER ROOM 2. BOULDER ROOM 2 Return to TUNNEL 3. TUNNEL 3 Head into the GIANT SPIDER ROOM. GIANT SPIDER ROOM Head back to BOULDER ROOM. BOULDER ROOM Head back to TUNNEL 1. TUNNEL 1 In the ITEM BOX, grab the EAGLE MEDAL and WOLF MEDAL. Then head to TUNNEL 2. Save if you like. TUNNEL 2 Head for the PIT ROOM. ************************************************************************ AVOIDING LISA ************************************************************************ PIT ROOM Here, head over to the control panel you see at the end. Examine it to get some sort of SHAFT. Combine it with the CYLINDER. It makes the CYLINDER SHAFT. Insert it and press the code 4231. The pit in the middle of the room will activate- it's really a lift! Ride it down! BOTTOM SHAFT Run to the nearest door. LISA TUNNEL That ***** from the cottage beside the mansion is back. ======================================== BOSS # 7: LISA TREVOR II DIFFICULTY: IMPOSSIBLE Your goal: This is the same as last time. Get the hell out of there. 3 hits from this immortal boss will kill you, and it will not be good at all. Head out, and be quick. Don't even try to shoot this thing, because she just won't die!!! ..I THOUGHT I TOLD YOU TO RUN AWAY! RUN! RUN! RUN! RUN! RUN! [NOTE: The girl in Wesker's Report II is Lisa Trevor. And she is now after us. Not good at all.] ======================================== To avoid her, double back and take the branching tunnel. At the branching tunnel, head to the right one of Jill. You'll eventually see a door. Use the map to get to it; remember that locked doors are in red on the map and unlocked ones are in white. Head through the door. CRATE ROOM Push the crate onto the lift. Then activate the lift at the controls. Then leave the room through the way you came. LISA TUNNEL Run back to where Barry is. Avoid Lisa Trevor at all costs. BOTTOM SHAFT After Barry leaves, look for the ITEM BOX. Pack AT LEAST 2 OR 3 HEALING ITEMS. Then go down the nearby ladder. The crate you sent away is here now. Go push it to the left and forward. Then press the button so the crate is crushed. Jump down to where the crate is to get a BROKEN FLAMETHROWER. Return to the LISA TUNNEL. LISA TUNNEL Keep avoiding her and head for the locked door. Take the tunnel toward where you headed for the CRATE ROOM. Flip the switch. Head to the locked door in the room using the map. See the little board next to it? Attach the BROKEN FLAMETHROWER there. Head through. CANDLE ROOM Run passed this weird candle area to a pool tunnel. Run across it. You'll be in a bedroom. You'll find another JEWELRY BOX, like the one before you left the mansion. Also, there is a DAGGER KNIFE here. Open the JEWELRY BOX (no puzzle) and grab this STONE RING. Combine it with the METAL OBJECT from the mansion and you'll get another STONE AND METAL OBJECT. Climb the bedroom ladder, and turn left when you are up. Climb the ladder. ************************************************************************ MANSION ALTAR ************************************************************************ COTTAGE Remember this area? This is where you first met Lisa. Our goal is now to return to the mansion. Yes, go back there. Head to the OUTSIDE PATHWAY 2. OUTSIDE PATHWAY 2 Run back to the CROW GRAVEYARD. CROW GRAVEYARD If you have not acquired the MAGNUM here yet, then do so NOW. The solution is above. Run back to the OUTSIDE PATHWAY. OUTSIDE PATHWAY Run back to the SHED. SHED Head back to the EXIT HALL. EXIT HALL Collect the STONE AND METAL OBJECT that is near the door. It is the one you used in the beginning of the game to get to the Guardhouse. Head back to the DOOR ROOM. DOOR ROOM Aim for the CROW HALL. CROW HALL Run down the entire hallway to the GRAVEYARD. GRAVEYARD Head for the MAIN HALL. MAIN HALL Head for the double doors underneath the grand stairs. Insert both STONE AND METAL OBJECTS into the double doors. Head through. LONG TUNNEL Run down the stairs and across the boards until you reach the door at the end. SHORT TUNNEL Run through this short tunnel until you get to the ladder. Go down the ladder. ALTAR ROOM There is a cut-scene with Barry. Jill... Damn you're tough! And... another Lisa boss. ======================================== BOSS # 8: LISA TREVOR III DIFFICULTY: HARD If you notice... it has the eye of the G-Type William Birkin, from Resident Evil 2 and the jump and power of Nemesis from Resident Evil 3: Nemesis. That can only mean one thing: this thing is as powerful as Nemesis and the G-Type combined! Give Barry his gun back (or not if you want a bad ending). Then start shooting the hell out of the thing. When it falls over, keep shooting it. Barry will also help if you gave him his gun back. Once she falls, its all over! Yipeee!!!!!!!!!!!!!!!!! ======================================== ALTERNATE STRATEGY See the stones in the corners of the room? Push them down into the chasm and Lisa will jump down, ending the battle. Thanks for KANE79 for this tip. ======================================== ..anyway. Talk to Barry if he is still there. If not, grab BARRY'S 44 MAGNUM and BARRY'S PHOTOGRAPH on the ground. Push all the stones down the pit. They are in the corners around the casket. The gate rises. Head through. LAKE COURTYARD We are back in the courtyard. Go to the statues around the lake and insert the MEDAL OF EAGLE and MEDAL OF WOLF. Then go down the stairs in the lake. Ride the lift down. ======== It is time to switch to Disc 2. (Why couldn't they give a disc for each character?) ======== Well, Disc 1 is officially finished. Well, fortunately Lisa is gone, so we don't have to deal with that G-Nemesis Type anymore. But the mystery isn't complete yet. Jill discovers a lab beneath the mansion area, and all the traps Jill has encountered thus far are definitely there to hide this lab, proving its importance. Well, onto Disc 2. E. LABORATORY AREA ------------------ SEARCHING AROUND ================ ITEMS: MO DISK 2 INK RIBBONS GREEN HERBS SLIDE CARTRIDGE MO DISK 3 LABORATORY KEY CAPSULE ESCAPING ======== ITEMS: MASTER KEY FUSE UNIT SIGNAL ROCKETS ************************************************************************ SEARCHING AROUND ************************************************************************ LABORATORY ENTRANCE Find the locked double doors. Near them are ladders to go down. LABORATORY SAVE ROOM Save, and pull out the MAGNUM. Head through the double doors. STAIRS Kill all the zombies here. Grab all the GREEN HERBS. Turn left at the start of the stairs and grab the second MO Disk. Head down the stairs. Head through the gate. O ROOM Head to the door to your right. LAB HALL 1 Collect the FIRST AID BOX. Then take the door to the left. X-RAY ROOM Here, grab the file on the computer for ADA and JOHN. Grab the 2 x-rays and paste them onto the screen. If you do it right, you should get another word, CELL, based on the illnesses. Leave. LAB HALL 1 Back to the O ROOM. O ROOM Head to the only open double doors in this room. COMPUTER ROOM Go to the operating computer. Sign in using the name "JOHN." The password is ADA (the same Ada in BioHazard 2). When you want to unlock the B2 floor, input the password, CELL. Return to the O ROOM. O ROOM Head back to the LAB HALL 1. LAB HALL 1 Head into the first door to the right. OFFICE Grab the FAX after taking the Crimson Head down. You'll notice a weird vial. You'll see a SLIDE CARTRIDGE on a desk. Grab them. Use the MO Disk on the desk's GameCube, too. LAB HALL 1 Head for the O ROOM. O ROOM Return through the gates to the stairs. STAIRS Head to the now unlocked door near where you found MO DISK 2. PROJECTON ROOM Use the SLIDE CARTRIDGE on the slide projector. You'll see the numbers 8462. Remember them. Was Wesker in that picture with the scientists? And is the woman there Annette Birkin, and the dark haired guy William Birkin? Hmmm... Grab the MO Disk from the shelf near the door. See that blinking panel near where you got the MO Disk? Enter the code from the slide in there. A new room will be revealed. Grab the LABORATORY KEY. Look at the console to see how Kenneth Sullivan died back in the beginning of the game. Leave. STAIRS You might be full on items, so deposit anything un-useful. Return to the O ROOM. O ROOM Unlock the single door with the LABORATORY KEY. T HALL Take the door directly across from the entrance (not the one to the left). LABORATORY SAVE ROOM 2 Unload anything you do not need. Leave. T HALL Turn left. Head through the double doors. CHIMERA HALL 1 Watch out! There are enemies here that are as dangerous as the Hunters from the mansion and the tunnels! Turn a cautious left, and kill the first one you see. These are called Chimeras. Turn around and do not enter the door. Run around until you see a blue button. Press it, and you will get a CAPSULE. Head through the door now. CHIMERA HALL 2 Head for the GameCube-looking console and insert an MO Disk inside. Run to the door at the end of this hall. Kill all Chimeras with the Magnum. Now return to CHIMERA HALL 1. ************************************************************************ ESCAPING ************************************************************************ CHIMERA HALL 1 Head for the T HALL. T HALL Head for the O ROOM. O ROOM Use the POWER ROOM KEY to unlock the double nears near the door you just emerged from. Enter. STOREROOM Does this place remind me of Silent Hill? Anyway, push the shelf back and climb up the counter. Enter the vent. OPERATION ROOM Head through the other vent you see in this room. Kill the Chimeras. STOREROOM Find the GameCube-esque reader and insert an MO Disk inside. Then push the shelf away and exit. O ROOM Back here, head for the LAB HALL 1. LAB HALL 1 Head for the first door on the right. OFFICE Radiate the CAPSULE in the weird blue thing. Once you get it back, WALK. WALK to the LAB HALL 1. WALK. LAB HALL 1. WALK to the O ROOM. O ROOM WALK to the T HALL. T HALL WALK to the CHIMERA HALL 1. CHIMERA HALL 1 WALK to where you put the CAPSULE. Put it back in. Run to the CHIMERA HALL 2. CHIMERA HALL 2 Run through the hall to the POWER ROOM. POWER ROOM Go to one of the 2 computer consoles you can access and press the YES option. Then leave. CHIMERA HALL 2 Run for the CHIMERA HALL 1. CHIMERA HALL 1 Run for the T HALL. T HALL Run to the other end of the hall into the elevator. Save in the nearby SAVE ROOM if you want. Power up the elevator. If you gave Barry his gun during the Lisa fight, he'll come in. If not, he won't be here. TYRANT ENTRANCE ROOM Enter through the door at the end. TYRANT ROOM Watch the cut-scene. ======================================== BOSS # 9: TYRANT I DIFFICULTY: HARD After the cut-scene, grab your MAGNUM or ACID ROUNDS. Start shooting the thing and dodging it. One hit can bring you down to Caution. It falls down after 9 or 10 shots from either gun. The Tyrant attacks using its dangerous claw. Keep moving, and keep shooting. The Tyrant is much tougher than Lisa, but not as invincible as Lisa. ======================================== Go to Wesker's unconscious body and grab William Birkin's diary. If he survived, wake Barry up, and head to the desk at the end of the room to unlock the door. If Barry didn't survive, grab the MASTER KEY. Leave. TYRANT ENTRANCE ROOM Run to the elevator. If Barry is still alive, the self-destruct system will hit. If Barry didn't survive, then you can now end the game by returning to the LABORATORY ENTRANCE. If you still want to save Chris, then follow the next orders. T HALL Run to the O ROOM. O ROOM Run to the LAB HALL 1. LAB HALL 1 Head for the 3 green switches and flip them. Head through the door. PRISON TUNNEL Run down the stairs to the door at the end. Head through. If the self- destruct system didn't hit, then use the MASTER KEY to unlock the door. JAIL CELL Talk to Chris. Then leave. PRISON TUNNEL Head back. LAB HALL 1 Head to the O ROOM. O ROOM Head to the STAIRS. STAIRS Head up the stairs and through the door. LABORATORY SAVE ROOM SAVE!! Then head up the ladder. LABORATORY ENTRANCE Head for the double locked doors. ESCAPE TUNNEL Run through. Grab the FIRST AID BOXES and open them. Grab the FUSE UNIT and ride the elevator. There are only 3 minutes until detonation if Barry is still alive. MANSION ROOF Grab the SIGNAL ROCKETS and USE it. ======================================== BOSS # 10: TYRANT II DIFFICULTY: HARD After the cut-scene, grab your MAGNUM or ACID ROUNDS. Start shooting the thing and dodging it. One hit can bring you down to Caution. Barry will be helping you. Once Brad drops the ROCKET LAUNCHER, Barry will get strangled. Shoot a rocket at it and the game ends. [NOTE: For a different ending, you can have Barry killed. Have the Tyrant strangle it, and then have it stab Barry with its claw. You will get a slightly different ending if you get Barry killed.] ======================================== ------------------------------------------------------------------------ B. CHRIS REDFIELD ------------------------------------------------------------------------ A. MANSION AREA --------------- ITEMS: INK RIBBON HANDGUN HANDGUN MAGAZINE KENNETH'S FILM GREEN HERB ARROWHEAD GOLDEN ARROW MANSION KEY (SWORD KEY) OLD KEY DOG WHISTLE FLASH GRENADE DAGGER KNIFE COLLAR COIN IMITATION KEY ARMOR KEY FIRST AID BOX SERUM SHOTGUN SHELLS SHOTGUN RED HERB OLD KEY (2) OLD KEY (3) OLD KEY (4) OLD KEY (5) CHEMICAL HERBICIDE BLUE GEMSTONE DEATH MASK I DEATH MASK II DEATH MASK III MASK W/OUT ALL MUSICAL SCORE I MUSICAL SCORE II MOONLIGHT SONATA (MUSICAL SCORE III) WOODEN EMBLEM FISHOOK LURE OF A BEE BEE SPECIMAN LURE OF A BEE II WIND CREST GOLD EMBLEM SHIELD KEY DEATH MASK III STONE AND METAL OBJECT DINING HALL Head to your item screen. You are starting out with a SURVIVAL KNIFE. Arm it. Grab the INK RIBBON nearby. Head to the only other door in this DINING ROOM. KENNETH HALL Turn to Chris' left to find the first zombie. Run back to the DINING HALL. DINING HALL Run back to the MAIN HALL. MAIN HALL Look for the HANDGUN after the cut-scene. Then return to the DINING HALL. DINING HALL Head for the KENNETH HALL. KENNETH HALL The zombie you ran from will be on the right side of the room. Kill it. As you'll learn from this zombie, it takes nearly 10 bullets to kill it. Head for Kenneth's body. Grab KENNETH'S FILM. It will not take up any item space. Head for the nearest door to the left. LEFT HALLWAY Run across this hallway. At the birdcage is a HANDGUN MAGAZINE. There are also 2 GREEN HERBS. Combine them to create MIXED HERBS. Head up the stairs through the door. Z HALL This hall resembles a Z. Turn right and kill the zombie nearest you, using the HANDGUN. Continue down the hall, and you will see a GOLDEN ARROW. Use the "examine" option on the item screen to examine the GOLDEN ARROW. You will get an ARROWHEAD. There is a HANDGUN MAGAZINE nearby. Grab it. Head for the door at the end. UPPER DINING HALL Ignore the zombie here for now and turn to Chris' left. Grab the shining item called the DAGGER. Read the file about DAGGERS. Circle the other side of the room until you are at a statue. Kill the zombie nearby. Push the statue left, and then through the gap in the railing so it falls to the lower floor. Then head for the double doors. MAIN HALL Head down the stairs to the door at the top of the steps leading to the lower floor. GRAVEYARD Head down the stairs and turn left. When you get to a casket, use the ARROWHEAD. Head down the stairs to the CRYPT. CRYPT Head for the end of the room. Grab the BOOK OF CURSE. In the BOOK OF CURSE, "examine" the back to get a MANSION KEY. Check the back of the MANSION KEY to rename it as a SWORD KEY. Head back to the GRAVEYARD. GRAVEYARD Return to the MAIN HALL. MAIN HALL Head to the double doors to the right of the hall. STATUE ROOM See the drawer? Move it right. Then head through the hallway. Grab the DAGGER at the end. Run back, avoid zombie and head for the statue. Use the SWORD KEY at the door. DOG HALL Run to the second display case and push it toward the screen. Grab the DAGGER. Run to the last display case and push it toward the screen. You'll get a HANDGUN MAGAZINE. Head for the next hall. M HALL Head for the second door you see. It's a bathroom. BATHROOM Drain the tub, and kill the zombie. Look in the tub for an OLD KEY. You might not be able to get it yet. We'll need to visit an item box first. Exit. M HALL Head for the double doors in this hallway. EXIT HALL Head through the nearest door. RIGHT STAIRS Run forward and kill the zombie. Near the stairs is a door. Go through. RIGHT STAIRS SAVE ROOM Grab the FUEL CANTEEN, the HANDGUN MAGAZINE, the FILE and OLD KEY. Fill up the FUEL CANTEEN with the kerosene case near the door. Deposit it. RIGHT STAIRS Return to the EXIT HALL. EXIT HALL Head for the M HALL. M HALL Head for the BATHROOM. BATHROOM Grab the OLD KEY. M HALL Return to the EXIT HALL. EXIT HALL Return to the RIGHT STAIRS. RIGHT STAIRS Climb the right stairs. Then kill the nearby zombie. Then head for the door passed the knob less one. U HALL Turn right from the door and go through the door at the end. STUDY Turn right from the door and grab the DOG WHISTLE and the HANDGUN MAGAZINE. Exit the way you came. Z HALL Run down passed the door you went through. Pass 2 sets of doors until you are at the end of the hall. Unlock the door with the SWORD KEY, and then go through. MAIN HALL Run clear across the hall to the UPPER DINING HALL. UPPER DINING HALL Run to the right side of the room, and to the second door. Unlock it with the SWORD KEY. LEFT STAIRS Run to the stairway and kill the zombie. If you have the FUEL CANTEEN, soak it in kerosene and use the LIGHTER in Chris' standard inventory. A zombie should be coming up the staircase, so kill that, too. Unlock the door nearest the zombie you just killed. But do not go through it. Head for the white door nearest the door you just passed through, and use an OLD KEY to unlock it. Go through. STAIN GLASS BALCONY Run to Chris' left to the stain glass. Use the DOG WHISTLE here. 2 dogs will run up to Chris. Kill them with the HANDGUN as fast as you can. If you get hurt, run over to the GREEN HERB PLANTER across from the door and heal yourself. Grab the COLLAR the dead dog drops. If you can't, attempt to leave the room. You'll be able to dispose the DOG WHISTLE. Come back in and grab it. Run down to where the dog appeared from. At the end is a door to unlock. Unlock it, but do not go through yet, because it only leads to the MAIN HALL. Return to the LEFT STAIRS. LEFT STAIRS Run down the staircase, and then take the door near the dead body. LEFT STAIRS SAVE ROOM Go to your inventory and examine the COLLAR. Press the button, and you'll get a COIN. Examine the coin and check the other side of it to become an IMITATION KEY. Head to your item box and grab the FUEL CANTEEN if you do not have it. Then exit. LEFT STAIRS Run down the hall to a door on the right hand side. Unlock it with your last OLD KEY. Enter the room. STORAGE To the left of Chris is a FLASH GRENADE. The FLASH GRENADE is a defense item, and it is a grenade. Refill your FUEL CANTEEN in the kerosene case near the desk. Then exit. LEFT STAIRS Run to the 2 zombies you killed earlier in this room. Use the FUEL CANTEEN and the LIGHTER on them. That way, they will not return as Crimson Heads. Return to the STORAGE. STORAGE Fill your FUEL CANTEEN again. Then exit. LEFT STAIRS Climb the stairs. Then head through that unlocked door to the left of the stairs. Z HALL Use the FUEL CANTEEN and the LIGHTER on the zombie you killed earlier, unless you decapitated it. Then, if the Crimson Head doesn't rise, use the FUEL CANTEEN and LIGHTER on the body. Then head to the door ahead of the body. BLADE ROOM Run up the stairs until you see an ARMOR KEY. Grab it. Suddenly, a blade comes after you. --------------------------------------------------------------------- | !!! BLADE PUZZLE !!! | | | |Take the IMITATION KEY and USE it in the opening where you took | |the ARMOR KEY. The blade that's going after you should stop. | --------------------------------------------------------------------- Exit the room with the ARMOR KEY. Z HALL Run back to the LEFT STAIRS via the door you unlocked. LEFT STAIRS A zombie will run through the door from the STAIN GLASS BALCONY. Kill it. Then run to the STORAGE. STORAGE Refill the FUEL CANTEEN. Now grab the BROKEN SHOTGUN. Exit. LEFT STAIRS Take the door right of the STORAGE door. Unlock it with the ARMOR KEY. Go through. F HALL Grab the FLASH GRENADE in front of Chris. Then turn right all the way to the closest door to the right. It is the BEDROOM. BEDROOM Grab the HANDGUN MAGAZINE on the bed. Use the FUEL CANTEEN and the LIGHTER on the body below. Then run over to the desk and read the KEEPER'S DIARY. Examine the closet doors behind the desk and you will see a zombie. Kill it. Then grab the OLD KEY. You probably will not be able to grab it. We will come back for it later. Exit. F HALL Take the door right of the BEDROOM door. Unlock it. Go through. KENNETH HALL Run to the DINING ROOM. DINING ROOM Run to the MAIN HALL. MAIN HALL Run over to the U HALL. U HALL Unlock the single and double doors in this hallway. Then go through the single door. RICHARD ROOM Run forward. You'll see a cut-scene with Rebecca Chambers and Richard Aiken. Exit. U HALL Take the double doors you unlocked earlier. KNIGHT ROOM There is a puzzle here. --------------------------------------------------------------------- | !!! KNIGHT PUZZLE !!! | | Your objective is to push all the statues back into their normal | | position. | | | | -Have Chris push the FAR LEFT first. | | -Have Chris push the CLOSER RIGHT STATUE next. | | -Have Chris push the FAR RIGHT STATUE next. | | -Have Chris push the FAR LEFT STATUE again. | | -Have Chris push the CLOSER LEFT STATUE. | | -Have Chris push the FAR RIGHT statue again. | | -Have Chris push the CLOSER RIGHT STATUE next. | | -Have Chris push the CLOSER LEFT STATUE again. | | -Have Chris push the CLOSER RIGHT STATUE next. | | | | Voila! Examine the center podium, and press the button. | | A painting slides. | | | | Grab it, and it is a JEWELRY BOX. | | | --------------------------------------------------------------------| If you cannot grab the JEWELRY BOX, then leave it for now. Exit. U HALL Run to the RIGHT STAIRS. RIGHT STAIRS Since you burned the dead zombies, there should be no Crimson heads here. But if you didn't, it is more than likely that a Crimson Head or 2 will be in this room. Run to the door left of the stairs and simply unlock them. Do not enter them. At the bottom of the stairs might be a note from Wesker. Run to the RIGHT STAIRS SAVE ROOM. RIGHT STAIRS SAVE ROOM There should be a HANDGUN MAGAZINE, FIRST AID SPRAY and SHOTGUN SHELLS here. Grab them all, and manage them with the item box. Refill your FUEL CANTEEN here, but deposit it. Right now you should have the following: HANDGUN HANDGUN MAGAZINE BROKEN SHOTGUN SWORD KEY ARMOR KEY Run to the RIGHT STAIRS. RIGHT STAIRS Go to the DOOR HALL. DOOR HALL Head to the door at a diagonal direction from the door you just came through. Unlock it with the ARMOR KEY. Enter. CROW HALL There is a puzzle here. --------------------------------------------------------------------- | !!! PICTURE PUZZLE !!! | | The painting with the sword must be colored orange/red on both | | sides (because the paintings appear on both sides). The middle | | painting must be colored purple. The last painting must be colored| | GREEN. Adjust the painting from both sides to make the above | | colors correspond. Then press the woman painting. | --------------------------------------------------------------------- The wall should rise. There should be a DEATH MASK there, but you can't grab it because of limited space. Come back for it later. Exit. DOOR HALL Head to the RIGHT STAIRS. RIGHT STAIRS Head for the U HALL. U HALL Head for the MAIN HALL. MAIN HALL Head for the UPPER DINING ROOM. UPPER DINING ROOM Head for the LEFT STAIRS. LEFT STAIRS Head for the LEFT STAIRS SAVE ROOM. LEFT STAIRS SAVE ROOM Grab the SERUM near the item box. Then exit. LEFT STAIRS Head for the UPPER DINING HALL. UPPER DINING HALL Head for the MAIN HALL. MAIN HALL Run for the U HALL. U HALL Run to the RICHARD ROOM. RICHARD ROOM Give Richard the serum. If he died, too late, sorry. You won't be brought to the LEFT STAIRS SAVE ROOM. If Richard lives, you will be transported to the LEFT STAIRS SAVE ROOM. This walkthrough will follow as if Richard died. Exit the room. U HALL You have the serum with you... it will come in handy. Head for the MAIN HALL. MAIN HALL Head for the DINING ROOM. DINING ROOM Run through here to the KENNETH HALL. KENNETH HALL Kill the zombie to the right. Then go to the F HALL. F HALL Turn the first right in Chris' perspective and grab the DAGGER. Then go to the BEDROOM. BEDROOM Grab that OLD KEY you left behind. Exit. F HALL Return to the KENNETH HALL. KENNETH HALL Turn left and unlock the door nearby with the ARMOR KEY. Do not enter yet. Pass that door, turn a corner, and head down the stairs. Unlock that door, too, with the SWORD KEY. Dump the SWORD KEY. Enter the door. KITCHEN Head to the locked door. Grab the OLD KEY. Grab the HANDGUN MAGAZINE on the butcher table, as well as the DAGGER. Exit. A zombie will come and get you, so shoot it, or use a DAGGER. KENNETH HALL Head to the DINING HALL. DINING HALL Head for the MAIN HALL. MAIN HALL Aim for the U HALL. U HALL Aim for the RIGHT STAIRS. RIGHT STAIRS Go to the door you just unlocked. DEER ROOM Unlock the door to the left with an OLD KEY. But enter the room to the right first. RESEARCHER'S BEDROOM Next to the candle is a vital OLD KEY. Grab the FIRST AID BOX if you like, and then leave. DEER ROOM Head to the RIGHT STAIRS. RIGHT STAIRS Head for the U HALL. U HALL Head for the MAIN HALL. MAIN HALL Go to the STATUE ROOM. STATUE ROOM Go to the DOG HALL. DOG HALL Run to the M HALL. M HALL Head to the nearest door. Unlock it with an OLD KEY. OUTSIDE AREA Run around and grab the CHEMICAL, which is really HERBICIDE. Exit. M HALL There are zombies here now, so kick their asses with that HANDGUN. Then enter the DOOR HALL. DOOR HALL Head for the CROW HALL. CROW HALL Run to the outside area and to the locked gate. Unlock it with an OLD KEY. Then go through the door. GRAVEYARD Run back to the MAIN HALL. MAIN HALL Run to the DINING ROOM. DINING ROOM If you have at least one empty item space, go to the broken statue and grab the BLUE GEMSTONE. Go through to the KENNETH HALL. KENNETH HALL Take the door to the F HALL. F HALL Go to where you collected the DAGGER. There is a door nearby. Enter it. TIGER STATUE ROOM Use the BLUE GEMSTONE on the Tiger Statue. Grab the SHOTGUN SHELLS. Exit. F HALL Make 3 right turns from the door. Passed the windows should be a door. Go through. VINE ROOM Run to the water pumping machine to the right of the door. Use the HERBICIDE there. Then pump the water, flipping the switch to the red. Run passed the dead vines and grab the DEATH MASK. Exit. F HALL Head to the KENNETH HALL. Zombies will pop through the windows on your way, but ignore them. KENNETH HALL Run to the DINING ROOM. DINING ROOM Run to the MAIN HALL. MAIN HALL Run to the GRAVEYARD. GRAVEYARD Run down the long stairs to the CRYPT. CRYPT Use the DEATH MASK on the first tombstone. Then watch a gross cut-scene. Run up to the GRAVEYARD. GRAVEYARD Run to the CROW HALL. CROW HALL Pick up the DEATH MASK II. Then return to the GRAVEYARD. GRAVEYARD Run down to the CRYPT. CRYPT Use the DEATH MASK II on the 4th tombstone. You'll see another gruesome scene. Run up to the GRAVEYARD. GRAVEYARD Run to the CROW HALL. CROW HALL Run to the DOOR HALL. DOOR HALL Run to the M HALL. M HALL Run to the single door nearby. CEILING ROOM Run to the other door in this room. SHOTGUN ROOM Grab the DAGGER. Then run over to the rack and grab the SHOTGUN. Then use the BROKEN SHOTGUN, which replaces the SHOTGUN. Then leave. CEILING ROOM Run out. M HALL Run to the DOOR HALL. DOOR HALL Run to the RIGHT STAIRS. RIGHT STAIRS Run to the RIGHT STAIRS SAVE ROOM. RIGHT STAIRS SAVE ROOM Save your game if you like. Recover any health needed, and free up one item box space. We have one more ARMOR KEY door. Exit. RIGHT STAIRS Run to the U HALL. U HALL Run to the KNIGHT ROOM. KNIGHT ROOM Grab the JEWELRY BOX you left here. The solution to the puzzle is here. --------------------------------------------------------------------- | !!! JEWELRY BOX PUZZLE !!! | | | | Press both buttons which resemble half of a heart shape. The box | | will open. Inside is the MASK W/OUT ALL. | --------------------------------------------------------------------- Then exit. U HALL Run to the MAIN HALL. MAIN HALL Run to the left and unlock that final door. Do not enter it at all, though. Dump the ARMOR KEY. Then return to the U HALL. U HALL Run to the RICHARD ROOM. RICHARD ROOM Run to the other door in this hallway. SMALL T HALL Turn left, kill the zombie and run to the door at the end. SMALL DINING ROOM Use the LIGHTER on the candles on the table. Then push the curio to the right. Enter, and kill the zombie. Grab the MUSICAL SCORE from the curio inside this secret annex, and then leave the room. SMALL T HALL Run to the RICHARD ROOM. RICHARD ROOM Run to the U HALL. U HALL Run to the MAIN HALL. MAIN HALL Run to the GRAVEYARD. GRAVEYARD Run down to the CRYPT. CRYPT Use the MASK W/OUT ALL on the second tombstone. Watch another gross cut- scene, and return to the GRAVEYARD. GRAVEYARD Return to the MAIN HALL. MAIN HALL Go to the DINING ROOM. DINING ROOM Go to the KENNETH HALL. KENNETH HALL Turn right, and head for the door on the left. PIANO ROOM Go passed the piano to a small branch of the room. Push the shelf right, and grab the MUSICAL SCORE. Combine it with your other MUSICAL SCORE to get the MOONLIGHT SONATA (it is still called MUSICAL SCORE, but whatever). Head to the piano and use it. Rebecca will come into the room. Let Rebecca practice. Exit. KENNETH HALL Run to the DINING ROOM. DINING ROOM Go to the fireplace and grab the WOODEM EMBLEM. Then go to the MAIN HALL. MAIN HALL Go to the U HALL. U HALL Go to the RIGHT STAIRS. RIGHT STAIRS Go to the DEER ROOM. DEER ROOM Take the door to the left. INSECT RESEARCH ROOM Go to the desk and grab a file. Near the desk is a FISHHOOK. Grab it from the display. Then run to the bee display board right of the door and grab the LURE OF A BEE. Combine the LURE OF A BEE with the FISHOOK. Run to the board left of the door and grab the BEE SPECIMAN. Use the LURE OF A BEE on the left board, and the BEE SPECIMAN on where the LURE OF A BEE used to be. Then press the switch. Grab the WIND CREST. Exit, DEER ROOM Exit. RIGHT STAIRS Return to the U HALL. U HALL Return to the MAIN HALL. MAIN HALL Go to the DINING ROOM. DINING ROOM Go to the KENNETH HALL. KENNETH HALL Run to the PIANO ROOM. Make sure you have the WOODEM EMBLEM with you. PIANO ROOM After solving the bee puzzle, Rebecca will now be able to play the piano. Once the wall rises, go inside, grab TREVOR'S DIARY and the GOLD EMBLEM. Use the WOODEN EMBLEM on the spot where the GOLD EMBLEM used to be. The wall will rise. Return to the KENNETH HALL. KENNETH HALL Run to the DINING ROOM. DINING ROOM Use the GOLD EMBLEM above the fireplace. Then run over to the clock for your next puzzle. --------------------------------------------------------------------- | !!! CLOCK PUZZLE !!! | | The clock's internal parts will be revealed. Head to them. When | | examining the clock, opt to move the HOUR HAND twice. When the | | clock is at 6:00, press B and you will get a SHIELD KEY. | --------------------------------------------------------------------- Return to the MAIN HALL. MAIN HALL Run to the U HALL. U HALL Head for the RICHARD ROOM. RICHARD ROOM Run to the SMALL T HALL. SMALL T HALL Run up the steps, and use the SHIELD KEY to unlock the door. Then enter. ATTIC Your first boss awaits... ======================================== BOSS # 1: YAWN DIFFICULTY: EASY Simply run over to the isolated corner and grab the DEATH MASK III. Then run out of the room. Since Chris doesn't have the GRENADE LAUNCHER like Jill, it is hard to kill this boss, so you're better off just getting in and out as fast as you can. ======================================== Exit the room. SMALL T HALL If the YAWN hit Chris during the battle, he will be poisoned. If you saved Richard, Rebecca will come in for you, and you'll control her (take her to the LEFT STAIRS SAVE ROOM for the SERUM). If Richard wasn't saved, then Chris will have to get it himself. Go to the RICHARD ROOM. RICHARD ROOM Run to the U HALL. U HALL Run to the RIGHT STAIRS. RIGHT STAIRS Run to the RIGHT STAIRS SAVE ROOM. RIGHT STAIRS SAVE ROOM Head to the item box and use the SERUM. Then exit. RIGHT STAIRS Head to the U HALL. U HALL Head to the MAIN HALL. MAIN HALL Head for the GRAVEYARD. GRAVEYARD Head down the long stairs to the CRYPT. Have the SHOTGUN equipped. CRYPT Attach DEATH MASK III to the final tombstone. Then a Super Crimson head will attack you. Aim the SHOTGUN at its head for a quick decapitation, or shoot it out. This is a really fast zombie, and can kill you in a few hits. Grab the STONE AND METAL OBJECT from the casket, and the SHOTGUN SHELLS nearby, then climb the long stairs. GRAVEYARD Take the door to the CROW HALL. CROW HALL Head for the DOOR HALL. DOOR HALL Head for the small branch of this hallway, and out the door at the end. EXIT HALL A zombie dog will pop in, so kill it. Then head over to the locked door. Nearby to the left is an engraving. Use the STONE AND METAL OBJECT on it and the door will unlock Go through... ----------------------------------- Well, we've finished PART 1 of Chris' mission in this evil mansion. The guardhouse is coming up, with a vengeance, and it will definitely be harder than the first part of the mission. Make sure you've gotten many supplies from the Mansion before leaving, as immortals, sharks, plants and green bastards are going to show up. B. GUARDHOUSE AREA ------------------ ITEMS: FLASH GRENADE FIRST AID SPRAY SUN CREST STAR CREST MOON CREST MAGNUM KEY FOR ROOM 001 RED BOOK CONTROL ROOM KEY INSECTICIDE SPRAY SELF DEFENSE GUN MAGNUM BULLETS SHOTGUN SHELLS GALLERY KEY EMPTY BOTTLE EMPTY BOTTLE 2 EMPTY BOTTLE 3 EMPTY BOTTLE 4 SHED Head down to the shining items, and grab both the FLASH GRENADE and the FIRST AID SPRAY. You will need both. Head through the door down the small stairs. It is the OUTSIDE PATHWAY. OUTSIDE PATHWAY Run down this pathway until you see spinning arrows. On the red arrow, move it to the WEST POSITION. When you get to the blue arrow, turn it NORTH. The gate will unlock. Keep your weapons handy. CROW GRAVEYARD Another graveyard? And it has crows! Equip something like the HANDGUN or SHOTGUN, and start shooting them all from your position. They'll attack you... but it is worth it to kill them. Once they are all dead, run down and turn right when there is a space between the tombstones. You'll run into 2 large tombstones. Insert the WIND CREST into the right tombstone. 3 new CRESTS are revealed. Grab them. If you cannot grab all 3, grab as many as you can and take them to the left tombstone. Check the back of each crest before inserting them into the left tombstone. Your reward is the MAGNUM! This is needed for PART 3. Return to the main part of the graveyard and turn right through the gate. OUTSIDE PATHWAY 2 Run down this pathway after a weird cut-scene. You'll see a COTTAGE. Go through. Use the map to guide you if you cannot find the COTTAGE. COTTAGE [WARNING: An unbeatable monster is about to arrive.] Enter, and run up the stairs. Grab the COURTYARD MAP and run passed the bed. There is an ITEM BOX nearby. SAVE at the TYPEWRITER!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Grab the SQUARE CRANK. Now attempt to leave and you will see a cut-scene. After the cut-scene, a boss fight hits. ======================================== BOSS # 2: LISA TREVOR DIFFICULTY: IMPOSSIBLE Your goal: Get the hell out of there. 3 hits from this immortal boss will kill you, and it will not be good at all. Head out, and be quick. Don't even try to shoot this thing, because she just won't die!!! ..I THOUGHT I TOLD YOU TO RUN AWAY! RUN! RUN! RUN! RUN! RUN! [NOTE: The girl in Wesker's Report II is Lisa Trevor. And she is now after us. Not good at all.] ======================================== OUTSIDE PATHWAY 2 Run back to the CROW GRAVEYARD. CROW GRAVEYARD Run back to the OUTSIDE PATHWAY. OUTSIDE PATHWAY Run back to the SHED. SHED Head through the DOUBLE DOORS. GARDEN Brad will try to contact you. Afterwards, kill all the zombie dogs you see. Grab all the GREEN HERBS and head through the gate. POND ROOM Turn left until you see a SQUARE ENGRAVING. Use the SQUARE CRANK there. The pond will drain. Head down the ladder, across the pond, and up to the lift. GUARDHOUSE GARDEN There are crows here. Shoot them with your HANDGUN or SHOTGUN. You'll notice that since you drained the pond, the water is flowing in front of a secret passage. Looks like we have to find a way to get there without having to drain the pond. (Why couldn't Jill just go swimming?) There is a non-functioning lift that will take you back to the GARDEN, so our goal for the rest of this and next mission is to find a battery which will work that elevator. ~_~ Head into the gate. GUARDHOUSE ENTRANCE Snakes will pour in on Chris, so watch out. Grab any HERBS you see. Head through the door at the end. GUARDHOUSE HALLWAY Eerie... Turn right and enter the first door to the right. GUARDHOUSE SAVE ROOM Grab the INK RIBBON, battery pack and FIRST AID SPRAY. You will want to rearrange your items so you have the SHOTGUN/SHELLS. The HANDGUN might be useful, but it won't provide SHOTGUN power. Deposit the SQUARE CRANK, too. Refill your OIL CANTEEN, too. Now that we are set, head outside. GUARDHOUSE HALLWAY Head to the double doors to the very right of the hall. SPIDER POOL ROOM Ahhh! Spiders!!! Kill the thing with the SHOTGUN SHELLS before it is too late. If they poison you, use one of the BLUE HERBS that can be found back in the GUARDHOUSE GARDEN, or the GUARDHOUSE HALLWAY. Head up the stairs to the pool table and shoot down the next spider. EXAMINE THE POOL! Remember the COLORS of the corresponding POOL BALLS. 2: BLUE 3: RED 4: PURPLE 5: ORANGE 6: GREEN If you remember that solution, then a door code will be insanely easy to remember. Head down the stairs to the table area and grab the RED BOOK, and other misc. items such as a FIRST AID BOX. Inside the FIRST AID BIX is a BLUE-GREEN HERB. There are also SHOTGUN SHELLS. GUARDHOUSE HALLWAY Return to the GUARDHOUSE SAVE ROOM. GUARDHOUSE SAVE ROOM Deposit everything you found in the other room including the RED BOOK. Leave. GUARDHOUSE HALLWAY Push the crate near the higher crate. This will create a stairway that can be used to avoid those evil vines in that hole. Once on the other side of the tall barrel stack, head through the next door. GUARDHOUSE HALLWAY 2 Run down and head into the 002 ROOM. 002 ROOM After the Barry cut-scene, grab the file on the desk. Go to the bookshelves you see and push the left one forward. Push the right bookshelf to the right to reveal a ladder. Go down. SECRET WATER TUNNEL Run until you see all the crates. Push them into the small water storage you see. When a bridge forms, head down and soak Chris' feet into the water and go through the double doors. SHARK TANK Richard will be in here if you saved him earlier. In here is a shark called NEPTUNE. Run back out through the way you came. SECRET WATER TUNNEL Return to the 002 ROOM. 002 ROOM Head into the 002 BATHROOM. 002 BATHROOM On the shelf is an KEY FOR ROOM 001. Grab it and leave. 002 ROOM Head out into the GUARDHOUSE HALLWAY 2. GUARDHOUSE HALLWAY 2 Head to the GUARDHOUSE HALLWAY. GUARDHOUSE HALLWAY Head into the only door you haven't gone through yet. Unlock it with the KEY FOR ROOM 001. 001 ROOM Inside here is some weird little DEFENSE GUN. There are also HANDGUN MAGAZINES here. Head into the bathroom. 001 BATHROOM Drain the tub and grab the CONTROL ROOM KEY. Head out. 001 ROOM Head out. GUARDHOUSE HALLWAY Take to the GUARDHOUSE SAVE ROOM. GUARDHOUSE SAVE ROOM Deposit any HANDGUN and HANDGUN MAGAZINES you may have, since Chris' item slots are limited. Then exit. GUARDHOUSE HALLWAY Return to the GUARDHOUSE HALLWAY 2. GUARDHOUSE HALLWAY 2 Return to the 002 ROOM. 002 ROOM Head down the ladder to the SECRET WATER TUNNEL. SECRET WATER TUNNEL Head to the SHARK TANK. SHARK TANK Shoot the nearest shark with the DEFENSE GUN. Run to the door that is red on the map of this room. Unlock it with the CONTROL ROOM KEY. Head inside. CONTROL ROOM In here, there will be a difficult puzzle. --------------------------------------------------------------------- | !!!CONTROL ROOM PUZZLE!!! | | | | Go down the ladder. Then go to the white board on the table and | | find the number on it, either being 1, 2 or 3. Now go to the giant| | window. Once the shark breaks it and the countdown starts. Press | | the computer switch that is near the window. Then turn around | | (using the C-Stick) and make a diagonal run ( \ this direction) | | and press the computer switch there. From that console, you'll | | then want to head directly left to where a lever is and hit that | | one. Then head into the adjacent hallway and turn left so you see | | some sort of a tank that has the colors red and green | | (which are really lights). When it asks you to press either | | BUTTONS 1, 2 or 3, press the number which was on the board. | | Return to the second computer console you pressed and press it | | again. Then return to the lever and then switch it again. Then go | | back to where the shark is banging and press that switch. The | | SHARK TANK will be drained. | --------------------------------------------------------------------- Go back to the adjacent hallway and take the door directly to the right. Then run to the previously water-blocked door. WATER ROOM Here, run through and head through the gate to the SHARK TANK. SHARK TANK With the water drained, run over to the platform and then attempt to grab the GALLERY KEY. If Richard lived, then RICHARD'S SHOTGUN should be on the floor. On the platform, try to grab the GALLERY KEY. But then the shark comes to life. ======================================== BOSS # 3: NEPTUNE SHARK DIFFICULTY: Easy Your goal: Shoot it until it dies. You should have enough ammo. ALTERNATE STRATEGY: See that green box in front of Chris? Push it into the Aqua Ring. See the lever to the left? Switch it and then the Neptune shark gets electrocuted. Thanks to the billions of people who sent it in. ======================================== Run over and grab where the GALLERY KEY fell to. Then run to the door you previously went to. WATER ROOM Run through here. Head for the next door you didn't go through. WATER HALLWAY 2 Grab the MAGNUM ROUNDS. Head for the door at the end up the ladder. SECRET WATER TUNNEL We end up back here, thankfully. Run back up the ladder to the 002 ROOM. 002 ROOM Run to the GUARDHOUSE HALLWAY 2. GUARDHOUSE HALLWAY 2 Run back to GUARDHOUSE HALLWAY 1. GUARDHOUSE HALLWAY 1 Run to the GUARDHOUSE SAVE ROOM. GUARDHOUSE SAVE ROOM Deposit the DEFENSE GUN and the MAGNUM ROUNDS and grab the RED BOOK. If you want, grab the HANDGUN and HANDGUN MAGAZINE. Then exit. GUARDHOUSE HALLWAY 1 Head for GUARDHOUSE HALLWAY 2. GUARDHOUSE HALLWAY 2 Head to the GALLERY through the next door, via the GALLERY KEY. GALLERY AKA WASP ROOM. Head and turn the first corner you see to a door. Unfortunately, Chris (or Rebecca, rather) will have to explore that area (though Jill didn't). The password to enter is for Rebecca, though. Turn the next left corner to the corpse, and grab the INSECTICIDE SPRAY. Run back out to GUARDHOUSE HALLWAY 2. GUARDHOUSE HALLWAY 2 Here, turn right and grab the GUARDHOUSE MAP. Then you'll see a hole. Use the INSECTICIDE SPRAY through the hole to kill those bastards. Return to the GALLERY. GALLERY Run to where the wasps where and grab the KEY FOR ROOM 003 from the desk. Then head to the 003 in the same room and open it up. 003 ROOM Inside, go to the bookshelf with the red books. Grab the UMB BOOK and then place the RED BOOK inside. --------------------------------------------------------------------- | !!!RED BOOK PUZZLE!!! | | | | The goal of this perverted puzzle is to align all the books for | | form a nude woman. To do this, select a book and when you do, | | select the book to swap places with it. Eventually you will form | | a nude woman. | --------------------------------------------------------------------- Once the puzzle is solved, head through the door to your next boss fight. PLANT 42 ROOM You're next boss fight awaits... ======================================== BOSS # 4: PLANT 42 DIFFICULTY: Hard Upon entry, Chris will get attacked by the Plant 42. You will then be put in control of Rebecca Chambers. [NOTE: While playing on HARD MODE (a replay game), I was forced to just fight it out with Plant 42, like Jill would. This is interesting, but if that happens, unload the MAGNUM and SHOTGUN on it.] Simply follow these steps. 1. Enter the Employee Lounge were the two spiders previously resided and locate a red lamp in a corner to the left of the entrance. Light the lamp and note the lamp's color and the symbol presented. Since the symbols are random, it is impossible to dictate here exactly which one it will be. Repeat this process with the green lamp on the left table by the bar, and the orange lamp by the pool table. Study the pool balls and note their colors and numbers. Red is 3, Orange is 5, and Green is 6. 2. Travel to the Gallery where the hive (hopefully) previously stalked. Examine the key pad next to the first door on the left, it's on the same side as the entrance. Punch in your code and enter (635, but it could be random). CVXFREAK also got 536 on HARD MODE. 3. Follow this closely because a misstep could produce a very toxic gas! First, grab three of the empty bottles lying around and fill one with water at the sink. Fill the second bottle with UMB No. 3, located in the yellow jar and mix the two to obtain NP-004. Collect some Yellow-6 and mix the two again for UMB No. 10. Now, collect more water and more Yellow-6 and mix those for UMB No. 7, when UMB No. 7 and UMB. No. 10 combined you'll have VP-017. Lastly, pickup on last batch of UMB No. 3 and mix for the coveted V-Jolt chemical. 4. Travel down the basement with the V-Jolt and make your way to the control room where the shark tried to break into (remember, you don't have boxes to jump across anymore). [CVXFREAK adds: Use the Water Rooms to get to the Control Room]. Up the ladder and out the door eliminate the beach shark with one handgun shot if you wish, he'll pretty much only bother you if you TRY to get him to eat you. Enter the Guard Room by the shark and walk into the vile plant's roots. Don't worry about being damaged, the roots won't hurt you. Now, give the not so Jolly Green Giant a shot of the herbicide and discard the bottles. Now we are back to Chris. Now use all your ammo to fight and kill it. It can take anywhere from 10 SHOTGUN SHELLS to 20. Watch out for its attacks, but it should be really, really easy to dodge. ======================================== After that boss is dead, head down the stairs and grab the HELMET KEY from the fire place. Return to the GALLERY via the double doors. GALLERY Watch a cut-scene with Rebecca. In the room where Rebecca made the V- Jolt is where she will stay for awhile. If you were injured in the fight with PLANT 42, go there to heal yourself. Run to the GUARDHOUSE HALLWAY 2. GUARDHOUSE HALLWAY 2 Run back toward the GUARDHOUSE HALLWAY and you'll see Wesker. After he leaves, return to the GUARDHOUSE HALLWAY. GUARDHOUSE HALLWAY Here, run back to the GUARDHOUSE SAVE ROOM. GUARDHOUSE SAVE ROOM Reorganize your items to have this: HANDGUN HANDGUN MAGAZINE MAGNUM MAGNUM ROUNDS HELMET KEY The next section is tough. Make sure you have your HELMET KEY. Save, too. Keep the MAGNUM equipped. GUARDHOUSE HALLWAY Exit to the outside. GUARDHOUSE ENTRANCE Run back down to the GUARDHOUSE GARDEN. GUARDHOUSE GARDEN Run to the lift and ride it the POND ROOM. POND ROOM Run across the pond and dodge the snakes. Head back to the GARDEN. GARDEN Head to the SHED. SHED There are many items here thanks to Wesker. Grab them all, especially the SHOTGUN SHELLS, because a new monster is going to show up. If you can't get all of the items, then return to Lisa's COTTAGE and use the item box there to manage your items. Head into the EXIT HALL. ----------------------------------- Well, with Lisa running around, Plants to kill, and sharks to feed, I'm amazed we've made it so far! We are back in the mansion of hell and we must explore the remainder of the mansion for more clues, perhaps clues that can get us behind the waterfall in front of the GUARDHOUSE. The return to the mansion isn't too long, and can range from 5 minutes to 15 minutes, depending on what ending you want to get. C. RETURN TO MANSION -------------------- ITEMS: RED GEMSTONE YELLOW GEMSTONE JEWELRY BOX MO DISK FIRST AID SPRAY LAST BOOK, VOL. 1 LAST BOOK, VOL. 2 MEDAL OF WOLF MEDAL OF EAGLE GREEN HERB RED HERB BLUE HERB BATTERY EMBLEM KEY BROACH EXIT HALL Run down the hall and head into the DOOR ROOM. DOOR ROOM There is a Hunter here. Kill it with the MAGNUM. It should take only one bullet. Head into the RIGHT STAIRS. RIGHT STAIRS There is a Hunter here. Kill it with the MAGNUM, or use the SHOTGUN. Head into the RIGHT STAIRS SAVE ROOM. RIGHT STAIRS SAVE ROOM Recharge and save if you were hurt by the Hunters. Exit. RIGHT STAIRS Run up the stairs and turn left. Run to the very end, into the door. RESTING ROOM Grab all the HERBS here and then unlock the door in this room using the HELMET KEY. WALL HALL There is no snake here this time. There is a puzzle, though. --------------------------------------------------------------------- | !!!WALL PUZZLE!!! | | | | OK. See the statue? Push it in through the opening into the main | | part of the room. Push it all the way. When the walls stop moving,| | head back to the door and head behind the right wall. Run all the | | way and flip the switch. Run back the way you came and to where | | you pushed the statue. Push it left before the walls consume you. | | A secret passage will open. | --------------------------------------------------------------------- Jump down the hole. To the left is a FLASH GRENADE. GRAVE Head in, and you'll see a grave. Press the button. To the right is a LAST BOOK, VOL. 1. Check the pages for a MEDAL OF EAGLE. Grab the diary on the grave, too. Head down. UNDERGROUND HALLWAY Run down this hallway to the door at the end. Watch out for the Spiders. UNDERGROUND HALLWAY 2 Run through a gate down the hall until you run into a lever. Pull it. Then take the only other door in this room. KITCHEN We are in a kitchen. You have 2 options: -Head to the door directly across from Jill. It leads to the KENNETH ROOM. -Head to the elevator. This next optional part (though the RED GEMSTONE isn't optional) is required for players who want to save Jill Valentine and get a better ending. Skip the optional section if you want to get Jill Valentine killed. =============OPTIONAL============== =============OPTIONAL============== KENNETH F HALL Climb up the stairs to be back in the KENNETH ROOM. You'll discover that there is a Sweeper here. Sweepers, as you'll remember from Resident Evil CODE: Veronica X, are Hunters with poison abilities. Kill it with Acid Rounds, or your Magnum. The door to the F HALL will also be torn down, so the room will now be called the KENNETH F HALL. Head into the F HALL section of the KENNETH F HALL. Head to the LEFT STAIRS. LEFT STAIRS Run to the LEFT STAIRS SAVE ROOM. LEFT STAIRS SAVE ROOM We have to unload here, especially the MEDAL OF EAGLE. You will also want to save the game. Exit. LEFT STAIRS Climb the stairs. Unlock the door nearest to the left of the stairs. YELLOW GEM ROOM This room is tricky. And it has a puzzle. But first grab the SHOTGUN SHELLS near the right deer head. --------------------------------------------------------------------- | !!! YELLOW GEM PUZZLE !!! | | | | See those drawer cabinets near the center table? Push them toward | | the deer heads nearby. Then turn the lights off with the switch | | next to the door. Now attempt to pull the YELLOW GEMSTONE from | | the deer head. It won't. Now QUICKLY RUN TO THE OTHER DEER HEAD | | and grab the RED GEMSTONE. [If you run out of item space, return | | to the save room and unload.] Then QUICKLY RUN TO THE YELLOW GEM- | | -STONE AND GRAB IT! Puzzle solved! | --------------------------------------------------------------------- With the RED GEMSTONE and YELLOW GEMSTONE in hand, return to the LEFT STAIRS. LEFT STAIRS Run down to the LEFT STAIRS SAVE ROOM. LEFT STAIRS SAVE ROOM Unload if you have too many item spaces. Then exit. LEFT STAIRS On your way, 2 Hunters will pop in and surprise you. Kill them with the GRENADE SHELLS you just found, the MAGNUM, or with RICHARD'S SHOTGUN. The GRENADE SHELLS or MAGNUM are recommended, though. Run to the KENNETH F HALL. KENNETH F HALL Run to the door that leads to the TIGER STATUE ROOM. TIGER STATUE ROOM Use the YELLOW GEMSTONE on the Tiger Statue. You will get an MO DISK. Exit. KENNETH F HALL Return to the LEFT STAIRS. LEFT STAIRS Run to the LEFT STAIRS SAVE ROOM. LEFT STAIRS SAVE ROOM Deposit the MO DISK into the item box. Exit. LEFT STAIRS Head for the KENNETH F HALL. KENNETH F HALL Return to the KENNETH ROOM part of the room, and down the stairs back to the KITCHEN. =============END-OPTIONAL============== =============END-OPTIONAL============== KITCHEN Now that we are all back together, we can now explore the elevator. Ride the elevator down. TORCH LIT TUNNEL Kill the zombie from the first branch of this room. There are 2 GREEN HERBS here. Head back passed the elevator and kill the zombie nearby. Down from where you killed the zombie, there is a door for you to head through. STORAGE ROOM In here are SHOTGUN SHELLS, MAGNUM ROUNDS and the BATTERY! You can now power up the lift in the GUARDHOUSE GARDEN! But before we leave, we need to do two more tasks. Exit. (Feel free to return to the Item Box) TORCH LIT TUNNEL Head to Jill's left, through a door. Z HALL Remember this hall? Head for the BLADE ROOM. The BLADE ROOM is three rights down the hall. There might be a CRIMSON HEAD here. BLADE ROOM Head up passed where you left the IMITATION KEY. Passed it is a door. Unlock it with the HELMET KEY. LIBRARY Run across the hall until another boss fight happens. ======================================== BOSS # 5: YAWN II DIFFICULTY: Medium Your goal: Shoot the thing with SHOTGUN SHELLS. Watch out for its bite and poisonous attacks. Once you run out of SHOTGUN SHELLS, shoot it with the HANDGUN. Avoid its attacks, too, because it can bring you down to CAUTION in one blow. Eventually, Yawn will die for good. ======================================== Head behind the bookcase Yawn smashed into. Grab the purple book called LAST BOOK VOL. 2. Now head up the ladder. And travel back to the BLADE ROOM. BLADE ROOM Head to the Z HALL. Z HALL Head for the UPPER DINING ROOM. UPPER DINING ROOM Head for the MAIN HALL. MAIN HALL Head down the stairs and to the door left of the double doors. Unlock it with your HELMET KEY. Discard the HELMET KEY. REST ROOM In here, grab the diary you see to your left and then head for the other door in this room. Before going there, there is a desk with INK RIBBONS inside. MIRROR ROOM Grab the DAGGER KNIFE and the GREEN HERB. Then grab the JEWELRY BOX on the cabinet. Another puzzle awaits. --------------------------------------------------------------------- | !!! JEWELRY BOX PUZZLE 2 !!! | | Combine the RED GEMSTONE with the JEWELRY BOX 2. Now to solve the | | puzzle, refer to Daniel Engel's Jewelry Box Solution FAQ. | | | | | http://db.gamefaqs.com/console/gamecube/file/resident_evil_jewel_box.gif | Thanks to Daniel Engel for the solution!! | --------------------------------------------------------------------- Once you solve the puzzle, you will have a BROACH, which will turn into the EMBLEM KEY. Exit. REST ROOM Exit to the MAIN HALL. MAIN HALL Head for the GRAVEYARD. GRAVEYARD Head to the gate leading to the CROW HALL. CROW HALL Head for the other door in this hallway. DOOR HALL Head for the only door you haven't tried yet. Unlock it with the EMBLEM KEY. BEDROOM You'll hear Rebecca scream. If you want to save her, head out again. |||||||||||||| SAVING REBECCA |||||||||||||| DOOR HALL Run to the RIGHT STAIRS. RIGHT STAIRS Run to the U HALL upstairs. U HALL Run to the door to the right immediately. STUDY After the cut-scene, kill that Hunter by any means possible. You'll end up saving Rebecca. |||||||||||||||||| END SAVING REBECCA |||||||||||||||||| After saving her, return to the BEDROOM you were in when you heard her scream. NOTE: Pick up the SQUARE CRANK from the Item Box if you already haven't. Save, too. BEDROOM See the lamp on the desk? Flip it on. Grab the METAL OBJECT you see. Grab the FLASH GRENADE, too. Exit. DOOR HALL Head for the EXIT HALL. EXIT HALL Head out to the SHED. SHED Head to the GARDEN. GARDEN Head to the POND ROOM. POND ROOM Head across the pond and down the lift to the GUARDHOUSE GARDEN. GUARDHOUSE GARDEN Head over to the broken lift and attach the BATTERY to the slot nearby. Then ride the lift up. GARDEN We are in the GARDEN again. Head to the SHED. SHED Head to the EXIT HALL. EXIT HALL Head to the DOOR HALL. DOOR HALL Head for the RIGHT STAIRS. RIGHT STAIRS Head for the RIGHT STAIRS SAVE ROOM. RIGHT STAIRS SAVE ROOM Deposit the METAL OBJECT. Then withdraw the SQUARE CRANK. Save the game, too. Exit. RIGHT STAIRS Travel to the DOOR HALL. DOOR HALL Head for the EXIT HALL. EXIT HALL Head to the SHED. SHED Head to the GARDEN. GARDEN Head for the POND ROOM. POND ROOM Run to where you used the SQUARE CRANK back in MISSION 2. The pond will fill with water, effectively opening up that passageway behind the waterfall. Return to the GARDEN. GARDEN Run to the lift in this room, and ride it down. GUARDHOUSE GARDEN Head for the not no-more waterfall. Head down the ladder, into the tunnels... ----------------------------------- That was quick, now, wasn't it? Well, MISSION 3 wasn't very eventful at all. Those Hunters and Sweepers are also in the Tunnel areas now. The mansion may seem like history now, but we'll be returning to the mansion in a little while to check out the double doors in the main hall underneath the stairs. But for now, we explore the tunnels beneath the Guardhouse in hopes of finding a way out of here. D. TUNNELS AREA --------------- ENTERING THE TUNNELS ==================== ITEMS: HEX CRANK FLAME THROWER SHOTGUN SHELLS SURVIVAL KNIFE AVOIDING LISA ============= ITEMS: CYLINDER SHAFT CYLINDER SHAFT BROKEN FLAMETHROWER JEWELRY BOX MANSION ALTAR ============= ITEMS: DAGGER KNIFE STONE RING STONE AND METAL OBJECT STONE AND METAL OBJECT 2 (2) ************************************************************************ ENTERING THE TUNNELS ************************************************************************ TUNNEL 1 Head to the first door on the right. TUNNEL 2 Find the SHOTGUN SHELLS on the floor of this tunnel. Head to the only door in this tunnel. PIT ROOM Head for the door with a HANDGUN MAGAZINE by it. ENRICO ROOM Run forward. You'll see a cut-scene with Enrico. Search Enrico's body for the HEX CRANK. Run down the hallway to Enrico's left. Head for the door at the end. A Hunter may come in, so run away from it. You may want to equip something powerful right now. PIT ROOM We are back in the PIT ROOM. Head back to TUNNEL 2. TUNNEL 2 There is a Hunter here for you to kill. Kill it. Head for TUNNEL 1. TUNNEL 1 Run across the tunnel and you'll see an ITEM BOX and TYPEWRITER. Take the opportunity to save if you like, but make sure you have plenty of ammo. Head to the gap in the floor. Use the HEX CRANK to fill the gap. Head through to the BOULDER ROOM. BOULDER ROOM Nearby is a FLAME THROWER. Run to the right and the boulder starts rolling. RUN BACK TO THE DOOR!! After the cut-scene, turn right. There are SHOTGUN SHELLS. Run through the doors at the other side of the hall near the boulder. There is a GREEN HERB to the right of the door. GIANT SPIDER ROOM Not another boss!! ======================================== BOSS # 6: BLACK WIDOW DIFFICULTY: Easy Your goal: Well... all the trouble from both Yawn and Plant 42 pays off. This boss is so pathetically easy, it isn't even funny. Unload the FLAME THROWER on this bastard, and eventually it should die. There is a SURVIVAL KNIFE on top of the barrels in the corner. -OR- Run to the webbing on the door, hack at it with the SURVIVAL KNIFE or FLAME THROWER and run through. Thanks to a reader (forgot who, sorry) who submitted this cheat. ======================================== There is a SURVIVAL KNIFE on the barrels like the one you started out with. If you want to conserve FLAME THROWER %, then grab it. If you don't care to waste FLAME ROUNDS, do not grab it. There should be a door covered in web. Launch some FLAME THROWER % at it or hack at it with the SURVIVAL KNIFE you just got. Head through. TUNNEL 3 Turn right and head through the door, by attaching the FLAME THROWER to the right of it on the panel. BOULDER ROOM 2 Ugh... use the HEX CRANK _THREE TIMES_. Turn left because the boulder will start rolling down. Head through the door nearest you. STATUE ROOM See the statue on the wall? Push it right until it hits the BRONZE part of the wall. Run to the opposite wall and use the HEX CRANK. The statue will be away from the wall. Now push it to the dial in the middle. It will turn. Push it away from the dial and push it in the dial again to turn it a second time. Now push it to the space right of the candles (so it faces the player). You'll get this CYLINDER. Return to the BOULDER ROOM 2. BOULDER ROOM 2 Return to TUNNEL 3. TUNNEL 3 Head into the GIANT SPIDER ROOM. GIANT SPIDER ROOM Head back to BOULDER ROOM. BOULDER ROOM Head back to TUNNEL 1. TUNNEL 1 In the ITEM BOX, grab the EAGLE MEDAL and WOLF MEDAL. Then head to TUNNEL 2. Save if you like. TUNNEL 2 Head for the PIT ROOM. ************************************************************************ AVOIDING LISA ************************************************************************ PIT ROOM Here, head over to the control panel you see at the end. Examine it to get some sort of SHAFT. Combine it with the CYLINDER. It makes the CYLINDER SHAFT. Insert it and press the code 4231. The pit in the middle of the room will activate- it's really a lift! Ride it down! BOTTOM SHAFT Run to the nearest door. LISA TUNNEL That ***** from the cottage beside the mansion is back. ======================================== BOSS # 7: LISA TREVOR II DIFFICULTY: IMPOSSIBLE Your goal: This is the same as last time. Get the hell out of there. 3 hits from this immortal boss will kill you, and it will not be good at all. Head out, and be quick. Don't even try to shoot this thing, because she just won't die!!! ..I THOUGHT I TOLD YOU TO RUN AWAY! RUN! RUN! RUN! RUN! RUN! [NOTE: The girl in Wesker's Report II is Lisa Trevor. And she is now after us. Not good at all.] ======================================== To avoid her, double back and take the branching tunnel. At the branching tunnel, head to the right one of Chris. You'll eventually see a door. Use the map to get to it; remember that locked doors are in red on the map and unlocked ones are in white. Head through the door. CRATE ROOM Push the crate onto the lift. Then activate the lift at the controls. Then leave the room through the way you came. LISA TUNNEL Run back to where the lift is. Avoid Lisa Trevor at all costs. BOTTOM SHAFT Look for the ITEM BOX. Pack AT LEAST 2 HEALING ITEMS. Then go down the nearby ladder. The crate you sent away is here now. Go push it to the left and forward. Then press the button so the crate is crushed. Jump down to where the crate is to get a BROKEN FLAMETHROWER. Return to the LISA TUNNEL. LISA TUNNEL Keep avoiding her and head for the locked door. Take the tunnel toward where you headed for the CRATE ROOM. Flip the switch on the wall. Head to the locked door in the room using the map. See the little board next to it? Attach the BROKEN FLAMETHROWER there. Head through. CANDLE ROOM Run passed this weird candle area to a pool tunnel. Run across it. You'll be in a bedroom. You'll find another JEWELRY BOX, like the one before you left the mansion. Also, there is a DAGGER KNIFE here. Open the JEWELRY BOX (no puzzle) and grab this STONE RING. Combine it with the METAL OBJECT from the mansion and you'll get another STONE AND METAL OBJECT. Climb the bedroom ladder, and turn left when you are up. Climb the ladder. ************************************************************************ MANSION ALTAR ************************************************************************ COTTAGE Remember this area? This is where you first met Lisa. Our goal is now to return to the mansion. Yes, go back there. Head to the OUTSIDE PATHWAY 2. OUTSIDE PATHWAY 2 Run back to the CROW GRAVEYARD. CROW GRAVEYARD If you have not acquired the MAGNUM here yet, then do so NOW. The solution is above. Run back to the OUTSIDE PATHWAY. OUTSIDE PATHWAY Run back to the SHED. SHED Head back to the EXIT HALL. EXIT HALL Collect the STONE AND METAL OBJECT that is near the door. It is the one you used in the beginning of the game to get to the Guardhouse. Head back to the DOOR ROOM. DOOR ROOM Aim for the CROW HALL. CROW HALL Run down the entire hallway to the GRAVEYARD. GRAVEYARD Head for the MAIN HALL. MAIN HALL Head for the double doors underneath the grand stairs. Insert both STONE AND METAL OBJECTS into the double doors. Head through. LONG TUNNEL Run down the stairs and across the boards until you reach the door at the end. SHORT TUNNEL Run through this short tunnel until you get to the ladder. Go down the ladder. ALTAR ROOM There is a cut-scene with Wesker. And... another Lisa boss. ======================================== BOSS # 8: LISA TREVOR III DIFFICULTY: HARD If you notice... it has the eye of the G-Type William Birkin, from Resident Evil 2 and the jump and power of Nemesis from Resident Evil 3: Nemesis. That can only mean one thing: this thing is as powerful as Nemesis and the G-Type combined! Then start shooting the hell out of the thing along with Wesker. When it falls over, keep shooting it. Barry will also help if you gave him his gun back. Once she falls, its all over! Yipeee!!!!!!!!!!!!!!!!! ======================================== ALTERNATE STRATEGY See the stones in the corners of the room? Push them down into the chasm and Lisa will jump down, ending the battle. Thanks for KANE79 for this tip. ======================================== ..anyway. Talk to Wesker if he is still there. Push all the stones down the pit. They are in the corners around the casket. The gate rises. Head through. LAKE COURTYARD We are back in the courtyard. Go to the statues around the lake and insert the MEDAL OF EAGLE and MEDAL OF WOLF. Then go down the stairs in the lake. Ride the lift down. ======== It is time to switch to Disc 2. (Why couldn't they give a disc for each character?) ======== Well, Disc 1 is officially finished. Well, fortunately Lisa is gone, so we don't have to deal with that G-Nemesis Type anymore. But the mystery isn't complete yet. Chris discovers a lab beneath the mansion area, and all the traps Chris has encountered thus far are definitely there to hide this lab, proving its importance. Well, onto Disc 2. E. LABORATORY AREA ------------------ SEARCHING AROUND ================ ITEMS: MO DISK 2 INK RIBBONS GREEN HERBS SLIDE CARTRIDGE MO DISK 3 LABORATORY KEY CAPSULE ESCAPING ======== ITEMS: MASTER KEY FUSE UNIT SIGNAL ROCKETS ************************************************************************ SEARCHING AROUND ************************************************************************ LABORATORY ENTRANCE Find the locked double doors. Near them are ladders to go down. LABORATORY SAVE ROOM Save, and pull out the MAGNUM or SHOTGUN, depending on what you have ammo for. Head through the double doors. STAIRS Kill all the zombies here. Grab all the GREEN HERBS. Turn left at the start of the stairs and grab the second MO DISK. Head down the stairs. Head through the gate. O ROOM Head to the door to your right. LAB HALL 1 Collect the FIRST AID BOX. Then take the door to the left. X-RAY ROOM Here, grab the file on the computer for ADA and JOHN. Grab the 2 x-rays and paste them onto the screen. If you do it right, you should get another word, CELL, based on the illnesses. Leave. LAB HALL 1 Back to the O ROOM. O ROOM Head to the only open double doors in this room. COMPUTER ROOM Go to the operating computer. Sign in using the name "JOHN." The password is ADA (the same Ada in Resident Evil 2). When you want to unlock the B2 floor, input the password, CELL. Return to the O ROOM. O ROOM Head back to the LAB HALL 1. LAB HALL 1 Head into the first door to the right. OFFICE Grab the FAX after taking the Crimson Head down. You'll notice a weird vial. You'll see a SLIDE CARTRIDGE on a desk. Grab them. Use the MO Disk on the desk's GameCube, too. LAB HALL 1 Head for the O ROOM. O ROOM Return through the gates to the stairs. STAIRS Head to the now unlocked door near where you found MO DISK 2. PROJECTON ROOM Use the SLIDE CARTRIDGE on the slide projector. You'll see the numbers 8462. Remember them. Was Wesker in that picture with the scientists? And is the woman there Annette Birkin, and the dark haired guy William Birkin? Hmmm... Grab the MO DISK from the shelf near the door. See that blinking panel near where you got the MO DISK? Enter the code from the slide in there. A new room will be revealed. Grab the LABORATORY KEY. Look at the console to see how Kenneth Sullivan died back in the beginning of the game. Leave. STAIRS You might be full on items, so deposit anything un-useful. Return to the O ROOM. O ROOM Unlock the single door with the LABORATORY KEY. T HALL Take the door directly across from the entrance (not the one to the left). LABORATORY SAVE ROOM 2 Unload anything you do not need. Leave. T HALL Turn left. Head through the double doors. CHIMERA HALL 1 Watch out! There are enemies here that are as dangerous as the Hunters from the mansion and the tunnels! Turn a cautious left, and kill the first one you see. These are called Chimeras. Turn around and do not enter the door. Run around until you see a blue button. Press it, and you will get a CAPSULE. Head through the door now. CHIMERA HALL 2 Head for the GameCube-looking console and insert an MO Disk inside. Run to the door at the end of this hall. Kill all Chimeras with the Magnum. Now return to CHIMERA HALL 1. ************************************************************************ ESCAPING ************************************************************************ CHIMERA HALL 1 Head for the T HALL. T HALL Head for the O ROOM. O ROOM Use the POWER ROOM KEY to unlock the double nears near the door you just emerged from. Enter. STOREROOM Does this place remind me of Silent Hill? Anyway, push the shelf back and climb up the counter. Enter the vent. OPERATION ROOM Head through the other vent you see in this room. Kill the Chimeras. STOREROOM Find the GameCube-esque reader and insert an MO DISK inside. Then push the shelf away and exit. O ROOM Back here, head for the LAB HALL 1. LAB HALL 1 Head for the first door on the right. OFFICE Radiate the CAPSULE in the weird blue thing. Once you get it back, WALK. WALK to the LAB HALL 1. WALK. LAB HALL 1. WALK to the O ROOM. O ROOM WALK to the T HALL. T HALL WALK to the CHIMERA HALL 1. CHIMERA HALL 1 WALK to where you put the CAPSULE. Put it back in. Run to the CHIMERA HALL 2. CHIMERA HALL 2 Run through the hall to the POWER ROOM. POWER ROOM Go to one of the 2 computer consoles you can access and press the YES option. Then leave. CHIMERA HALL 2 Run for the CHIMERA HALL 1. CHIMERA HALL 1 Run for the T HALL. T HALL Run to the other end of the hall into the elevator. Save in the nearby SAVE ROOM if you want. Power up the elevator. If you saved Rebecca from the Hunter, she'll come in. If not, she won't be here. TYRANT ENTRANCE ROOM Enter through the door at the end. TYRANT ROOM Watch the cut-scene. ======================================== BOSS # 9: TYRANT I DIFFICULTY: HARD After the cut-scene, grab your MAGNUM. Start shooting the thing and dodging it. One hit can bring you down to Caution. It falls down after 9 or 10 shots from the gun. The Tyrant attacks using its dangerous claw. Keep moving, and keep shooting. The Tyrant is much tougher than Lisa, but not as invincible as Lisa. ======================================== Go to Wesker's unconscious body and grab William Birkin's diary. If she survived, wake Rebecca up, and head to the desk at the end of the room to unlock the door. If Rebecca didn't survive, grab the MASTER KEY. Leave. TYRANT ENTRANCE ROOM Run to the elevator. If Barry is still alive, the self-destruct system will hit. If Rebecca didn't survive, then you can now end the game by returning to the LABORATORY ENTRANCE. If you still want to save Jill, then follow the next orders. T HALL Run to the O ROOM. O ROOM Run to the LAB HALL 1. LAB HALL 1 Head for the 3 green switches and flip them. Head through the door. PRISON TUNNEL Run down the stairs to the door at the end. Head through. If the self- destruct system didn't hit, then use the MASTER KEY to unlock the door. JAIL CELL Talk to Chris. Then leave. PRISON TUNNEL Head back. LAB HALL 1 Head to the O ROOM. O ROOM Head to the STAIRS. STAIRS Head up the stairs and through the door. LABORATORY SAVE ROOM SAVE!! Then head up the ladder. LABORATORY ENTRANCE Head for the double locked doors. ESCAPE TUNNEL Run through. Grab the SHOTGUN SHELLS and FIRST AID BOXES and open them. Grab the FUSE UNIT at the end and ride the elevator. There are only 3 minutes until detonation if Rebecca is still alive. MANSION ROOF Grab the SIGNAL ROCKETS and USE it. ======================================== BOSS # 10: TYRANT II DIFFICULTY: HARD After the cut-scene, grab your HANDGUN (since you might not have any SHOTGUN SHELLS left other than the ones you just picked up). Start shooting the thing and dodging it. One hit can bring you down to Caution. Rebecca will be helping you. Once Brad drops the ROCKET LAUNCHER, Rebecca will get strangled. Shoot a rocket at it and the game ends. [NOTE: The Tyrant might hit the rocket away if it is free from strangling Rebecca. Shoot another rocket at it to kill it.] [NOTE: For a different ending, you can have Barry killed. Have the Tyrant strangle it, and then have it stab Barry with its claw. You will get a slightly different ending if you get Barry killed.] ======================================== GAME OVER... ======================================================================== ------------------------------------------------------------------------ 6. W E S K E R ' S R E P O R T ------------------------------------------------------------------------ ======================================================================== wrcvx If you pre-ordered the American Version of Resident Evil CODE: Veronica X, bought the Japanese PS2 or DC version of CODE: Veronica Complete, or bought the BioHazard 5th Anniversary Briefcase, you got the Wesker's Report DVD. If you didn't, it's here for you to read, because it bursts with seams of the original PSX RE, RE2 and RE3 information. Others may hate the Report because they can't think what Capcom is aiming with that, but I love it! Sure, the information for the "Mansion Incident" may seem a little outdated when the remake is accounted for, since it covers the original PlayStation version, but it still contains the basic information about the storyline of Resident Evil. This can also help those folks out who have just started the series on GameCube, and want to find out more about Resident Evil 2 and Resident Evil 3: Nemesis, until the GameCube ports of those games come out. In any case, here is Wesker's Report I in its entirety. ------------------------------------------------------------------------ ============ INTRODUCTION ============ "My name is Albert Wesker. I aspired to become a leading researcher at Umbrella Inc. A pharmaceutical enterprise who covertly conduction Bio Organic Weapons, better known as B.O.W., for development. But at the leader development training ground situated in Raccoon City, I met a brilliant and talented researcher who decided to take a different path; William Birkin. In time I shifted my position to S.T.A.R.S., a special force unit of the Raccoon Police Department. Umbrella, for crisis management reasons of their illegal Bio Organic Weapons development had many of its people working in the police department. I became the leader of S.T.A.R.S. and conducted all sorts of intelligence activities for Umbrella. As I continued to serve I devised my own plans and waited for the right time moment to execute them. Then at last, opportunity knocked. ============== 1998 July 24th ============== The freak murder incidents that had occurred in the forest near the mansion started it all. The mansion was Umbrella's secret BOW laboratory and it was clear that the indevelopment T-Virus was the cause of the murder. Initially, Umbrella instructed me secretively to keep S.T.A.R.S. to the mansion, dispose of them, then report the situation to headquarters so that their combat with the B.O.W. could be used for data analysis allowing Umbrella a comprehensive portrait of the B.O.W.'s combat abilities. From the two S.T.A.R.S. teams I first pitched in the Bravo Team. As expected, the top elite of S.T.A.R.S. gave all they had and became useful sample data. Then following, I geared up the Alpha Team to "search and rescue" the lost Bravo Team. The members of Alpha Team also proved their worth and as expected many died. There were five survivors from the initial eleven S.T.A.R.S. members. From the Alpha team were Chris Redfield, Jill Valentine and Barry Burton. And from the Bravo Team were Rebecca Chambers and Enrico Marini. It was time to begin executing my plans. In the midst of the whole affair I could take Umbrella's ultimate Bio- Organic Weapon, the Tyrant, and join forces with an opposing corporation of Umbrella. To buy into that opposing corporation I would need the actual combat data of the Tyrant. The surviving privileged members of S.T.A.R.S. were just the perfect bait. I decided to have one of them play the Judas and draw them to the Tyrant. That Judas was Barry. Barry was the strong truth and justice kind and cherished his family more than anything. His type is easy to manipulate. I just took that most important thing away from him. My only miscalculation was the high potential of Chris and Jill. But with the family man Barry playing Judas the scheme went as planned. Then the winds turn unexpectedly. I had to eliminate Enrico who found out what was behind it all. I used Barry to get to him. After I successfully got rid of that nuisance I awaited the sample specimen that Barry would bring to me in the Tyrant room. I injected the virus I obtained from Birkin in advance. If I made Umbrella believe I was dead, it made it far more convenient to sell myself to the opposing corporation. According to Birkin the virus had profound effects. It would put my body in a state of temporary "death". It would then bring me back to life with super human powers. Therefore I unleashed an awesome Tyrant from its slumber and let it attack me. As my consciousness faded away I was certain that the whole scheme would end in success. Never did I imagine that S.T.A.R.S. could slay the evil creation. I lost the Tyrant and the plan I devised which cost me my humanity ended in failure. Now anything and anyone who stood in my way would be terminated. It's been that way for a long time and it always will be. At all costs I had to make S.T.A.R.S. pay. ========= September ========= Two months had passed since the mansion incident. To regain everything I had lost in my new organization I joined hands with Ada Wong, a female agent who was also sent to spy on Umbrella. I knew in my bones that the key developer was William Birkin, but what he didn't know was that Umbrella did not play games...with anyone. Eventually, Birkin would be assassinated, and the G-virus would be in the hands of Umbrella. But the salvage team led by Hunk was ahead of us. By the time they got to Birkin, he'd already injected himself with the G-virus...he became his own creation, and decimated them. Soon after, the T-virus carried by rats spread throughout Raccoon City, and Umbrella faced its worst scenario. ============== September 28th ============== The good citizens became zombies, and the city had headed for its devastating fate. Humans were no match against zombies. In the chaos, Umbrella Europe applied a new type B.O.W., called "Nemesis". The Nemesis would hunt down and destroy the surviving member of S.T.A.R.S., Jill. It became imperative that our organization would also obtain the Nemesis data. ============== September 29th ============== To cover up the whole affair, Umbrella jettisoned a Tyrant to take care of Leon and Claire, who were trying to unveil their secrets. Then, there was a new revelation. Birkin used to hide the findings of his studies in his daughter Sherry's pendant. It was very possible that the G-virus was there. While Umbrella was busy with their cover up, we had to capture Sherry before they did. I sent Ada undercover to seek the location of Sherry. I, the "dead man" on the other hand, had to work in the shadows. A spy's obligation and priority is in mission, to carry out the mission like a machine without any emotional interference. But through her interaction and involvement with Leon Scott Kennedy, there had been an affection growing inside her. My instincts sensed danger. Something had to be done, quickly. My instincts did not disappoint me. Even though Ada almost had her hands on the G-virus, which Leon had acquired from Sherry, that affection of her drove her to her death. But she was still of some use. I had to save her life. My people hurried to retrieve the G-virus that Leon threw away. But Hunk, the only survivor of Umbrella's salvage team, was there before us. ============== September 30th ============== Our only option left was to bring back Birkin, the monster, as the sample specimen and have him finish Leon and Claire in order to obtain his combat data. Although Birkin lost the battle to Leon and Claire, we succeeded in gathering samples of the G-virus from his dead body. =========== October 1st =========== In the morning the government bombed Raccoon city in an attempt to stop for the viral outbreak. This was, of course, their feigned reason... Later, Claire left to Europe to find her lost brother Chris, and Leon joined forces with an underground anti-Umbrella organization. Sherry is safe in our hands. I would never underestimate Birkin. There's something about this little girl..." ======================================================================== 7. W E S K E R ' S R E P O R T I I ======================================================================== wr2re0 JAPANESE COPY: http://www.capcom.co.jp TRANSLATION COURTESY OF http://www.residentevilhorror.com This contains SPOILERS. Please consider that before reading. You have to have ALSO played Resident Evil 2 and Resident Evil CODE: Veronica X at the very LEAST to understand this. Play Resident Evil: Survivor and Resident Evil 3: Nemesis for a complete understanding. This was translated by GameFAQS user: Saiki. Thanks to him for the translation. I have done some editing. ------------------------------------------------------------------------ To Ada Wong: When I first visited that place, I was 18 and it was summer, twenty years ago. I still remember the smell when the helicopter landed and the rotor caused the wind to stir. From the air, the mansion seemed normal but from ground level, something was different. William Birkin, who was 2 years younger than me, seemed only interested in the research files he had as usual... July 31, 1978 (Monday) Two days ago, the two of us were assigned to that place. Everything could have been planned out from the beginning or it could have all been a coincidence. The only person to know the truth is most likely, Sir Ozwell Spencer. Spencer at that time, was using the Arklay labs for the research on the T-Virus. As soon as we got off the helicopter, the president of that lab stood In front of the elevator. I don't even remember that man's name. It didn't matter what was said officially. From that day, that lab belonged to Birkin and I. We were assigned to be chief researchers at the facility. This of course, was Spencer's will. We were the chosen ones. The two of us ignored the president as we entered the elevator. We had Already been briefed about the layout of the area and Birkin, with no bad intentions, ignored everyone as usual. Usually, when someone sees our actions, they would react within 5 seconds. But the president didn't even react at all. At the time, I was only a youngster so it didn't bother the president. The president understood what Spencer was thinking and didn't take notice of someone like me. While the three of us were on the elevator, Birkin still kept his eyes on the research files. The files contained information about a new faro- virus found 2 years ago in Africa called Ebola. Even now, their are thousands of people researching the Ebola. But the People are always divided in half, one group to save people from the virus and the other to kill people with the virus. As known, if a person is infected with the Ebola, the chances of dying is 90%. It has the capability to destroy the physical structure within 10 days and even now, a cure hasn't been found. If this is used as a bio-weapon, it would display incredible destruction. But because making a bio-weapon is against the law, we would not use the virus as a weapon. But I'm certain that someone out their would use this as a weapon. So to prepare for a case of like the virus being used as a weapon, it is good to do research on it now. But the line between finding a cure and making a bio-weapon is thin. This is because the actual research conducted do not differ at all between the two. So one could say that they are researching for a cure and be making a bio- weapon. But to Birkin, he was not interested in either cause just wanted to research the Ebola itself. The virus had too many things unknown at the time. One was that the fact that virus would die within a few days by itself and would die instantly when hit by sunlight. The second was the speed that it would kill its host. It kills the host extremely quickly that their is almost no time for the virus to infect another person. The third is how the virus is spread. The virus has to physically touch another person in order to infect them and therefore can easily be quarantined. But I would like to bring up the following thought. What if a person that was infected with the Ebola virus could stand up and walk around? And that infected person would have a disrupted chain of thought, and would infect others that weren't infected? What if the DNA of the Ebola, the RNA, had a direct impact on the DNA of a human, and due to that, would make the person not die so easily? The person would be dead from a humans point of view, but would still go around as a bio-weapon spreading the virus around. It is fortunate that the Ebola may have features like this. Even from now, we will be the only one to now about this. Umbrella, with Spencer as the head, was an organization made to do research on viruses with these qualities. As a cover, they tell the world that they are a company making cures, but the truth was a bio- weapon developing organization. The finding of the original virus which restructures the human DNA was the start of everything. Using the original virus as a base, an enhanced virus would be made to be a bio-weapon. This was the plan for the T-Virus. The original virus was also an RNA virus and would cause abnormalities, thus enhancing a host. Birkin was interested in the Ebola because he planned on combining the two virus's (Ebola Virus and T-Virus) to create an enhanced virus. Luckily, the sample of the Ebola had already been brought to this research facility. We had gone through many elevators and had finally reached the destination. When we reached that place, even Birkin had raised his face to the sight. This was our first encounter with that woman. We were not told anything about that woman. Everything relating to her was kept top secret and the data was not to be leaked anywhere outside the lab. From the records, she was here since this lab had been created. She was 25 at that time. But what her name is and why she is here is a mystery. She was a test subject for the research on the T-Virus. The research begun in November 10, 1967. For 11 years, she had gone through tests with many viruses. I heard Birkin whisper something. Whether those words were cursing, swearing or praising, I don't know. But we had come to a place where we couldn't back out of. We were to take the research to its completion or to be captured, and end up like the woman. For us we, only had one choice. The woman who lay on the pipe bed had moved something within both of our minds. Was this part of Sir Spencer's plan? ---The next records take place 3 years later Alexia - 1 July 27, 1981 ---3 years from the previous report Today, Umbrella assigned a ten year old girl to be the chief researcher at the Antarctica facility. Her name is Alexia Ashford. As of right now, I am 21 years old, and William Birkin is 19. It is very provoking that even in our own Arklay lab, everyone is talking about Alexia and the Antarctica facility. It is because all the old high staff members consider the Ashford family a legendary family. Every time something goes wrong with our research, those old fools always say the same thing. "If only Edward were still alive." It is true that he was the first one to find the original virus, and he may have been an incredible scientist for starting the T-Virus plan. But soon after Umbrella was formed, Edward Ashford had died. It has been 13 years since then. There would be no meaning in expecting anything from the Ashford Family. In fact, ever since Edward's death, the Antarctica facility that his son (Alexander) built has done nothing. This granddaughter of his is probably nothing useful as well... But one day, our useless workers started to say these statements. "If Alexia was here......." It angers me to think that our workers and researchers are filled with mindless people that judge people by their status. Because they think like that, they cannot do anything themselves and always have to be told what to do! But I, I still had good judgement. If I had let all of that go to my head, the research at the Arklay lab would have been delayed. As the head researcher, I always have to keep myself under control or success would not be possible. Then, a thought came to my head. I could use those old staff members to gain my success. Those old fools could die at any time and would serve as perfect test subjects. To be able to rise above everyone, I must be able to use all resources to my advantage. But the problem was Birkin. His reaction to Alexia was great. Although he never spoke of it, Birkin took pride in the fact that he was 16 when assigned to this lab. But his pride was completely destroyed by the fact Alexia was a genius at 10 years of age. Born as a genius, he had tasted his first defeat, since Alexia was ahead by a full 6 years. He could not handle the younger, legendary family, girl. To be out-done by a girl who hadn't even made any progress... The main thing was the fact that she was still a child. But for reasons, I have to have Birkin get back to his normal self again. The William Birkin I knew before he met Alexia. We had already reached phase 2 in our plan in the past 3 years. Currently, the T-Virus could be used to create a biological weapon also known as the zombie. But the effects of the T-Virus varies greatly between people and there is no 100% guarantee for it to work yet. Every person has a different DNA structure and some may react differently. Even then, 10 percent of those who turn into zombies die. This we can do nothing about. With the remaining 90%, it is easy to use them as a weapon, but Spencer thinks differently. He wants 100% and wants a perfectly confined weapon. Originally, the bio weapon was to be a weapon that could be made with very little cost. But now, the bio-weapon that we research now costs great amounts. If Spencer just wanted to make money, he would not have chosen this path. If used at the current state, we could easily make a profit from it. But to continue research would not add up. Why would he continue research if he would lose money? I don't understand what the hell Spencer was thinking. But going back to Birkin, the research that Birkin is currently in is a bio-weapon that possess combat skills. By using other DNA samples, we could create this bio-weapon. It was made to fight off any forces that opposed us. It was a fighting bio-weapon, also to known as a Hunter. But that research had to put on hold for now so we could protect the test subject from Birkin. To compete against Alexia, Birkin started to act differently than usual. He would stay at the research lab 24 hours a day, and would do tests without any perceived plan. I would usually use other researchers to collect samples and data from the test subjects before they died, but at the speed that Birkin goes at now, is impossible to keep up with him. The president would keep getting new test subjects as if nothing happened and that subject would die shortly after. It was hell in there. But even in that hell, that one test subject, the women, still lived. She was 28 and had spent 14 years in the lab. Over the 14 years, the effects from the Ebola Virus must have corrupted her mind. But if she were to still have a conscious mind, death is what she would want. But she lived on. How would she live on for so long? There is nothing different from her data and any other data from the other test subjects. More time is needed to solve this mystery. ---the next report takes place 2 years later December 31, 1983 (Saturday) It had been the 6th winter since I began working at the Arklay facility. During the last two years, we had made no real progress with our research as time passed by. But this had come to an end. We had received word that Alexia had suddenly died. The reason was the virus that Alexia herself created; the T-Veronica Virus. It seemed like the 12 year old Alexia was too young for such dangerous research. I had heard rumors that Alexia had injected the T-Veronica Virus in herself but I couldn't believe this. She probably couldn't handle her father's death a year ago and perhaps made a simple error in her research. Later, the research at the Antarctica facility was continued by Alexia's twin brother, but no one had expected anything from him. In the end, the Ashford family couldn't bring any results and fell. Like I had stated earlier, the Ashford family was a legend and will stay as a legend only. With Alexia's death, Birkin had changed, or I should say, changed back to what he was. But now, there was no one who could surpass him and all those researchers had to acknowledge him. But it was still a taboo to talk about Alexia in front of him. Even when I tried to get a sample of the T-Veronica Virus, he had strongly objected. I had to put aside finding out about Alexia's research for later. In the end, Birkin had changed not one bit when everything around him had changed. But to me, I had a much bigger problem in my hands. Our facility was located in a very dense forest. I went out walking into the woods many times, but because this facility was in the near center of the forest, we would never encounter any other human. The only way to get here was by a helicopter. It was a needed precaution dealing with a bio-weapon. Since if by chance, the virus is leaked out, it would prevent the chances of spreading. But a bio-weapon isn't so simple. The virus can also affect non-human beings as well. Any virus isn't guaranteed to only affect one kind of organism. For example, the Influenza virus not only affects humans, but birds, pigs, horses and even seals. And even in 3 each of these species, only certain ones are affected. For example, seagulls and chickens are affected by viruses, but all other birds are not. And the same virus may have different effects on different species. The problem lies in how the T-Virus can affect many different life forms. During the time when Birkin was useless, I had done my own research on the T-Virus. I had found out that the T-Virus can affect most life forms out there. And not just mammals, but plants, bugs, and fish can also be affected by the virus. Every time I walked in the woods, I always asked myself, "Why did Spencer choose this place?" There are many different forms of life in these woods. What would happen if the virus were to leak out? If only an insect were infected, it is small in size and probably would not go through a big mutation. But these insects could spread the virus at an incredible rate. If this were to happen, how far would the T-Virus spread? If it were a plant that was infected, the plant itself could not move and would seem safe. But what about the seeds the plants give out? It would be very dangerous for such a case to happen. Now that I think about it, it was very smart for the Ashfords= family to locate their facility in Antarctica. But here, it almost seems like someone wants the virus to spread. But that could not be possible. What is Spencer trying to make us do? This issue was far to great and I could not discuss this with any other researcher. The only one who I could talk to was Birkin, but he probably would not even be interested. I need more information. I had started to realize my limits as a simple researcher. To find out what Spencer was truly thinking, I need to be at a position where I could obtain more information. For that, I would throw away all my current positions. But I cannot do this quickly. I cannot let Spencer notice my plans for if he does, everything would be over. I had continued to do research with Birkin so that no one would know my intentions. During that time, that woman test subject was forgotten. She was a "failure" that just lived on until that day, 5 years later... The 11th summer had come since we started working at this facility. I was 28 at the time. Birkin had become a father to a 2 year old girl. The wife was a also a researcher at the facility. It was natural that people who conducted the same research at the same facility fell in love with each other and end up having children. But a normal person would not be able to continue research at this place. Anyone still here is crazy. We had gone into phase three of our plan in the ten years. A programmed life, to be used a soldier, is a bio-weapon for combat. It was to be called "Tyrant." But this project had a huge problem from the start. Gaining the test subject for this Tyrant was a problem. There were very few who were compatible with becoming a Tyrant. This was due to the nature of the T-Virus. Any human could be used to make a zombie or a hunter but their intelligence would be lost in the process. A certain amount of intelligence is needed to create a Tyrant. Birkin had used a different way of creating the Tyrant to compensate for this problem. But only a very small amount of people could be used for this different way. In the simulation, only 1 out of 100,000,000 turned into a Tyrant and the rest became zombies. If our research continued, we could create a different kind of T-Virus that was compatible for more people. But for this to happen, we needed another test subject. But even if we searched through all of America, we would only find ten or so people that were compatible for becoming a Tyrant. Other research facilities had reached the same problem. We had run into a wall even before our research began. But we had received word that the Europe facility had thought up of a plan to conquer this problem in phase 3. This was the "Nemesis Project." I had urged to get a sample of the project to put our research further. Although Birkin had strongly opposed, I had convinced him. Until we found a compatible host, our research would not move and Birkin needed to admit this. We had received the package a few days later with a number of precautions written on it. The package brought to heliport was a small box, titled "Nemesis Project" To gain this sample from the France facility required quite an effort but was mainly due to Spencer backing us up. Birkin took no interest in the package until the end but he had at least admitted to tests. The Sample was totally new and was thought up for test purposes. The Nemesis was a biological life form created by manipulating DNA. The intelligence was the only thing enhanced and this life form alone, could not do anything. But once it finds a host, it becomes a parasite and would take over that host and would cause it to have incredible combat ability. The host for the weapon and the parasite would be made separately and later the intelligence of the parasite and the body of the host would be combined to create a bio-weapon. If this were to succeed, it would overcome the problem of the intelligence and we could create a bio- weapon. But the problem was when the parasite takes over the host. In the research files, all that was recorded was the death of each host once taken over by the parasite sample. Within 5 minutes of the parasite taking over, the host would die. But we were already aware of the danger that lied in the prototype. My plan was to prolong the time in which the host would survive, so that we would gain the credit to the "Nemesis project". The host would be that women test subject. Her incredible life rate could survive longer against the Nemesis prototype. And even if it failed, nothing would change on our side. But the test had created a result I had not expected. The Nemesis prototype that tried to enter her brain had disappeared. At first, we could not tell what had happened. We did not expect her to consume the Nemesis. That was the beginning. Something was happening inside of that failed experiment. We had decided to start research on her from scratch. In the past ten years, we had conducted every research possible on her, but we had decided to throw all those files away. Within the 21 years that she lived, something was beginning to show. Only Birkin had begun to notice the change. Indeed, something had begun to change inside her. But that was something totally different from the T-Virus project. Something new and would bring a new idea to us. The "G-Virus" project was the project that had changed our destiny. ---the next log is 7 years later July 31, 1995 ---7 years from the previous When I came back to that place, it had been 17 years since I first came. Every time I came here, I remember the smell of the wind of that day. The buildings and the surroundings all looked the same from before. On the heliport, I could see Birkin. It has been a long time since I've seen him. Four years have passed since I left Arklay labs. 4 years ago, when Birkin's G-Virus project was authorized, I had requested to transfer to the secret (intelligence) service and this was easily approved. From everyone's point of view, it was a natural thing for me to stop my road as a researcher and go onto a different field. And in reality, the research conducted on the G-Virus was far above my level. Even if I didn't have a different motive, I could feel my limits as a researcher when finding out what Sir Spencer was up to. In the midst of the wind blowing, Birkin, as usual, didn't take his eyes off the research files. Birkin came to Arklay quite often, but Birkin was not under Arklay anymore. A little while ago, an underground lab under Raccoon City was made and this was the place that his G-Virus project would be made. But to be honest, I didn't think that Spencer would authorize "G". This is because "G" was far from being a weapon, and had too many unknown things about it. The reason the "G" was slightly different from "T-Virus" was that the host would keep spontaneously reacting to the virus. It was very easy for a mutation to occur since the DNA would be open to a virus. But this is just in the case of the virus itself and not the hosts DNA. Even if the virus did cause some form of change, the DNA of the host becoming mutated was a rare case. If there was an outside force like radiation, it would be a different story though. But the case of "G" was different. Even without an outside force, the "G" would keep mutating the host until death. Something very similar to this did exist in the T-Virus as well. When a bio-weapon is put in a specific area, the virus inside the host would causing some form of mutation has already been confirmed. But for this, an outside force was always needed. But the "G" had no need for such a thing. No one can even expect what lies ahead with the mutations. And even if we think of a way to stop the mutation, the virus would just mutate to accommodate. 7 years ago, Birkin found this in that woman. At first look, the woman had no changes on the outside, but inside, various mutations had occurred and had kept on consuming each kind of virus injected and had lived on. And over the 21 years of mutating, it had mutated so much that it would even consume the Nemesis. The G-Virus project was to take this mutation to highest point possible. But this could lead to the "Ultimate life form" or it could end due to a disaster .....could this even be called a weapon? What was Spencer thinking when he authorized this project? Even when I moved to the secret (intelligence) service, I could not find out anything about what Spencer was thinking during these 4 years. And now, Spencer doesn't even show up in Arklay labs. It seems he was expecting something to happen there. Spencer was slowly drifting away from me, just like an oasis in a desert. But my chance will come soon enough... That is, if I can live until then. The elevator took me and Birkin to the highest level in the lab. It was the place where Birkin and I first saw that woman. There, we met the new research leader, John. He had come from a Chicago lab and was an excellent researcher, but he was too normal to work in a place like this. He had started to question the motives of the research there and had repeatedly questioned the superiors. This had even reached my ears in the secret (intelligence) service. If information has been leaked out, he would be the first to go. This is what everyone had started say. We had both ignored John and had started the clean-up of that woman to kill her. When she consumed the Nemesis, although she had started to regain some intelligence, her behavior was extremely peculiar. Each time it would escalate. She would start to rip another woman's face off and would wear it herself. According to the records, she showed the same behaviors when she was first injected with the original virus. No one knew why she would behave like that, but recently, three researchers had been killed that way and this is when she was authorized to be killed. Because "G" was progressing steadily, there was no use for her. Her death was confirmed over the course of 3 days, and her "dead body" was carried somewhere by the president. In the end, no one knew who she was and why she was here. But this was also the case with any other test subjects. But if she had not been here, the G-Project would not have existed. If this were the case, both I and Birkin would had been in a different situation than the one now. I had this on my mind as I left the Arklay labs. How far was Spencer planning? ---the "incident" would happen 3 years later... (That incident, of course, is the "Spencer Mansion Incident," where the residing scientists are turned into zombies and the STARS members are forced to survive hell.) ======================================================================== ------------------------------------------------------------------------ 8. R E S I D E N T E V I L S T O R Y S Y N O P S I S ------------------------------------------------------------------------ ======================================================================== bhspa I will give you a brief summary of all the games. If you want detail, check out TWILDE'S RESIDENT EVIL PLOT ANALYSIS, found at GameFAQS.com, where this guide can be found. Most are very brief, but if you don't feel like reading off a storyline, I suggest you scroll all the way down. ================== RESIDENT EVIL ZERO ================== July 23, 1998 A train strolling through Raccoon Forest is attacked by leeches controlled by a robed, bare-foot man. The people on board are attacked, turned into zombies, and the train is stopped. As detailed in the REmake, Bravo Team goes to Raccoon Forest to look for the perpetrators to cannibal attacks that had occurred. When they land, ever Bravo Team member except for Kevin leaves the copter, and sees an overturned MP vehicle. The transporters were murdered as they were transporting now escaped convict Billy Coen. The Bravo Team searches the area. Rebecca Chambers finds a parked train, and finds zombies on board. Edward Dewey catches up to her, and is murdered by zombie dogs. Enrico Marini gives Rebecca more information about Billy's backgrounds, and that he's a murderer. Rebecca finds Billy Coen, and they don't get along at first. Billy saves Rebecca from the leeches, and they both work together, when the train begins running mysteriously. They run into a team of agents working for Albert Wesker and William Birkin, but they're attacked by the leeches as well. They were the ones who started the train. They explore, seeing the leeches form strong zombies, and giant man eating bugs. Together, Billy and Rebecca destroy all threats, and get around the train to the control room, where they stop the tunnel. However... The train crashes into a tunnel near a Training Facility, the Marcus Mansion. There, the robed man makes threats to Albert Wesker and William Birkin (in their hideout) as well as Billy and Rebecca, and demonstrates the power of the leeches. They explore the Marcus Mansion and cover each other whenever danger is near (such as monsters, puzzles traps, and more giant bugs). Billy eventually lets Rebecca know that he was part of a military group that killed 23 people in Africa for a no good reason. Unlocking the path to a chapel in the back of the estate, Rebecca and Billy discover a lab where the works of a Dr. James Marcus were done. Billy and Rebecca discover a cable car. Billy is attacked by a creature, and falls down a pit, leaving Rebecca the only on to use the cable car. The cable car takes Rebecca Chambers to a mysterious area with an elevator train (in RE2, Claire and Leon use this exact same area to get to the Birkin lab). Rebecca rides the elevator car down and sees Enrico, and she says she must find Billy. Enrico runs off after telling Rebecca to redirect her focus on an old mansion in the forest, and never sees Rebecca again. Rebecca finds and saves Billy, and they both run off to confront the robed man, Marcus. He becomes a monster, and William Birkin then activates the self destruct sequence for the Marcus Mansion (as Albert Wesker runs off to lead the STARS Alpha Team to the other estate in Raccoon Forest, the Spencer Estate, see the REmake synopsis). July 24, 1998 Rebecca and Billy use sunlight to kill Dr. Marcus, the robed man, and it takes Billy a Magnum to finish the job. As daylight of the next day hits (the morning before Alpha Team goes to the Spencer Estate), Rebecca and Billy are on a cliff. Rebecca takes Billy's dogtags from his neck and declares him officially dead, although Billy will now have to be a convict. Rebecca runs off toward the Spencer Mansion, as Billy goes the other way, thanking Rebecca. As if Rebecca's nightmare is over, think again. ================================= RESIDENT EVIL 1 (REBIRTH VERSION) ================================= July 24, 1998 Raccoon City, a mid-western U.S. town is experiencing reports of cannibalism near its forest. The local police department sends in a special force to stop it, called STARS, Special Tactics and Rescue Service, to seek information about it. Umbrella Inc, a pharmaceutical, also controls Raccoon City. The STARS are divided into 2 teams, Bravo and Alpha. Bravo heads in first. Bravo team is consisted of Rebecca Chambers, Enrico Marini, Forest Speyer, Richard Aiken, Ed Dewey and Kenneth Sullivan. Enrico Marini was the team's leader. Bravo Team heads to the forest in the A