Resident Evil: Director's Cut - Dual Shock Jill Arranged Mode Walkthrough Version 1.0 Thursday, July 20, 2000 ------ Lady Raven therave2003@hotmail.com ------ *~ Table of Contents ~* I. Introduction II. Differences Between the Original Mode/Game and Arranged Mode III. General Tips IV. Herb Guide V. Jill's Arsenal VI. The Endings VII. Walkthrough VIII. Special Thanks IX. Disclaimers/Legal Mess X. Contact Info I. Introduction Without a doubt, Jill's game is much easier than Chris', through the original or arranged mode. By using this, you can still beat the game under three hours, giving you the insidious Rocket Launcher and the not-so-good best ending. Note that in Arranged Mode, getting the best ending will award you with the infinite Colt Python. The time for completing the game doesn't matter, but you must see the best ending. II. Differences Between the Original and Arranged Mode * Different clothes for Jill, Chris, and Rebecca. The alternate costumes, however, remain the same. If you've unlocked the clothes closet with the Special Key in a previous game, it will remain unlocked and you can access all outfits in the game. * Ink Ribbons give you 3 instead of 2. * Key item arrangement is COMPLETELY different, but usually convenient (herbs are in the same spot, ammunition locations differ a tiny bit). * More enemies and their locations differ than the original mode. They also take more bullets before they go down, in addition to inflicting more damage. * Different camera angles, and because of these, some areas have different lighting. * Not due to angle, but in the mirror room before the clothes closet, the mirror is on the opposite wall and the zombie is standing. * The Beretta looks different. It's also similar to the Colt Python when firing. III. General Tips * There's a tough lack of ammo in the beginning, but later you'll find you have so much your head may spin. If you've played as Jill before, you may know what you do or don't need. Either way it's a good idea to grab as much in the beginning as possible, especially since there are more enemies and take more shots. * Run everywhere… if that doesn't explain it I don't know what to tell you… * Dodge when you can, but not within a room full of zombies or when escape is narrow. Not only will it save time and ammo, but possibly health. * An obvious one…try not to get hit. For Jill, it's just two zombie bites and it's over. As long as you know what you're doing you shouldn't get hit much. IV. Herb Guide You'll have more than enough herbs in this, so I encourage you to use them when needed. Here are the combinations you will be using and their percent healing: 1 Green Herb + 1 Blue Herb = 20% healing and nullifies poison. 2 Green Herbs + 1 Blue Herb = 80% healing and nullifies poison. 3 Green Herbs (cannot combine with Blue Herb) = Full health recovery. 1 Green Herb + 1 Red Herb = Full health recovery. 1 Green Herb + 1 Red Herb + 1 Blue = Full health recovery and nullifies poison. V. Jill's Arsenal * The Combat Knife is negligent. * You'll only need the Beretta in the beginning, and maybe once or twice later on, your decision. It's more powerful in the Arranged/Advanced mode in the sense it's similar to the Colt Python. It's capable of decapitating zombies after, 1-5 shots…saving you precious Clips. As far as I know, it doesn't have anything to do with distance or how you're aligned with the enemy... it's random. * Once you get the Shotgun, that's pretty much all you'll be using throughout the mansion on zombies. One blast to the head is all it takes (sometimes two). * The Bazooka with Acid or Explosive Rounds is most effective on Hunters for awhile, wasting them in two, and every now and then, one. * Probably even esteemed by gawd, the Colt Python wastes virtually anything in one shot except Hunters, which uses two (sometimes one). VI. The Endings There are four endings for each of the characters, and the events that take place affect them. If you're going purely for something other than the first or third ending, you can neglect the MO Disks. This guide primarily illustrates getting the first ending, but points out where the affected points are. Here are the requirements for the others: Second - Save yourself and Barry. Do everything in this guide except save Chris from the Lab Cell. Third - Save yourself and Chris. There are several ways to go about it. 1) The easiest way to get this ending is to not wait for Barry when he goes to get another rope. 2) Wait for him to get the rope, but don't accompany him in the caves. Then when he asks if you would wait for him then, agree, but you won't see him again until a point in the Lab. 3) Same as two, but don't wait in the caves. Then when you hear the noise in the caves, don't check it out. Whichever you do, don't forget to save Chris. Also, trying to get this ending (and the fourth) will result in no triggering system, and no second Tyrant. Fourth - Save only yourself. Do the same as if you were getting the third ending, but don't save Chris. VII. Walkthrough - Dining Room 1F - After the beginning, follow Barry across the room to find a pool of blood. Go through the door on the right. - West L Hall 1F - Run to the area on the left. Skip the CG. Don't kill the zombie-- instead, turn around and run back and through the door on the right you entered from. - Dining Room 1F - The zombie will follow you, and being the nice guy he is, Barry will kill it (three shots with a Magnum???). Head through the double doors on the opposite side. - Main Hall 1F - Wesker appears to have vanished. Run behind the staircase and to Barry on the other side. You both decide to split up and he'll give you the Lockpick. Now go through the blue double doors on the east side of the room. - Gallery - Run straight and use the Lockpick on the door next to the blocked hallway and go through. - East L Hall 1F - As you proceed, a dog will crash through the window. Equip the Beretta and waste it. Continue around the corner and do the same with the next dog. Then push the middle shelf here out of the way for a Clip. Continue through the door. - Twisted Hall - To the left is a Green Herb. Head around the corner and enter the first door on the right. - Bathroom - Check the Clip to the right and you'll see a zombie in the mirror. Quickly grab it and run out the door before the zombie can get to you. - Twisted Hall - Continue down the hall and go through the door across from the double doors. - Trap Room - Go through the other door. - Living Room - Blast the three zombies in here, then go left and take the Shotgun off the rack. Leave the room. - Trap Room - From the looks of things, we probably shouldn't have done that. Both doors are locked, so just wait a bit and Barry will kick down the door. - Twisted Hall - After the convo, he splits. Go through the double doors on the left. - Back Passage - Ignore the zombie ahead of you for now and go through the light-blue door on the right. - East Stairs 1F - Pop the zombies ahead. Grab the Green Herb around the corner. Combine this with the other you found if you'd like and go through the door on the right. - East Save Room - Ignore the Broken Shotgun in the pile of garden tools. Now arrange your inventory accordingly… Inventory: Beretta, 2 Clips from the box and the one in your inventory already. Combine your three Clips and reload while you're at it. Leave the room. - East Stairs 1F - Head left around the corner and through the blue door. - Back Passage - Ignore the zombie and go through the double doors on the left. - Twisted Hall - Go all the way down the hall and through the wooden door at the end. - East L Hall 1F - Run through here. - Gallery - Go through the double doors across the way. - Main Hall 1F - Head upstairs. - Main Hall 2F - Head up the steps to the right, then go right and through the door at the far end of the walkway. - Bloody Passage - Go through the door on the left. - Balcony - Follow the path and you'll come to Forest whose been pecked to death (make my family mad and you feel our wrath ^^). Grab the Bazooka near him. Sweet. Examine the gleam next to him, which is the Mansion [Armor] Key, but as you try to grab it, he'll turn into a zombie. Run away, shoot, and go back and grab the key. Leave. - Bloody Passage - Go through the door ahead. - Main Hall 2F - You'll meet up with Barry who'll give you some Acid Rounds. How kind of him. When he leaves, run across the walkway and through the double doors. - Dining Room 2F - Kill the zombies, then go around to the left and push the statue a ways, then down into the Dining Room below where the missing rail is. Leave the way you came. - Main Hall 2F - Run across the walkway and through the door. - U Passage - Use the Armor Key on the first door and enter. - Pillar Room - Grab _one_ of the herbs and get to Richard, now poisoned. He needs Serum, so you automatically leave. - U Passage - Head right, around the corner and blast the zombie. Then use the Mansion [Armor] Key on the green double doors and enter. - Armor Room - Push the statue ahead of you over the vent and do the same with the second. Then press the red switch in the floor. Check the now-open showcase for the Emblem. Leave the room. - U Passage - Go left around the corner and shoot the zombies here. Go through the door at the end. - Small Library - Go straight and veer a right at the table and go through the door. - East Stairs 2F - Blast the zombies ahead of you, then run past the second zombie you killed and unlock the door on the right and enter. - Deer Hall - Go through the door on the left. - Study - Check the bug showcase to the right and press the switch. Push the emptied fishtank towards the desk, then the cabinet towards where the fishtank was previously. Check the wall-cabinet for half of the Moon Crest. Leave. - Deer Hall - Run across the hall. As you approach the next door, the zombie from the previous area will enter. Ignore him and go through the door. - Bedroom - Go left and grab the Red Herb. Combine it with one of the green. Then check the area between the bed and the wall on the other side for a Clip. Ignore everything else and leave. - Deer Hall - IMMEDIATELY run forward and through the door on the left because two zombies will be on both sides. - East Stairs 2F - Go downstairs. - East Stairs 1F - Enter the save room. - East Save Room - Open up the magic box... Inventory: Beretta, Clip, Armor Key, Emblem. Leave. - East Stairs 1F - Head through the blue door around the corner. - Back Passage - Go through the door on the left. - Twisted Hall - Follow the hall and use the Armor Key on the metal door near the end and go through. - Outside---Boiler - Ignore the dog on the other side of the fence and shoot the dog ahead. Proceed around the corner and shoot the next dog. Ignore the herbs and grab the Chemical near the boiler. Leave, ignoring the third dog. - Twisted Hall - Enter the door on the left. - East L Hall 1F - Run through here. - Gallery - Run through the double doors. - Main Hall 1F - Use the Armor Key on the door to the right. - ''h'' Room - Blast the two zombies and grab the Clip from the dresser. Go around the corner and waste the zombie here. Use the lockpick on the desk for Shells. Leave. - Main Hall 1F - Run through the double doors across the way. - Dining Room 1F - Grab the Star Crest from the broken statue and go through the door on the right of the fireplace. - West L Hall 1F - Go left where the zombie was munching on Kenneth in the beginning. Examine him three times to get two Clips. Then go all the way down the hall and use the Lockpick on the door right next to the double doors. - Bar - Make your way around the piano and push the cabinet toward the wall. Check the shelves for the Music Notes and use them on the piano to reveal a secret passage. Enter and take the Gold Emblem from the relief. The entrance will close, so just use the Emblem to open it back up. Leave the bar. - West L Hall 1F - Go right and through the door on the left. - Dining Room 1F - Place the Gold Emblem in the indentation above the fireplace and the clock will reveal a panel. Examine it for the Blue Jewel. Leave the Dining Room via the doors across from the fireplace. - Main Hall 1F - Head upstairs. - Main Hall 2F - Go up the steps to the left and through the double doors. - Dining Room 2F - Take the right walkway and head through the door you come to. - West Stairs 2F - Pop the zombies and head downstairs. - West Stairs 1F - Stay as close to the stairs as possible as you make your way to the save room. If the dog crashes through the window, ignore it and get in there anyway. - West Save Room - Open up the magic box... Inventory: Shotgun, Shells, Blue Jewel, Chemical, Armor Key. Leave. - West Stairs 1F - Follow the hall, ignoring the dogs and use the Armor Key on the door to the right, discard, and enter. - Vacant Room - Ignore the Clip to the left and grab the Colt Python. Then use the lockpick on the desk for Shells. Leave. - West Stairs 1F - Go through the door on the right. - Green Hall - Waste the zombies ahead of you, then go straight and kill the zombie near the end and go through the gray door. - Greenhouse - Use the Chemical on the pump near the entrance to kill the plant. Head over to that area...and before you fill your inventory up with herbs, take a second to get the Sun Crest by the window. When you got everything, leave. - Green Hall - Go back down the hall, then left at the far corner. Blast the zombie when the path splits to the left, and head that way and through the door. - Tiger Statue Room - Use the Blue Jewel on the statue to get the Mansion [Shield] Key. Leave. - Green Hall - At the fork, go left and through the door on the right. - Employee Room - Grab the Clip off the bed if you have the space, then head to the other side of it and examine the book on the desk. The closet doors will fly open with a zombie in open arms. Decap him and take the Shells from the closet. Leave. - Green Hall - Go all the way left down the hall and through the door on the left at the end. - West Stairs 1F - Run through here, avoiding the dogs and enter the save room near the staircase. - West Save Room - Open up the magic box... Inventory: Shotgun, Shells, Shield Key, 2 full recover herb combos (optional; you can grab some herbs on the way to our destination, but it's a tad bit out of the way). Before you leave, grab the Serum from the shelves. - West Stairs 1F - Head upstairs. - West Stairs 2F - Make your way around the railing and through the door. - Dining Room 2F - Go through the double doors. - Main Hall 2F - Remember those herbs near the boiler? Now is a great time to get them if you want them. If not, run through the door across the way and skip the next section. Otherwise head downstairs. ~~~ Optional: Five Herbs ~~~ Go through the blue double doors on the left. Then run through the next couple of rooms, and hit the door on the right in the Twisted Hall. Shoot the dog outside, grab the five herbs, leave and back in the Twisted Hall, go through the door on the left. Return to Main Hall 2F and go through the double door on the east side. - U Passage - Hit the right door. - Pillar Room - Grab the herb(s) on the left for some extra healing, then run to Richard, now dead (hopefully it's been 15 minutes since you left him). Examine him for a Clip, then go through the door. - Pillar Back Room - Decap the zombies and go up the steps, use the Shield Key, discard it and enter. ~~~ Attic --- The Yawn ~~~ This battle is more difficult than in the original mode, but 7 good shots will kill it. Shoot once or twice, then run to another spot. Try not to get trapped. After the fight, grab the Shells atop the barrels that were across from the shelves. Now check the hole the Yawn came from for the other Moon Crest half. You're more than likely poisoned, so use the Serum when it's all over, replenish any lost health and leave. - Pillar Back Room - Run through the door straight ahead. - Pillar Room - Run through here. - U Passage - Head right, around the corner past the green double doors, around the next and through the door at the end. - Small Library - Run straight and veer a right at the table and go through the door. - East Stairs 2F - Go downstairs. - East Stairs 1F - Enter the save room. - East Save Room - Open up the magic box... Inventory: Beretta and Clip (or Shotgun and Shells if you're low), 2 Moon Crest halves, Sun Crest, Star Crest. Combine the Moon Crest halves and leave. - East Stairs 1F - Go through the blue door around the corner. - Back Passage - Shoot the zombies here, then go through the door next to the painting. - Gallery 2 - Love those crows ^^ Whatever you do, don't shoot them. They'll leave you alone unless you do something wrong. Every painting in here has a switch below it, and they need to be pressed in a certain order. Ignore the first big painting. First lets number them. From left to right on this wall, we'll number the paintings 1 (newborn baby), 2 (tired middle-aged man). On the next wall, from left to right, 3 (bold-looking old man), 4 (lively boy), 5 (infant), 6 (young man). Then the lone painting on the wall, 7 ("The end of life"). Push the switches in this order: 1, 5, 4, 6, 2, 3, and 7. The painting will fall revealing a panel and you'll obtain the Wind Crest. With all four crests, head out. - Back Passage - Go straight down the hall and through the metal door. - Outside---Roofed Passage - Shoot the two dogs, then place the crests in the indentations. Go through the door. - Courtyard Shed - Push the steps toward the shelves and collect the [Square] Crank. Leave via double doors. - Courtyard - Shoot the three dogs and collect the Red, Green, and Blue Herbs. Mix as needed. Then leave through the gates opposite the Blue Herbs. - Courtyard Pool - Go left and use the Square Crank on the square hole to drain the water. Go back and hop off the ledge and cross, climbing up at the end. Quickly run left to avoid the falling snakes and ride the lift down. - Courtyard Waterfall - Run right and across the courtyard and through the gates you come to (ignore the dogs). - Courtyard Passage - Collect the Green Herbs on the right of your entrance (you won't need the blue; in fact, ignore all Blue Herbs from now on). There are three dogs here, but you can dodge them all easily, and they won't be here later. On that note, follow the path and through the door at the end. - Guardhouse Hall 1F - Ignore the statue, even though there are three holes here, and not much you can do about them. You're pretty much better off running by and taking a little bit of damage. Go through the first door on the right. - Guardhouse Save Room - On the shelves you'll find Explosive Rounds and a First-Aid Spray. Now time to get re-arranged... Inventory: Shotgun, Shells. Equip the Shotgun and Leave. - Guardhouse Hall 1F - Go through the door across from you. - Dormitory 001 - Blast the zombies in here. Use the Lockpick on the desk for Shells. Leave. - Guardhouse Hall 1F - Go through the red double doors to the left. - Bar - Go right and grab the Red Book off of the table (there's also an Ink Ribbon). Leave, ignoring the spiders. - Guardhouse Hall 1F - Head down the left path and through the door. - Guardhouse L Passage - Follow the hall and through the first door you come to. - Bee Room - Go straight and veer a left before you hit the double doors. Take the Dormitory [002] Key from the far table and run run run. Don't bother shooting the bees, there's too many. Leave the room via your entrance. - Guardhouse L Passage - Head right and use the 002 Key on the door and discard. If you want some herbs, push the statue as far as possible and grab them. Go through the door. - Dormitory 002 - Go straight and use the Lockpick on the desk for Shells. Then hit the door that was near the entrance. - Dorm 002 Bathroom - Mow down the zombies and grab the Dormitory [003] Key. Leave. - Dormitory 002 - Go through the door on the right. - Guardhouse L Passage - Go left and through the first door. - Bee Room - Use the 003 Key on the door with '003' above it and enter. - Dormitory 003 - Blast the zombie. Grab the "V-Jolt" Report from the shelves and use the Red Book in its place. Go through the new door. ~~~ Plant 42 ~~~ Nothing but a big weed… pump everything you can onto him…he's a tough weed. Don't try to stay in one place for too long because plaster from the ceiling can fall and hit Jill (you can tell when it will). After tons of shots, it grabs Jill. Fortunately, Barry arrives with a Flamethrower to save the day. When it dies, make your way to the fireplace and grab the C. Room Key. Leave via the double doors through which Barry arrived. - Bee Room - Run through the door across the way. - Guardhouse L Passage - Go right and through the door. - Dormitory 002 - Push the left cabinet back. Then push the cabinet on the right in either direction and descend the ladder it was blocking. - Guardhouse Box Hall - Run down the hall, past the first and second boxes. Push the third into the water, and then the one nearby. Go back to the first box and push it in the direction you originally came from four times. Then go around it and push it towards the wall across from the ladder. Finally, push it towards the other crates and into the water. Cross the box bridge, collecting the Green Herbs on your way if you have the space and hit the door at the bottom of the flooded ramp. - Giant Tank Room - Head right and around the corner towards the two doors until you'll get a cutscene of 'something' under the water. Dun dun dun dun dun dun dun dun… Use the C. Room Key on the left door and push through. - Control Room - Throw the lever near the blinking red light to drain the water. Now go straight and push the blinking red button near the door to unlock the adjacent room. Leave. - Giant Tank Room - Enter the door to the left. - Supply Room - Grab the Mansion [Helmet] Key (it's the gleam) and grab the Shells across from the door. Ignore the Clips and leave. - Giant Tank Room - Head straight and around the corner at the end. Head through the door on the left with the red light above it. - Guardhouse Box Hall - Cross your bridge and make your way to the ladder. - Dormitory 002 - Leave via your original entrance. - Guardhouse L Passage - After the convo, follow the hall and through the door. - Guardhouse Hall 1F - Head left at the fork and go through the door on the left. - Guardhouse Save Room - Open up the magic box... Inventory: Bazooka, Explosive Rounds, Helmet Key. Equip the Bazooka and move out. - Guardhouse Hall 1F - Hang a left and go left at the fork through the door. - Courtyard Passage - Whether or not you shot the dogs, they ain't here now. Run through here. - Courtyard Waterfall - Go straight, dodging the dogs, and ride the lift at the left. - Courtyard Pool - Follow the path, avoiding the falling snakes, and hop off by the ladder. Cross the pool and climb up the other side. Go through the gates ahead of you. - Courtyard - Shoot the two new dogs and go through the double doors. - Courtyard Shed - Run through the door ahead of you. - Outside---Roofed Passage - Follow the passage and through the door. - Back Passage - As you leave the little hallway, you'll get a CG of a something following you. Afterwards, you're introduced to a new type of enemy-- the Hunter. Introduce it to your Bazooka. Two shots is all it takes (every now and then, one). Now go right and unlock the brown door with the Helmet Key and enter. - Office - Push the switch on the desk to turn on the lights. Grab the Magnum Rounds on the desk, then examine the bookshelf for the MO Disk. Leave the office. - Back Passage - Go left and through the blue door. - East Stairs 1F - Blast the Hunters, go around the corner, ignore the note, and through the door. - East Save Room - Barry left us some goodies. What a nice guy. Scoop them up. Now you have a decision to make. You can either 1) go a bit out of the way and get some Magnum Rounds, or 2) fight the Yawn now. If you choose the first, take the below stuff and leave. Otherwise, stay put and skip the next section. Inventory: Bazooka, Explosive Rounds, Acid Rounds, Colt Python (just in case, fully loaded, no extras), Helmet Key. ~~~ The Strange and Marvelous Journey for Magnum Rounds ~~~ We're in the Back Passage, so go through the left door. In this hall, kill the Hunter and go through the door at the end. Run through the next couple of rooms and go upstairs in the Main Hall. Take the left stairs and enter the Dining Room 2F and kill the Hunters here. In the next room, blast the two Hunters, make your way around the railing, but don't go downstairs. Instead, open up the door around the corner with the Helmet Key. Grab the Shells and Magnum Rounds off the brown table. Then face the steps as if you were going to climb them and push them under the deer head. Then turn off the lights near the entrance and climb the steps. Take the Red Jewel from the deer head and leave, go downstairs, and run through this next hall (dodging the Hunters). In the Green Hall, IMMEDIATELY run right down the hall and take the left when the path forks (dodging the third Hunter). Use the Red Jewel on the tiger statue to get the three Magnum Rounds. Leave and shoot the Hunter outside, then bolt left at the fork and through the door. In the next hall, ignore the spiders and head right and through the door. Run across the way through the next couple of rooms. Then shoot the new Hunter in the Twisted Hall. In the Back Passage, go through the blue door on the right, enter the save room. - East Save Room - Open up the magic box... Inventory: Shotgun, Shells, Helmet Key, 3 full-recover herb combos. Leave. - East Stairs 1F - Go upstairs. - East Stairs 2F - Before going up the stairs, take a second to aim with your weapon. A Hunter will be on the immediate right of the top of the staircase. Either wait for it to start walking and fire at it as you aim up, or go upstairs and take care of it there. When it's dead, head left down the hall and through the blue door at the end. - Messed Up Room - Use the Helmet Key on the brown door and discard if given the option, then pick up the Green Herb across from the entrance. ~~~ Piano Room---The Yawn #2 ~~~ Examine the piano in the corner and the Yawn will appear from the fireplace. It'll create a hole for you to drop down in later. Fortunately, it isn't poisonous. Your strategy is similar to the previous snake, but it'll take a few more Shotgun blasts. When it's dead, examine the hole and Barry will arrive. He'll give you Richard's radio, then drops a rope for you to check out the hole. - Tomb - Barry unpredictably drops the rope and goes to get another. Check out the tomb in the meantime and press the switch. Now you have another decision to make, affecting your ending. See the top of this thing for more info about it. Whether or not you wait doesn't affect the strategy of progressing through the rest of the game. It will however, affect when you see Barry next. If you're going for the first/second ending, wait. If third/fourth, descend the ladder and skip the next two sections. - Piano Room - After the convo, descend the rope. - Tomb - Descend the ladder ahead. - B1 ''h'' Hall - There are three Hunters down here, one is straight ahead. I strongly recommend you run straight ahead and hit the door. You'll save ammo and possibly tons of health. - B1 ''h'' Hall 2 - Go right and grab the herbs to the right at the fork. Then turn around and run by the zombies and go through the door. - Kitchen - Go forward and check out the door near the microwave. A zombie will arrive following the CG. Kill it and check out the other side of the kitchen. Kill the zombie on the floor and ride the elevator. - Elevator Hall 2F - Kill the Hunters here (one on both sides), then from the elevator, go left and left into the nook for another herb. Then enter the blue double doors. - Large Library - Kill the zombie, then check out the desk to the right for Magnum Rounds. Then go left and kill the other two zombies. Push the shelf out of the way and enter the hidden room. - Hidden Room - Near the window is a Battery. If you get to close to the window, crows will crash through. So quickly get what you came for and get out. - Large Library - Run across, then right and through the brown/black door. - Library Office - Go straight and push the statue once. Then go to the left of it and push it across, past the relief with the red switch as far as it will go, and into the corner across from the bookcase different from all the others. If none of that makes sense, then push the switch on the relief and you'll see what I'm talking about. Check out the desk for the Doom Book 1. Check it for the Eagle Medal. Leave the area. - Large Library - Go straight and through the blue double doors. - Elevator Hall 2F - Ride the elevator. - Kitchen - Make your way across the kitchen and open the door by the microwave. - Elevator Hall 1F - Go up the stairs ahead, then past the elevator and through the double doors. - West L Hall 1F - Run forward and through the left door. - Dining Room 1F - Hit the double doors across from the fireplace. - Main Hall 1F - Enter the blue double doors across the way. - Gallery - Enter the door next to the blocked hall. - East L Hall 1F - Run through here. - Twisted Hall - Hopefully, the Hunters aren't here. Run through here and enter the double doors at the end. - Back Passage - Enter the blue door. - East Stairs 1F - Enter the save room. - East Save Room - Open up the magic box... Inventory: Colt Python, Magnum Rounds, Bazooka and some type of extra rounds (or Shotgun and Shells; either as a backup), Battery, Square Crank. Replenish any lost health and leave. - East Stairs 1F - Head through the blue door around the corner. - Back Passage - Go around the corner and through the door. - Outside---Roofed Passage - Kill the Hunter and go through the door at the end. - Courtyard Shed - Go through the double doors. - Courtyard - Seems like the perfect place for Hunters, eh? Welp, they ain't here, so go through the gates across the way. - Courtyard Pool - Hop off the ledge and climb up the other side. Avoid the snakes along the path and ride the lift down. - Courtyard Waterfall - Shoot the dogs if you wish, then go into the open area across from the waterfall and use the Battery. Ride the lift up. - Courtyard - Go forward, left, and through the gates. - Courtyard Pool - Go left and use the Square Crank in the hole. Go back to the Courtyard. - Courtyard - Run around the bushes, then head right and ride the lift. - Courtyard Waterfall - Go left and to where the waterfall was. Descend the ladder. - Caves U Passage - Enter the door on the right. - Caves T Hall - You'll meet up with Barry if you waited for him earlier: 1) If you want the first/second ending, agree to go with him, and it doesn't matter if he goes first or not. 2) If you want the third/fourth ending, don't accompany him, but wait. Whatever you did, go left and through the door. - Items Room - Head across the room (near a generator) in the sub-room for Explosive Rounds and a First-Aid Spray if you want it. Turn around and go left and hit the door you come to. - Enrico Hall - Follow the hall and you'll wind up at Enrico. Examine him for the [Hex.] Crank. Leave. - Items Room - Run left and through the door. - Caves T Hall - Run past the Hunter here and take the path to the left and go through the door. - Caves U Passage - Go down the hall and use the Hex. Crank in the hole. Go through the now-accessible door. - Boulder Room - Go towards the boulder, then go back once you're near it and it'll start to roll. Run back to the nook where you entered. When the coast is clear, head left into the new area, dodging the Hunter here and through the doors. ~~~ Webbed Room---Black Tiger ~~~ This one isn't tough. Just fire your Colt til it dies. Once it does, exit, and re-enter the room to clear away the baby spiders. Then pick up the Combat Knife in the corner and cut the webbing on the doors with it. - Straight Passage - Go left and through the door. - Caves Save Room - There's a Blue Herb in here if you're poisoned. Other than that, open up the magic box... Inventory: Shotgun, Shells, Eagle Medal, Hex. Crank. Equip the Shotgun and leave the room. - Straight Passage - Avoid the snakes and go right and through the door at the end. - Boulder Room 2 - Go right, then left towards the boulder. Turn around and run back to where you came from when it starts to roll. Go to the origination of the boulder and grab the Doom Book 2. Check it for the Wolf Medal. Now use the Hex. Crank in the hole three times. Then check out the open "wall" and go through the door. - Gargoyle Statue Room - Push the statue of the gargoyle towards the door five times. Then use the Hex. Crank on the hole twice. Push the statue over the pad on the floor to open the panel in the wall, giving you the Lab Key. Leave. - Boulder Room 2 - Go back to the original entrance of this room and take the path we neglected to take earlier and ride the lift. - Fountain - Grab the Green Herbs and make your way to the fountain. Looking at it as a clock with an arch at 9, 12, and 3, put the Wolf Medal at 3 and the Eagle in 9. Descend the steps and ride the elevator. - Lab Elevator Room B1 - Descend the ladder here. - Lab MB Room - Open up the magic box... Inventory: Shotgun and Shells, (or Colt Python and Magnum Rounds), Lab Key, MO Disk (if you want to save Chris). Go through the door. - Lab B2 Z Hall - Three zombies are in here, off with their heads and grab the Green Herbs. Go downstairs. - Lab B3 - You have a decision to make. If you want to save Chris, read on. Otherwise, stay put for now and skip the next section. For the heros, go left, blasting any zombies on your way and enter the doors on the left. ~~~ Hero Time: Saving Chris Round 1 ~~~ Check out the computer. The login is "John" and password is "Ada". Then select floor B2. The password for that is "mole". Afterwards, select B3 and it'll automatically unlock. Then select cancel to get out of there. Check the back of the room for a MO Disk and leave. Go right and through the door across the way, then through the door on the right side. Blast the zombies in here and make your way around to the desk in the back. Use the MO Disk on the pass code output machine to get the passcode. Leave the room and head through the double doors on the left and ascend the stairs. Up here, go forward and enter the double doors. Open the panel on the wall near the screen (it looks like a vent) and push the switch to move the column. Examine the hole that was behind it to get the MO Disk. Leave the room and go downstairs. - Lab B3 - Run left down the path, around the corner, and blast the zombie down here. Then keep going and use the Lab Key on the double doors with the red triangle in front of it. - Lab Elevator Hall - If you want to save Chris or you're in need of Magnum Rounds, go through the double doors on the left. If not, stay put and skip the next section. ~~~ Optional: Saving Chris Round 1.5/Getting Magnum Rounds ~~~ Grab the Red Herb to the right and Shells if desired. Push the top box over the vent it's lined up with (be _very_ careful not to step on the button). Then run around to the other side and push the crate alligned with the button up twice. Next, push the steps up a few times, then towards the crate on top of the vent. Now push the other crate towards the steps, then down and finally left over the vent. Finally, push the steps down and over the button and climb up and into the air shaft. Blast the zombie on the right and grab the Magnum Rounds from the shelves. Then head across the room and use the MO Disk on the pass code output machine (watch out for the other zombie). Exit via the door with the red light and go left through the doors with the red triangle. - Lab Elevator Hall - Go straight and kill the zombie and enter the room straight ahead. - Lab Save Room - Grab the Flame Rounds and Green Herb if you want them. Now open up the magic box... Inventory: Colt Python, Magnum Rounds, 3 full recover herb combos, MO Disk (for Chris). Equip your Colt and head out. - Lab Elevator Hall - Go left and through the doors with the red triangle in front. - Power Room 1 - Go right and follow the path (avoid the Chimeras) and activate the blacked-out areas. Go back and take the other path at the entrance, and head left when it forks and go through the door on the right. - Power Room 2 - No Chimeras? I dunno, but I'm not taking any chances. If you want to save Chris, run forward and eventually you'll come to a table with a pass code output machine. Use the MO Disk to get the Pass Code 03. Turn around and stick to the left wall to go down another path. You'll come to a set of double doors you can go through. - Power Room 3 - So the Chimeras are in here, but dodge them. Quickly activate the power connection switch on the left to activate the elevator then circle around and grab the Battery when you come to it. Leave. - Power Room 2 - Make your way down the path and exit via the door on the left. - Power Room 1 - Turn left and head right down the path, then exit through the double doors ahead. - Lab Elevator Hall - Run straight across the hall and push the switch near the elevator. Barry will arrive and you'll both ride the elevator. - Lab B4 Hall - You'll meet up with Wesker, who talks about the destruction of S.T.A.R.S. and the Tyrant. After the convo, you go into the Large Lab. ~~~ Large Lab---The Tyrant ~~~ Barry (or Wesker) releases the Tyrant. After the scene, you're left to fight Tyrant alone. Just run away a little bit, turn, and fire. It takes around six Magnum Rounds. When he's fallen, check on Barry (or grab the Master Key near Wesker and use it on the panel nearby), then leave the lab. - Lab B4 Hall - If Wesker wasn't in the lab, he'll set off the triggering system. - Lab Elevator Hall - Run straight, then take a right at the fork and go through the door. - Lab B3 - Chimeras! Run to the right, then left around the corner and through the double doors straight ahead (if you don't want to save Chris, go upstairs and skip the next section. ~~~ Hero Time: Saving Chris Round 2 ~~~ Run down the hall and enter the pass codes. Go through the doors and run down the hall and open the door at the end. You'll meet up with Chris and the both of you decide to leave. Run down the hall and through the double doors and through the next set. Then climb the stairs to the left. - Lab B2 Z Hall - Kill the zombies, and go through the door at the end of the hall. - Lab MB Room - Depending on what happened in the Large Lab, you may or may not get the scene of Barry dying. Now, _only_ open up the magic box if the triggering system _was_ set (no matter what, keep the Battery with you). Inventory: Seven of your strongest herb combos, Battery. Climb the ladder. - Lab Elevator Room B1 - Go through the double doors on the left. - Lab Elevator Hall B1 - Run down the hall and you'll hear Brad over the radio. Continue and use the battery in the panel of the elevator. A cutscene will follow. ~~~ Helipad---The Tyrant ~~~ Pick up the Flare to the right and use it immediately. Unfortunately, the Tyrant will arrive if the triggering system was set. All you have to do is dodge his slash attacks. The fourth or so attack is immpossible to dodge, but no matter what happens, make sure your health never gets below the yellow "fine" or "caution". When the timer clocks around 30 seconds left or so, Brad will drop down the Rocket Launcher. Until then, try to dodge the Tyrant's attacks. Pick it up when you have the chance and quickly blow him away. VIII. Special Thanks - Your smarter than the average Musk Cat, Naflign, for keeping me company in the long hours of the night. - My Lord of Chaos, Cy - For his herb guide...he may post his RE2 walkthroughs soon ^^ - Zangulus, for no reason ^^; - Capcom for bringing Resident Evil to the US. - GameFAQs for being there to further my dream. - And you for reading this ^^ IX. Disclaimer/Legal Mess/Credits This walkthrough is Copyright (C) 2000 Lady Raven. Basically don't publish, sell, copy, disfigure, or attempt some other bizarre action for whatever the reason involving this guide without my permission, k? Resident Evil: Director's Cut-Dual Shock is Copyright (C) 1997, 1998 Capcom. X. Contact Info Questions? Comments? Corrections? Love letters? Insights to the soul? If for some reason you need to contact me, use one of these: Yahoo! IM --- ClaireREII AOL IM --- Hentai Chica X/Lady Lenore KoR/Alys Brangwin ICQ # --- 67021149 Email --- therave2003@hotmail.com Website --- In the works ^^